Bard

Keyrock Marbleheart's page

255 posts. Organized Play character for Lysle.


Race

| SP 0/21 HP 17/25 | RP 5/5 | EAC 12; KAC 13 | Fort +1; Ref +4; Will +4 (+2 poison, spells, spell-like abilities | Init: +0 | Perc: +6, SM: +6 (+1d6)

Classes/Levels

| Speed 20 ft | Active conditions: none.

Skills:
Bluff +10 (+1d6 expertise), Computers +7, Culture +8, Diplomacy +10, Intimidate +10, Mysticism +7, Perception +7, Profession (lawyer) +15,* Sense Motive +7 (+1d6 expertise)

Gender

Male LN dwarf icon envoy 4

About Keyrock Marbleheart

Background:
During their Quest for the Sky, a dwarf was preparing to hunt for orcs, when an explosion caused him to become trapped under some stones near a temple. He did not know it, but he was trapped in a simulation chamber. Recently, he was discovered by some Starfinders and let out. He then attended law school and became...The Archaic Dwarven Lawyer!

"When I see a sunset on a planetary surface, like the one I observed from the balcony of the beachside penthouse suite that I had rented for the weekend on the surface of Castrovel, I think, 'Oh no! Is the sun falling into the ocean?' I don't know. Because I'm an archaic dwarf -- that's the way I think."

"But, there is one thing I DO know....my client is entitled to several million credits or more in both compensatory and punitive damages for her injury resulting from the conduct performed by the corporate entity known as Arch Energy and that such conduct constitutes negligence per se."

SFS #90900-708

[Keyrock Marbleheart
Male dwarf icon envoy 4
LN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +8 (+10 to notice unusual stonework, +13 to hearing-based checks to hear the attuned names)
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Defense SP 28 HP 30 RP 6
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EAC 12; KAC 13
Fort +3; Ref +4; Will +5; +2 against poisons, spells, and spell-like abilities
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Offense
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Speed 20 ft.
Melee assault hammer +3 (1d6+4 B; analog)
Ranged azimuth laser pistol +3 (1d4+2 F; burn 1d4) or
. . pulsecaster pistol +3 (1d4+2 E nonlethal; nonlethal)
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Statistics
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Str 10 (+0); Dex 10 (+0); Con 12 (+1); Int 13 (+1); Wis 12 (+1); Cha 18 (+4)
Skills Bluff +11, Computers +8 (4 ranks), Culture +9, Diplomacy +11, Intimidate +11, Mysticism +8, Perception +8 (+10 to notice unusual stonework, +13 to hearing-based checks to hear the attuned names), Profession (lawyer) +15 (+16 to earn a living), Sense Motive +8, Survival +1 (+3 when astrogating throughout the Pact Worlds system)
Feats Skill Synergy (mysticism, profession (lawyer)), Veiled Threat
Languages Aklo, Common, Dwarven, Eoxian, Infernal, Terran, Vercite, Ysoki
Other Abilities brace yourselves[AR], clever feint, convincing liar, expertise, not in the face (DC 16), slow but steady, stonecunning, theme knowledge, traditional enemies, weapon familiarity
Combat Gear medpatchs (3), mk I serums of healing (2); Other Gear freebooter armor I, assault hammer, azimuth laser pistol with 1 battery (20 charges), pulsecaster pistol with 1 battery (20 charges), basic medkit, datapad[AR], hygiene kit, industrial backpack, mk 1 ring of resistance, personal comm unit, professional clothing, professional's tools, ring of whispers, starstone compass, tier 1 antitoxin, tier 1 sedative, toolkit (hacking), credstick (2,160 credits); Augmentations mk 1 ability crystal (charisma)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Starfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

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Special Abilities
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Slow but Steady: Land speed 20 ft. even when encumbered or wearing heavy armor, +2 racial bonus to saves against poison, spell, and spell-like abilities, +4 racial bonus to KAC against bull rush and trip while standing on ground

Stonecunning: +2 bonus to Perception checks to notice unusual stonework; check whenever passing within 10 feet.

Traditional Enemies: +1 racial bonus to attack rolls against goblinoid or orc subtype and +4 racial bonus to AC against attacks from giant subtype

Weapon Familiarity: Proficient with basic and advanced melee weapons

Expertise Sense Motive, Bluff
Convincing Liar When he attempts a Bluff check, Keyrock can choose not to roll his expertise die until later. After he determines what the check’s result would be, he can choose to either roll his expertise die and add the result to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, he can spend 1 Resolve Point to reroll the check and add the result of his expertise die
Not in the Face (Ex) As move action, one enemy within 60 ft. must succeed at Will save (DC 16 = 10 + half level + Cha mod) or take a -4 penalty to all attacks against you until your next turn.

Brace Yourselves (Ex) As move action, one enemy within 60 ft.. You and allies gain a +1 morale bonus to AC if adjacent to another ally until your next turn.

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Boons Slotted this Adventure
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Ally: none
Faction: Dataphiles Champion
Personal: Dwarven Admittance
Promotional: Reroll (shirt)
Social: Faction's Friend
Starship: Hero of the Stars
Slotless: See All My Boons

All My Boons:

Dataphiles Champion (Faction Boon)
Faction’s Friend (Social Boon; Limited Use)
Contractor’s Respect [Church of Desna] (Social Boon; Limited Use)
Star Monster Slayer (Starship Boon)
Hero of the Stars (Starship Boon; Limited Use)
Marked Field Agent (Slotless Boon)
Star Sugar Heartlove!!! (Slotless Boon; Limited Use)
Starfinder Insignia (Slotless Boon)
Promotional Record Keeper
Promotional Bonus(all factions)
Promotional Reroll
Need updated

Bot Me! (Outofdate):

Keyrock is not one to get his well-manicured hands sullied if there is any way to avoid it. He looks for the safety location within 30 feet of his opponents, then does takes the following actions against the foe nearest to him.

“If you strike me, you’ll be liable for both assault and battery.”
[dice=(Standard Action), Intimidate to Demoralize]1d20+8[/dice]
DC=greater of 15+target’s CR or 10+target’s total Intimidate skill bonus
Success means target is shaken for 1 round and 1 additional round for every 5 by which Keyrock exceeded the DC.

Move action=Not in the Face (target must make Will save (DC 15) or take -4 to any attack roll against Keyrock this round.

[dice=Pew Pew (azimuth laser pistol)]1d20+0[/dice]
[dice=Flame Damage]1d4[/dice]

[dice=Zap Zap (pulsecaster pistol)]1d20+0[/dice]
[dice=Energy/Non-Lethal Damage]1d4[/dice]

In ship combat, Keyrock eagerly serves as Captain or, if others are unable to acknowledge his obvious leadership qualities, Science Officer. As a Captain, he likes to lead off with a taunt.