Damiel

Kassasharo's page

34 posts. Alias of PracticalFrost.


Full Name

Kassaharo Delminarshara

Race

| SP 10/10 HP 4/12 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +2; Will +2 | Init: +1 | Perc: +5, SM: +5

Classes/Levels

| Speed 30ft | At will: Daze, Psychokinetic Hand | Detect Thoughts 1/day | Active conditions: None.

Gender

Male CN Damaya Lashunta envoy icon 1

About Kassasharo

Experience 0
Slotted Faction
Wealth 198 Credits
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Name
Class 1
Medium humanoid (Lashunta)
Init +1; Senses Perc +5, SM +5 (+1d6)

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Defense
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Armor Second Skin
EAC 12, KAC 13
SP 5 HP 6 RP 4
Fort +0, Ref +3, Will +3

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Offense
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Base Attack Bonus +1
Speed 30 ft.
Melee
Ranged Azimuth Laser pistol, Needler pistol
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities Daze, Psychokinetic Hand, Detect Thoughts

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Statistics
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Str 10, Dex 13, Con 8, Int 14, Wis 12, Cha 16

Skills
(+9) Bluff (+1 rank and racial +2)
(+6) Computers
(+9) Culture (Skill Synergy +2)
(+9) Diplomacy (Skill Synergy +2)
(+6) Engineering
(+9) Intimidate (+1 rank and racial +2, skill expertise 1d6)
(+5) Perception
(+8) Profession: Actor
(+5) Sense Motive (expertise 1d6)
(+5) Sleight of Hand

Starship-Combat Version of Skills
Omitting Class features and items that do not affect Crew Actions

Feats
Skill Synergy (Culture and Diplomacy)

Languages Common, Lashunta, Ysoki, Shirren

Other Abilities

Combat Gear
Azimuth Laser Pistol: 1d4F, Crit: Burn 1d4, 20 charges
Needler Pistol: 1d4P, Crit: Injection DC +2, 6 darts

Other Gear
Personal Comm
Binders
Engineering Kit
Hacking Kit
Professional's Kit
Field Rations (10 weeks)
Superior Intoxicants (2)

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Special Abilities
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Spell DC 14 (10 + 3 Cha + 1 Spell level)

Daze:
This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute.

Save: Will negates
Duration: 1 round
Range: Close (25 ft. + 5ft / 2 lvls)

Psychokinetic Hand:
You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.

Targets one unattended object of no more than 10 lbs. or 1 bulk
Save: None
Duration: Conentration
Range: Close (25 ft. + 5ft / 2 levels)

Detect Thoughts:

You detect the surface thoughts of intelligent creatures around you. The amount of information revealed depends on how long you study a particular area or target.

1st Round: You detect the presence or absence of thoughts from conscious creatures that have Intelligence scores of at least 1 (or an Intelligence modifier of –5) or higher.

2nd Round: You detect the number of thinking minds and the Intelligence score (or modifier) of each. If the highest Intelligence score is 26 (or a modifier of +8) or higher and at least 10 points higher than your own Intelligence score (or 5 points higher than your own Intelligence modifier), you are stunned for 1 round and the spell ends. This spell doesn’t let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.

3rd Round: You can read the surface thoughts of any mind in the area. A target who succeeds at its Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (an Intelligence score of 1 or 2 or an Intelligence modifier of –4 or lower) have simple, instinctual thoughts.

Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.

Saving Throw: Will negates, see text
Duration: Concentration, up to 1 minute/level
Range: 60 ft.

Dispiriting Taunt:
As a standard action, you can taunt an enemy within 60 feet.

Attempt an Intimidate check with the same DC as a check to demoralize that enemy (though this isn’t a check to demoralize, so you can’t use abilities that would apply to a demoralization attempt, like the rattling presence expertise talent). If you fail, that enemy is off-target until the end of your next turn. If you succeed, that enemy is instead shaken until the end of your next turn. This is an emotion and fear effect.

Bot Me!:

Info goes here

[dice=Azimuth Pistol]1d20+2[/dice]
[dice=Slashing Damage]1d4[/dice]

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