Erdrinneir Vonnarc

Jyskos Arabath's page

105 posts. Organized Play character for CptJames.


Full Name

Jyskos Arabath

Race

|SP: 2/12, HP: 16/16, RP: 5/5|EAC: 16, KAC: 17|Fort: +1, Ref: +7, Will: +3, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +9|Perception: +7|Speed: 30ft Land|Senses: Darkvision (60ft)|

Classes/Levels

SLA: (At Will) - Dancing Lights, Detect Magic|Trick Attack: Bluff +15 vs CR, Success: +1d4 and Flat-Footed to the Attack|Active Conditions: Dazzled|

Gender

Male Drow Operative (Spy) 2

Size

Medium

Alignment

CN

Languages

Common, Drow, Orc, Abyssal

Strength 10
Dexterity 18
Constitution 10
Intelligence 10
Wisdom 10
Charisma 15

About Jyskos Arabath

Jyskos Arabath
Male Drow Operative (Spy) 2
CN Medium Humanoid (Elf)
Init +9; Senses Perception +7, Darkvision (60ft)

Defence

EAC 16, KAC 17, AC vs CM 25
SP: 12, HP: 16, RP: 5
Fort +1, Ref +7, Will +3, Immune to Magical Sleep Effects and gain a +2 racial bonus to saving throws against enchantment spells and effects.

Offense

Speed 30ft Land
Melee Tactical Sword Cane +5 vs KAC (1d4 P) Critical: Bleed 1d3, Analog, Operative
Ranged Diffraction Perforator Pistol +5 vs EAC (1d4 So) Critical: Bleed 1d4, Penetrating, Range 20ft, Ammo 20/Usage 2
Trick Attack Bluff Check +15 vs CR (Extra 1d4) Target is Flat-Footed to the Attack
Spells At Will: Dancing Lights, Detect Magic

Statistics

Str 10, Dex 18, Con 10, Int 10, Wis 10, Cha 15
Base Atk +1; Melee Atk +1, Ranged Atk +5, Thrown Atk +1
Feats Improved Initiative
Operative Specialisation Spy
Operative Class Features Evasion
Operative Exploits Holographic Clone
Skills
Acrobatics +11 (2 ranks),
Athletics +1,
Bluff +11 (2 ranks),
Culture +6 (2 ranks),
Diplomacy +3,
Disguise +10 (2 ranks),
Intimidate +8 (2 ranks),
Perception +7 (2 ranks),
Piloting +10 (2 ranks),
Profession (Con Artist) +8 (2 ranks)
Sense Motive +1,
Sleight of Hand +10 (2 ranks),
Stealth +10 (2 ranks),
Survival +1;
Languages Common, Drow, Orc, Abyssal
Other Gear Freebooter Armour I, Diffraction Perforator Pistol, Tactical Sword Cane, Radiation Badge, Battery (20 charges) x2, Serum of Healing Mk 1 x1, Mk 1 Ring of Resistance (Fort), Light Bayonet Bracket.

Special Abilities/Feats/Racial Traits

Operative Specialisation (Spy):
Starfinder Core Rulebook p.95
You can steal or adopt new identities as easily as most people change clothes, allowing you to infiltrate nearly any circle.
1st Level Associated Skills: Bluff and Disguise. When you use Bluff to make a trick attack, you gain a +4 bonus to the skill check.
5th Level Specialization Exploit: Master of disguise.
11th Level Fool Detection (Ex) At 11th level, whenever you succeed at a saving throw against a spell, technological device, or ability that would provide information about you (such as detect thoughts), instead of negating the effect, you can provide false information that matches your cover identity. If such an effect has no saving throw, you can attempt a Bluff check opposed by the Sense Motive check of the caster or user, and provide similar false information on a success.

Evasion:
EVASION (EX) 2nd Level
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

Holographic Clone:
HOLOGRAPHIC CLONE (EX) 2nd Level
Starfinder Core Rulebook p.95

You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as mirror image. You can use this exploit an additional time per day at 6th level, and again at 10th level.

