Viveka

Kasha Lexas's page

27 posts. Organized Play character for HatersInHeaven.


Race

Female Lashunta (Damayan) Envoy 1 | SP 5/5, HP 10/10, RP 4/4 | EAC 13, KAC 14, vs. Maneuver 22 | Fort -1, Ref +4, Will +2 | Init +2 | Perception +4 | Expertise 1d6 (Bluff, Sense Motive) | Azimuth Laser Rifle 20/20 charges

About Kasha Lexas

Kasha Lexas

CG F Lashunta (Damayan) Envoy Icon 1

Per: +4
Init: +2

F: -1
R: +4
W: +2

EAC: 13 (+1 Armor, +2 DEX)
KAC: 14 (+2 Armor, +2 DEX)
KAC vs Maneuvers: 22 (KAC+8)

HP: 10 (6)
SP: 5 (6-1 CON)

RP: 4

Str - 10
Dex - 14
Con. - 8 (-2 Damayan)
Int - 14 (+2 Damayan)
Wis - 10
Cha - 16 (+2 Lashunta) (+1 Theme) (class priority)

Creds: 438

Offense:
Survival Knife +2, 1d4S (95 Credits)
Azimuth Laser Rifle +2, 1d8F, Burn 1d6, 120 ft., 20 Charges/Usage 1 (425 Credits)

Defense:
Second Skin, +1 EAC, +2 KAC, ACP -0, (250 Credits)

Other Gear:
Everyday Clothing (1 Credit)
Serum of Healing Mk1 (50 Credits)
Hygiene Kit (3 Credits)
Battery (60 Credits)
Consumer Backpack (3 Credits)

Feats: Longarm Proficiency

Skills: (10/10 Ranks)
Bluff +9 (+1d6 Expertise)
Computers +6
Culture +9
Diplomacy +7
Disguise +7
Intimidate +7
Perception +4
Piloting +6
Profession (Actor) +8
Sense Motive +4 (+1d6 Expertise)

Languages: Common, Castrovelian (Lashunta), Akitonian, Ysoki, Shirren

Special/Racial Abilities::

Racial Abilities
Damayan Lashunta Ability Adjustments: +2 CHA, +2 INT, -2 CON
Hit Points: 4

Size and Type
Lashuntas are Medium humanoids with the lashunta subtype.

Lashunta Magic
Lashuntas gain the following Spell-Like Abilities:

At Will: Daze, Psychokinetic Hand
1/day: Detect Thoughts

The caster level is equal to the Lashunta’s level.

Limited Telepathy
Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.

Student
Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice. (Bluff, Culture)

Class Abilities
Envoy Improvisations [1ST LEVEL]
As you gain experience, you learn envoy improvisations—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck.

You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter.

If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the DC is equal to 10 + half your envoy level + your Charisma modifier.

Some envoy improvisations are language dependent, mind-affecting, sense dependent, or some combination of any or all of these.

You learn your first envoy improvisation at 1st level and an additional improvisation at 2nd level and every 2 levels thereafter. Many improvisations require you to have a minimum envoy level, and they are organized accordingly. Some improvisations have additional prerequisites, such as other improvisations.

Get ‘Em (Ex) (Any Level) [language-dependent, mind-affecting, sense dependent]
As a move action, you can choose one enemy within 60 feet.

Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.

At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.

Expertise (EX) [1ST LEVEL]
You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6.

Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.

Skill Expertise (EX) [1ST LEVEL]
At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise(Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).

Skill Expertises (1d6)
Bluff
Sense Motive

Theme Abilities (Icon +1 CHA)

Theme Knowledge (1st)
Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, increase the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes 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 Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.


Background:

Before Kasha was born, her parents had fled to Akiton to escape the clutches of one of the local corporations in Qabarat after a big scandal that her father had been apart of. They hid out among one of the smaller mining villages and were forced to work alongside the other miners should they wish to continue living. In dire conditions, Kasha was born into the desert world that she would call home for many, many years.

Her father died in a mining accident somewhat into her childhood and was raised by her mother alone for the remainder of it. Kasha loved her mother, and would help her out with doing small jobs until she was old enough to go into the mines herself to help pay for their livelihood. She dreamed of being able to give her mother a better life than this, and whenever she saw the bright-eyed, beautiful actresses on the smuggled HoloVids, she knew she wanted to be just like them so she could inspire others just like they inspired her to be strong during her childhood.

She knew Absalom Station was the best chance she would have at making it big, since there was nothing to attain on Akiton. She began saving up enough money to afford transportation for her and her mother to the station and even took up a few small mercenary gigs where she learned how to handle a number of weapons. Once she was able to afford the transport (as well as a small apartment in the Rings), she told her mother she’d come back for her once she gained enough money from acting and headed off towards Absalom.

However, things didn’t go quite as well as she had hoped and she was only ever able to gain side roles, or background characters, as well as starring in a few B-movies, but nothing major and her name definitely wasn’t too far out there yet. She knew she was going to need to find a faster way at gaining fame and that’s when she heard about the Starfinder Society looking for new recruits! She did love adventure, and knew that finding something great out in the Vast would help her get her name out there as well as scratch that itch of getting back into action again.


Personality and Appearance::

Kasha is a beautiful Damayan Lashunta woman with light green skin as well as greenish, long hair. She’s usually seen with a bright smile on her face as she’s one of the few optimists from Akiton that had been able to work towards achieving their dreams. She’s usually wearing some form-fitting practical clothes for everyday usage, with it more than likely being some shade of blue, as that is her favorite color. As she’s still pretty new to Absalom Station, she doesn’t have much in terms of technology but made sure to gather what equipment she could before joining the Starfinders.

Kasha is an excitable optimist, usually the person shining the brightest in any room. She loves making friends with different kinds of people (as well as making connections to help her achieve her dreams) and usually doesn’t have a mean thing to say about anyone. She can be a bit carefree and lax, however, which sometimes annoys others when in the wrong situations. Growing up in Akiton has actually taught her that the best way to get what you wanted was to lie and while she’s pretty good at it herself, she’s also a bit wary of trusting others too quickly. She’s not afraid to play a little dirty to help herself or others she cares for and is somewhat obsessed with heightening her fame. Despite all of this, she is a good person deep down and would never leave someone in peril.