Xenowarden

Lilith Flowerblossom's page

137 posts. Organized Play character for RabbitAlmiraj.


Full Name

Lilith Flowerblossom

Race

| SP: 5/5, HP: 10/10, RP: 2/4 | EAC 10, KAC 11, CMD 19 | DR: -- Resistances: -- | F:-1 R:+0 W:+5 | Init +0 | Perc +4, Diplomacy +5, Social +1, Sense Motive +3 |

Classes/Levels

Acrobatics +3, Life Sciences +8, Mysticism +7, Piloting +4, Sleight of Hand +4, Survival +9 | Speed 30 ft. | Spells: 1st: 0/3 | Healing Touch: 0/1 | Active Conditions: None

Languages

Common, Castrovelian, Elven, Ysoki, Limited Telepathy, Speak with Animals

Strength 10
Dexterity 10
Constitution 9
Intelligence 14
Wisdom 18
Charisma 12

About Lilith Flowerblossom

Level up to 2

Statistics:

SFS # 293425-702
Experience 3
Fame 6
Reputation Exo-Guardians 6 Acquisitives 1

Lilith Flowerblossom
Female Lashunta Wild Warden Mystic 1
N Medium humanoid (lashunta)
Init +0; Senses Perception +3

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DEFENSE
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SP 5 HP 10 RP 4
EAC 10 (10 +0 armour, +0 Dex, +0 misc)
KAC 11 (10 +1 armour, +0 Dex, +0 misc)
AC vs. Combat Maneuvers 19 (8+KAC)
DR Resistances
Fort -1, Ref +0, Will +5

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OFFENSE
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Speed 30 ft.
Melee tactical baton +0 (1d4 B) (analog)
Ranged telekinetic projectile +0 (1d6 B) (close)
…pulsecaster pistol +0 (1d4 E) (non-lethal) (30 ft.) (Ammo 20 / Usage 1)

Spells Known
1st—3/day life bubble, mystic cure, summon creature
0—At Will detect affliction, detect magic, ghost sound, telekinetic projectile

Spell-Like Abilities
1/day: detect thoughts
At will: daze, psychokinetic hand

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STATISTICS
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Str 10, Dex 10, Con 9, Int 14, Wis 18, Cha 12
Base Atk +0;
Feats Skill Synergy (piloting, sleight of hand)
Skills Acrobatics +3 (1R), Diplomacy +5 (1R), Life Science +8 (1R), Mysticism +7 (1R), Piloting +4 (1R), Profession (xenowarden) +7 (1R), sleight of hand +4 (1R), Survival +9 (1R)
Abilities connection (xenodruid), healing touch, lashunta magic, limited telepathy, student, wild warden theme knowledge
Proficiencies light, basic melee, small arms
Languages Common, Castrovelian, Elven, Ysoki, Limited Telepathy, Speak with Animals

Special Abilities:

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SPECIAL ABILITIES
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Healing Touch Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic 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.

Speak with Animals - You can communicate with any creature of the animal type, though this doesn’t make it friendly. If an animal is friendly toward you, it may do you favors. This ability allows you to use Intimidate to bully animals, and you can use any other language-dependent effect against animals.

Theme Knowledge - In the course of your explorations of various biomes, you have studied all manner of flora and fauna. Reduce the DC to identify creatures of the animal, plant, and vermin types using Life Sciences by 5.

Summoned Creatures:

Tiny First World Beast
N Tiny magical beast (extraplanar)
Init +1; Senses low-light vision, blindsense (scent) 30 ft.; Perception +3

Defense
HP 6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities elemental immunities

Offense
Speed 30 ft., Climb 30 ft.
Melee bite +5 (1d6+3 P plus grab)

Statistics
STR +3; DEX +1; CON +0; INT -3; WIS +0; CHA +0
Skills Acrobatics +3, Athletics +3, Stealth +3, Survival +3
Languages Common, Gnome

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Tiny Air Elemental
N Tiny outsider (air, elemental, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +3

Defense
HP 6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities elemental immunities
Defensive Abilities air mastery

Offense
Speed 20 ft., Fly 100 ft.
Melee slam +5 (1d6+3 B)
Offensive Abilities whirlwind