Improved Initiative Feat:
IMPROVED INITIATIVE (COMBAT)
Starfinder Core Rulebook p.158
Your quick reflexes allow you to react rapidly to danger.
BENEFIT
You gain a +4 bonus to initiative checks.

Dancing Lights Spell:
DANCING LIGHTS
Starfinder Core Rulebook p.347

Level Technomancer 0; Witchwarper 0
School evocation
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect up to four lights
Duration 1 minute (D)
Saving Throw none; Spell Resistance no

You create up to four lights that resemble small headlights or flashlights. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire: forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range. You can have only one dancing lights spell active at a time.
If you cast this spell while another casting is still in effect, the previous casting is dispelled.

Detect Magic Spell:
DETECT MAGIC
Starfinder Core Rulebook p.348

Level Mystic 0; Technomancer 0; Witchwarper 0; Precog (Playtest) 0
School divination
Casting Time 1 standard action
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute/level
Saving Throw none; Spell Resistance no

You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired.

Darkvision, Drow Immunities, Drow Magic, Keen Senses, Light Blindness - Drow Racial Abilities:
DARKVISION
Drow have darkvision with a range of 60 feet.

DROW IMMUNITIES
Drow are immune to magical sleep effects and receive a +2 racial bonus to saving throws against enchantment spells and effects.

DROW MAGIC
Drow gain the following spell-like abilities. The caster level for these effects is equal to the drow’s level. At will—dancing lights, detect magic In addition, drow count as having the Minor Psychic Power feat for the purpose of meeting prerequisites, and if a drow takes the Psychic Power feat, she can add the drow noble’s limning light supernatural ability to the list of spell-like abilities available to her.
Limning Light: As a standard action, a drow noble can cause all creatures and objects in a 5-foot-radius burst to shed a pale glow. Creatures outlined by the limning light take a –20 penalty to Stealth checks and don’t benefit from the concealment usually provided by darkness. If an affected creature is benefiting from an effect such as invisibility, all others within line of sight of it become aware of its location (see page 260 of the Starfinder Core Rulebook). This effect lasts for a number of minutes equal to the drow level. This ability has a range of 100 feet.

KEEN SENSES
Drow receive a +2 racial bonus to their Perception checks.

LIGHT BLINDNESS
A drow exposed to bright light is blinded for 1 round, and dazzled as long as she remains in areas of bright light.

Space Pirate Theme:
SPACE PIRATE +1 DEX
Starfinder Pact Worlds p.87

You are a free-ranging corsair within the wild and unpredictable fringes of galactic civilization and live by your own code, or a code shared with other like-minded individuals. You tend to view personal property as a laughable concept, unless it is your gear. You might be a freebooter on your own ship, a member of a space-bound gang of raiders, or even a member of the Free Captains of the Diaspora. Alternatively, you might be a new recruit to the piratical lifestyle, just learning the ropes under a more seasoned crew.

THEME KNOWLEDGE 1st
You have a distinct advantage over others when operating in the shadows of society. Reduce the DC of Culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates by 5. Bluff is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Bluff checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

SMUGGLER 6th
You know how and when to move illicit goods and how to get in and out of tight situations that might spell doom for a less seasoned smuggler. Once per day when you attempt a Stealth check to hide, you can roll twice and take the higher result. Additionally, whenever someone attempts a Perception check to search your body for objects you have hidden on your person using the hide object task of the Sleight of Hand skill, the searcher receives only a +2 bonus to the check, instead of a +4 bonus.

SWORD AND PISTOL 12th
You are well trained in a traditional piratical fighting style dating as far back as the antiquated ages before the Gap. When you are wielding at least one one-handed melee weapon and at least one small arm, you can make two attacks against the same target with one of each type of weapon as a standard action. Each attack takes the same -4 penalty as a full attack action.

BESMARA'S BLESSING 18th
The pirate goddess Besmara blesses your thieving and marauding ways, even if you don't worship her directly. Up to twice per day, when you successfully ambush and defeat a significant foe or group of foes in tactical combat or starship combat in order to take any goods and valuables they are transporting (or simply have in their possession), you recover 1 Resolve Point.