Colonist

Kaixik's page

86 posts. Organized Play character for AFlashInTime.


Full Name

Kaixik

Race

Shirren (Courtier)

Classes/Levels

Envoy (Phrenic Adept) 3; SP 21/21, HP 24/24, RP 5/6, EAC/KAC 12/13, F2, R3, W4; P6, SM8; Init +0; Ammo

Spoiler:
20/20, Spare Battery (1) 20/20, Spare Battery (2) 20/20

Gender

Male

About Kaixik

Kaixik, 3rd level Envoy/Phrenic Adept (Corporate Agent) Starfinder Society #: 8601-709

Faction: SS(E) SP/HP: 21/24 Move: 30 Senses: Blindsense (vibration) 30 ft
Init: +0 (+0 Dex) Armor Check Penalty: -0
Race: Shirren (Courtier) Resolve points: 6
EAC: 12 (10, + 2 arm, +0 dex) KAC: 13 (10, +3 arm, +0 Dex)
Alignment: LG BAB: +1 Religion: Hylax Home world: Verces
Age: 6 Height: 5’1’” Weight: 106 lbs
Languages: Akitonian (LT only), Castrovelian (LT only), Common, Ghibran, Nchaki, Shirren, Vercite, Vesk; Limited telepathy (120 ft)

Abilities:
• Str: 8 (-1) (0, racial -2)
• Dex: 10 (0) (0)
• Con: 12 (+1) (2)
• Int: 13 (+1) (1, racial +2)
• Wis: 12 (+1) (2)
• Cha: 20 (+5) (5, racial +2, theme +1, personal upgrade +2)

Saves:
• Fort: +2 (+1 Con, +1 class)
• Ref: +3 (+0 Dex, +3 class)
• Will: +4 (+1 Wis, +3 class)

Skills (27):
• Acrobatics +4 (1 rank, +3 class, +0 Dex)
• Athletics +2 (1 rank, +3 class, -1 Str)
• Bluff +13 (3 ranks, +3 class, +5 Cha, +2 insight (w/LT))
• Computers +5 (1 rank, +3 class, +1 Int)
• Culture +9 (3 ranks, +3 class, +1 Int, +2 racial)
• Diplomacy +16 (3 ranks, +3 class, +5 Cha, +2 racial, +2 insight (w/ LT), +1 theme)
◦ Expertise: +1d6 insight
• Intimidate +13 (3 ranks, +3 class, +5 Cha, +2 insight (w/ LT))
• Mysticism +7 (3 ranks, +3 class, +1 Wis)
◦ Expertise: +1d6 insight
• Perception +7 (3 rank, +3 class, +1 Wis)
• Profession (artist) +15 (3 rank, +3 class, +5 Cha, +4 tool kit)
• Sense Motive +9 (3 rank, +3 class, +1 Wis, +2 insight (w/LT))

Feats/Theme:
• Extended Telepathy (1): Increase the range of your limited telepathy by 30 feet
◦ If you are a phrenic adept or have the Major Psychic Power feat and you also have Extended Telepathy, you can try to communicate telepathically with creatures you don’t share a common language with, as long as the creature understands one or more languages. This requires a full action to initiate and a successful Mysticism check (DC = 15 + 1-1/2 × the creature’s CR). On a failed check, you can’t try to communicate telepathically with that creature again for 24 hours.
• Psychic Insight (1; due to slotting Psychic Studies personal boon)
◦ You gain a +2 insight bonus to Bluff, Diplomacy, Intimidation, and Sense Motive checks against creatures you are successfully communicating with using your limited telepathy or telepathy.
• Telepathic scream (3)
◦ As a standard action, you can broadcast a jarring telepathic screech into the minds of nearby enemies. You can use this ability on one target creature per character level, all of which must be within range of your telepathy. If you succeed at an Intimidate check (DC = 15 + 1 per target + 1-1/2 × the CR of the highest CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC. This is a mind-affecting effect. Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.
• Weapon specialization (3 bonus)
• Corporate Agent Theme Knowledge (1st Level)
◦ You are deeply connected to the world of corporate culture, and know all the movers and shakers. When attempting a Profession or Culture check to recall knowledge about corporations and their executives, reduce the DC by 5. Diplomacy 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 Diplomacy checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Equipment/attacks:
• Survival knife +2 (+2 BAB, +0 Dex), 1d4-1 S, -, -, Analog, operative
• Static Arc Pistol +2 (+2 BAB, +0 Dex) 1d6+1 E, 50 ft, 2 (20), arc 2, Stun

Racial Abilities:
• Size and Type: Shirren are medium humanoids with the Shirren subtype.
• Limited telepathy (30 feet)
• Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flatfooted against attacks from creatures it can’t see.
• Cultural fascination: Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.
• Hive Defense: Shirrens deeply value friends and constantly look out for these companions. Once per day, when an ally within 10 feet of a shirren with this trait attempts a saving throw, as a reaction, the shirren can allow that ally to roll their saving throw twice and use the higher result.

Class Abilities:
• Envoy improvisation (1): Spell gem understanding (Su)
◦ You can use spell gems as if you were a spellcaster. For purposes of using spell gems, you treat all spells on the mystic, technomancer, and witchwarper spell lists as your class’s spell list, and you use Charisma as your key ability score for your spellcasting. Your effective caster level for any spell gems you use is equal to your envoy level.
• Magical Expertise (1)
◦ You add Mysticism to your list of class skills, and you add your expertise die to your Mysticism check results instead of your Sense Motive check results.
◦ You also gain the following limited version of the mystic’s spells class feature. You use your Charisma score in place of your Wisdom score when determining the effects of your spellcasting, including the highest level of spell you can cast and the Difficulty Class for saving throws against your spells. Unlike a mystic, your selection of spells and spells per day is extremely limited. You begin play knowing one 0-level mystic spell, and you can cast your 0-level spells three times per day.
• Phrenic Awakening (2)
◦ If your race already grants you limited telepathy (such as with the lashunta and shirren races), you instead increase the range of your limited telepathy by 60 feet.
◦ You can also select two additional languages to act as languages that you can use only to communicate telepathically with creatures that know the language. If you learn the full version of a language in which you can only communicate telepathically through other means (such as investing ranks in the Culture skill), you can select a new language to be able to communicate telepathically in at the same time.
• Expertise talent:

Spells
• Spell level 0: DC 15; level 1: DC 16
• Magical Expertise: one 0-level Mystic spell known, cast 3/day:
◦ Fatigue (melee attack vs EAC at +6 (+5 Cha vs -1 Str))

Total carried: Bulk:
• Everyday clothes L
• Survival Knife L
• Static Arc Pistol L
• Regimental Dress I L
◦ Upgrade slot (1): - -
• Computer (tier 1, mini upgrade 2x, self-charge) -
◦ Spell chip: Mind thrust
◦ Spell chip: Fear
◦ Spell chip: Magic Missile
◦ Spell chip: Overheat
• Personal Upgrade (used, N/A) -
• Backpack (consumer) -
◦ Everyday clothes L
◦ Formal Clothes 1
◦ Tool kit, profession L
◦ Serum of healing L
◦ Serum of healing L
◦ Hygiene kit 1
◦ Standard battery L
◦ Standard battery L
◦ Field rations (1 week) 1
◦ Cred stick -

Total Bulk Carried: 4.0L