Lashuro Ser Ma's page

18 posts. Organized Play character for spacecat11.

Full Name

Lashuro Ser Ma Zas Gye of Clan Diene




Solarian 3 | SP 21/21 | HP 25/25 | RP 2/2 | EAC 17 KAC 17 | Fort+3 Ref+3 Will+3 | Init +2 | Perc +5






Neutral Good




Common, Kasatha, Arkanen, Brethedan, Akitonian, Triaxian



Strength 16
Dexterity 14
Constitution 11
Intelligence 12
Wisdom 10
Charisma 12

About Lashuro Ser Ma

Born on Osoro to a nomad clan of Kasatha who left their homeworld sometime after the launch of the Idari, Lashuro grew up traveling between mysterious mountaintops and trading with other species. Although their connection to Kasatha heritage isn't as strong as those born on the Idari, they still learned the traditions of their clan and set out to learn about the Pact Worlds during their Tempering.

Their first trip off-world was to nearby Arkanen, where they observed the cycles of waxing and waning atmosphere due to the moon's unusual orbit, and they meditated on the powerful lightning storms that reached out to the mother planet, Liavara. This meditation brought them attunement to the cycles of the solar system, and their understanding of these ancient currents began to develop.

After Arkanen, they completed a pilgrimage to the Idari to learn more about their heritage. This is where they first encountered young Kasathas who paid tribute to Weydan, who represented everything Lashuro aspired to: the devotion of the self to a sacred process of exploring the unknown. Lashuro was initiated to the priesthood of Weydan, and they set out from there to explore Triaxus, Akiton, and more, at last joining with the Wayfinders of the Starfinder Society on Absalom Station.


female Priest Solarian 3
med. humanoid (Kasatha - alternate ability type: Nomad Kasatha)
Deity: Weydan
Speed: 30 ft; Init +2; Perc +5

SP 21; HP 25; RP 2
EAC 17; KAC 17
Damage Resistance: 5 electric
Fort +3; Ref +3; Will +3

Lashunta Tempweave
Basic Dousing Shield

Personal Upgrade (crystal) lvl 3: +2 Str (base 14 + 2 = 16 Str)
Electric Affinity species graft lvl 2: all hands and skin slot

Solar Spinal Sword with w-boson shard crystal and soulfire fusion
1d20+6 melee attack; 1d6+8 damage (piercing); crit: burn 1d4

Static Arc Pistol
1d20+5 ranged attack; 1d6+1 damage (electric); crit: arc 2


Acrobatics: +6
Athletics: +7
Bluff: +1
Culture: +8
Diplomacy: +6
Disguise: +1
Intimidate: +1
Mysticism: +7
Perception: +5
Piloting: +2
Profession – Tour Guide: +9
Sense Motive: +4
Stealth: +4
Survival: +4

Double Draw: draw, reload, or sheathe two weapons with the same action normally required for one weapon
Coordinated Shot: 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

Other Abilities
Desert Stride & Four-Armed (Kasatha); Skill Adept (Culture and Survival become class skills); Destructive Discharge (3 energy attunement required); Energy Sink (3 resistance attunement required); Stellar Rush; Weapon Proficiency (solar weapon, melee, small arms); Sidereal Influence: spend 1 minute in meditation, then roll 1d6 and add as an insight bonus to one of the following skills - Diplomacy or Mysticism

Augment Ability (once/day)
Jolting Surge: You touch a target with a device you’re holding that uses electricity, requiring a melee attack against the target’s EAC. Alternatively, you can touch an electrical device a target is wearing (or a target that is a device, such as a robot), gaining +2 bonus to your attack roll. If your attack hits, deal 4d6 electricity damage. Casting this spell doesn’t provoke attacks of opportunity.

You gain resistance 5 to electricity. In addition, you can cast Jolting Surge once per day and Energy Ray (electricity only) at will as spell-like abilities. The caster level of these effects is equal to your level.

Other Gear
Professional clothes; Travel clothes; Professional toolkit (holo-projector); Field rations (1 week); Serum of healing (mk 1); Personal comm unit; Klikharp companion (from Boon, cannot be harmed in combat):

Once/scenario as a standard action, you convince the klikharp to emit a gentle thrum which soothes you. You, plus all shirrens and creatures that have blindsense (vibration) within 30 feet of you, gain a +2 morale bonus to saves against emotion and pain effects for 1 minute.