Statistics
STR +3; DEX +1; CON +0; INT -3; WIS +0; CHA +0
Skills Acrobatics +3, Athletics +3
Feats flyby attack
Languages Auran

Abilities

Air Mastery (Ex): Airborne creatures take a -1 penalty to attack and damage rolls against an air elemental

Whirlwind
Details

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Tiny Earth Elemental
N Tiny outsider (earth, elemental, extraplanar)
Init +1; Senses blindsense (vibration) 60 ft., darkvision 60 ft.; Perception +3

Defense
HP 6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities elemental immunities

Offense
Speed 20 ft., Burrow 20 ft.
Melee slam +5 (1d6+3 B)
Offensive Abilities earth mastery

Statistics
STR +3; DEX +1; CON +0; INT -3; WIS +0; CHA +0
Skills Acrobatics +3, Athletics +3
Langauges Terran

Abilities

Earth Mastery (Ex): An earth elemental gains a +1 bonus to attack and damage rolls if both it and its foe are touching the solid surface of a planet or an asteroid. If an opponent is airborne or waterborne, the elemental takes a -2 penalty to attack and damage rolls. These modifiers apply to initiating or resisting bull rush combat maneuvers.

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Tiny Water Elemental
N Tiny outsider (elemental, extraplanar, water)
Init +1; Senses darkvision 60 ft.; Perception +3

Defense
HP 6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities elemental immunities

Offense
Speed 20 ft., Swim 90 ft.
Melee slam +5 (1d6+3 B)
Offensive Abilities drench, vortex, water mastery

Statistics
STR +3; DEX +1; CON +0; INT -3; WIS +0; CHA +0
Skills Acrobatics +3, Athletics +3
Languages Aquan

Abilities

Drench (Ex): A water elemental’s touch douses Large or smaller nonmagical flames. The outsider can dispel magical fire it touches as per dispel magic (caster level = the elemental’s CR).

Water Mastery (Ex): Waterborne creatures take a -1 penalty to attack and damage rolls against a water elemental.

Vortex: A vortex ability works identically to the Whirlwind ability, except the creature gains a swim speed instead of a fly speed, it can form only in a liquid (such as in water), it cannot leave a liquid medium, and it always blocks all vision within it and line of sight past it. In addition, carried creatures must have a swim speed in order to attempt a Reflex save to escape.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear pulsecaster pistol, clear spindle aeon stone, spell gem (summon monster), healing serum (3 2)
Possessions stationwear flight suit, pretty clothes, wooden jewelry

Carrying Capacity
Unencumbered 0-5 Encumbered 6-10 Overburdened 11+
Current Bulk 1
Credits 2,321

Boons[/b:

SOCIAL BOON

[] [] [] AbadarCorp Augmentations (Social Boon; Limited Use): AbadarCorp has made you a special offer after you helped maintain the stability of their Freemarkets by keeping illegal augmentations off the streets. At the end of a scenario where you have this boon slotted, you can purchase one or more augmentations from the Starfinder Core Rulebook and receive a one-time 20% discount. If the item level of the augmentation is 8 or more, then you receive only a 10% discount on that augmentation. For each augmentation you purchase in this manner, check one of the boxes on this boon. Once you’ve checked all three boxes, you can no longer receive this discount on future purchases.

Budding Media Celebrity (Social Boon)

PERSONAL BOON

Halfling Admittance (Personal Boon; Limited Use): Your efforts on Absalom Station roused the attention of the station’shalfling population. By assisting the halfling Maija and her family, you created a bond between Absalom Station’s halflings and the Starfinder Society. As a result, several halflings have displayed an obvious interest in joining the Society. Select one of the following uses, and cross the other use off this Chronicle sheet.
...Existing Halfling: You can apply this boon to an existing halfling character in you have that you earned from another source. You can increase one ability score that is a 14 or lower by 2. Cross this boon off your Chronicle sheet, but keep a copy with the character you apply this change to. A character can earn this benefit from this boon only once.


Appearance and Personality:

Hates technology, loves to fly, loves plant and animals, loves rabbits, hates cities. Doesn’t eat or drink anything.