Scyld Hranni

Kiss's page

37 posts. Organized Play character for Isis Woz.


Full Name

Kiss

Race

|SP: 60/60, HP: 46/46, RP: 5/6|EAC: 18/19, KAC: 19/20|Fort: +6, Ref: +2, Will: +4|

Classes/Levels

|Init: +1|Perception: +0|Speed: 40ft Land, 30ft Fly (Jetpack)|Active Conditions: None| Attunement 2/3|

Gender

Agender (they/them) Korasha Lashunta, Battleflower Solarian (Shield) 6

Deity

Desna

Occupation

Casino Backup Dancer

About Kiss

Kiss
Agender (they/them) Korasha Lashunta Solarian (Shield) 6
CG Medium Humanoid, Darkvision 60ft, Limited Telepathy (30ft)
Init +1; Senses Perception +0

Defence

EAC 18 (19 with Shield, 21 with aligned), KAC 19 (20 with Shield, 22 with aligned), AC vs CM 28
SP:60, HP: 46, RP: 6
Fort +6, Ref +2, Will +4

Offense
Speed 40ft Land, 30ft Fly with Jetpack
Melee Solar Shield +11 vs KAC (1d6+14+1d2 B) Penetrating 4, Minor Muon Crystal, Soulfire Fusion
Melee Unarmed Strike (Improved) +11 vs KAC (1d6+11 B), lethal or nonlethal
Melee Called Tactical Starknife +11 (1d4+11 P) Analog, Thrown
Melee Called Soprano Singing Disk +11 vs EAC (1d6+11 So), Analog, Thrown, Confuse (DC 18)
Ranged Called Tactical Starknife +11 (1d4+11 P) Analog, Thrown
Ranged Called Soprano Singing Disk +11 vs EAC (1d6+11 So) Analog, Thrown 20ft, Confuse (DC 18)
Spells At Will: Daze, Psychokinetic Hand; Once Per day: Detect Thoughts(DC 15)

Statistics

Str 20 Dex 13, Con 14, Int 12, Wis 8, Cha 16
Base Atk +6; Melee Atk +11, Ranged Atk +7, Thrown Atk +11
Feats Toughness, Heavy Armor Proficiency, Improved Unarmed Strike, Coordinated Shot, Mobility
Archetypes Battleflower
Stellar Revelations Supernova (Zenith), Black Hole (Zenith), Stellar Rush (Ph), Draining Agony (Gr)
Skills
Acrobatics +9 (5 ranks),
Athletics +14, (6 ranks)
Bluff +12 (6 ranks),
Diplomacy +12 (6 ranks),
Disguise +3,
Intimidate +3,
Perception +0,
Piloting +1,
Profession (Dancer) +9 (6 ranks),
Sense Motive -1,
Stealth +1,
Survival -1;
Languages Common, Castrovelian, Celestial, Triaxian, Ignan
Other Gear Basic Formian Hide, Fire Extinguisher, Holographic Sashimono, 50ft of Rope, Serum of Healing Mk 1 x3, Tier 1 Computer (Mini, AI, Comm unit installed), Gear Maintenance Kit, Hygiene Kit, Library Chip (Culture), mk1 mobility enchancer, Jetpack

Augmentations Standard Darkvision Capacitors, Minimal Speed Suspension

Stellar Revelations:

Supernova (Su) Photon Revelation
Source Starfinder Core Rulebook pg. 103

When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this revelation, you immediately become unattuned. Supernova functions as a zenith revelation for the purposes of abilities that reference them.

Black Hole (Su) Graviton Revelation
Source Starfinder Core Rulebook pg. 103

When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this revelation, you immediately become unattuned. Black hole functions as a zenith revelation for the purposes of abilities that reference them.

Stellar Rush (Su) Photon Revelation
Source Starfinder Core Rulebook pg. 104

As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties (see page 248).
When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. If you attempt this bull rush, the target takes 2d6 fire damage (Reflex half), regardless of whether you succeed. This damage increases by 1d6 at 6th level and every 2 levels thereafter.

Draining Agony (Su) Graviton Revelation
Source Character Operations Manual pg. 86

You can increase the suffering of those who would oppose you. As a reaction while you’re attuned or fully attuned, when a hostile creature within 30 feet of you takes damage from any source, you can add your solarian level to the total damage the creature takes. Once you use this revelation, you can’t use it again until the next time you rest for 10 minutes to regain Stamina Points

Toughness:
TOUGHNESS
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.

Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

Heavy Armor Proficiency:
HEAVY ARMOR PROFICIENCY
You know how to use heavy armor.

Prerequisites: Str 13, proficiency with light armor.

Benefit: You gain proficiency with heavy armor (see page 242).

Improved Unarmed Strike:
IMPROVED UNARMED STRIKE
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.

Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.

Normal: You don’t threaten any squares with unarmed strikes, and you must have a hand free to make an unarmed strike.

Coordinated Shot:
COORDINATED SHOT
You can maneuver a foe to be in the direct line of an ally’s fire.

Prerequisites: Base attack bonus +1.

Benefit: When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe.

Mobility:
MOBILITY
You can easily move past dangerous foes.

Prerequisites: Dex 13.

Benefit: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.

Psychokinetic Hand:
PSYCHOKINETIC HAND
Starfinder Core Rulebook p.370

Level Mystic 0; Technomancer 0; Witchwarper 0;

School transmutation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one unattended object of no more than 10 lbs. or 1 bulk
Duration concentration
Saving Throw none; Spell Resistance no
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.

Sensate Theme:
SENSATE +1 Con
Starfinder Character Operations Manual p. 14
You revel in new sensations and experiences. Armed with ineffable resilience and keenly developed senses, you greet each new adventure with zeal and reverence, drinking in the world around you with boundless enthusiasm. Though not immune to fear, your openness strengthens your resolve when facing the unknown. You might approach new encounters with reckless abandon or take a more thoughtful path, but whatever route you choose, finding new sensations fulfills you.

THEME KNOWLEDGE (1st Level)
Always in search of new sensations, you have spent significant time learning about the cultures of the Pact Worlds and have gained a breadth of cultural knowledge, from the composition styles of Vercite ether-ballads to quantum-flavored Idaran cuisine or the latest textiles in Kalo-Mahoi fashions. Reduce the DC of Culture checks to recall knowledge about artistic innovations and traditions by 5. Given your propensity for trying new things, you’ve also found it prudent to understand the distinction between delightful experiences and those that are ill-advised, permanently injurious, or even fatal. Reduce the DC of Life Science checks by 5 when identifying consumables such as drugs, medicinals, poisons, food, and drink.
Perception 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 Perception checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

CHARMING CURIOSITY (6th Level)
Your broad awareness provides you with insight when you try to influence people. This talent is valuable when you try to talk others into allowing you access to new experiences. Strangers might not understand your motivations, but your passion is contagious, and your ardent quest endears you to those who share your curiosity. Up to twice per day, you can roll twice when attempting a Diplomacy check and use the better of the two results.

FLASH OF COURAGE (12th Level)
Though you want to have as many new experiences as you can, some encounters are so intimidating or dangerous that even you hesitate. After all, if a thrill resulted in serious injury or even death, it’s possible you could never feel a new sensation again! Despite the risk, you refuse to let fear stop you from seeing as much of the galaxy as your limits allow. You’ve successfully survived each moment of your life so far, haven’t you? With such an optimistic outlook toward the future, you gain a +1 morale bonus to Will saving throws against fear effects. In addition, once per day when you are affected by a fear effect, as a reaction, you can delay the onset of that effect for 1 round. Once the fear starts to affect you, it then has its normal duration from that point.

SENSATION JUNKY (18th Level)
New experiences fulfill and exhilarate you, stoking your enthusiasm for the wondrous galaxy you inhabit, the opportunities it presents, and all it has to offer. Twice per day, you can enjoy a new experience that takes 10 minutes or longer. As an alternative, you can spend 10 minutes or longer processing a recent new experience in some way. You might make a digital record or write in a physical journal, discuss the experience, debate whether you’d repeat it, bask in the satisfaction of fulfilling your curiosity, or engage in similar reflection. If you do so, you regain 1 Resolve Point. The time spent reflecting on your experience doesn’t count as resting to regain Stamina.