Female Elf

Luanna Farella's page

148 posts. Organized Play character for Clebsch73.


Classes/Levels

Spells 1st L: 1/3 Conditions: none.

Gender

NG Female (she/her) Damaya Lashunta Spacefarer Star Shaman Mystic 2 | SP 0/12; HP 14/16 RP 4/4 | Init +0; Perception +9; F +0; R +0; W +6 | EAC 12; KAC 12

About Luanna Farella

Background:

Luanna Farella was born on Triaxus to parents who served as military attachés in the military state of Ko. Her mother and father, Colonel Mariel Farella and Lt. Sallir Farella had several children. Luanna and her siblings grew up in various countries in the Triaxus Allied Territories, who had fought so long with the Drakelands. She hated the military schools of Ko, having to spend time every day at target practice, sword fighting classes, and boring classes on military history. Later, she blossomed when the family were assigned a post in the scholarly nation of Preita. Here she learned science and medicine. Later, while posted in Zo, where she came of age, she developed a strong desire to travel to the stars. During this time, she met a priestess of Eloritu, the God of History, Magic, and Secrets. This priestess, Niessia Frialis, a ryphorian, saw in Luanna a place in the stars and schooled her privately in the ways of Star Shamans. This priestess also taught her the language of the celestials. She also introduced Luanna to the worship Eloritu, the God of Magic, History, and Secrets. She spent time learning to pilot a starship, dreaming of being able to set her navigation controls to some uncharted region of deep space.

But Luanna had a practical side and knew that her ticket to the stars would have to be paid for with some pratical skills. After completing her basic schooling, she studied medicine and magic at the prestigious Preita Space Science academy. She improved her skills in Life Science, Physical Science, and Medicine and became a medical doctor. While any number of medical research facilities offered her secure, well-paying jobs, her head was in the stars and she instead headed for Absalom Station to enlist in the Starfinders Society.

Appearance: Long, full black hair, with glints of light, like star field at night. Ice blue eyes. Powder blue antennae. 5’5” 120 lb.

Hero Machine Portrait

SFS #105836-703
Experience 3 (level 2)
Slotted Faction Wayfinders
Wealth 61.5 Credits

Reputation
Acquisitives: 0
Advocates: 1
Dataphiles: 0
Exoguardians: 0
Second Seekers (Luwazi Elsebo): 0
Wayfinders: 10

___________________________________________

Dr. Luanna Farella, M.D.
female damaya Lashunta spacefarer mystic (star shaman) 2
NG medium humanoid (lashunta)
Init +0; Perception +9

Dicebots for Init and Perc:
[dice=Initiative]1d20[/dice]
[dice=Perception]1d20 + 7[/dice]

Defense SP 12 HP 16 RP 4
EAC 12 KAC 12
Fort +0 Ref +0 Will +6

Save Dicebots:
[dice=Fortitude]1d20[/dice]
[dice=Reflex]1d20[/dice]
[dice=Will]1d20 + 6[/dice]

Offense
Speed 30 ft.
Melee tactical dueling sword +1 (1d6 S, analog)
Ranged tactical semi-auto pistol +1 (1d6 P, analog, Range 30 ft.)
Lashunta Spell-Like Abilities (CL 1st)
__1/day (DC 12)—detect thoughts
__At will (DC 11)—daze, psychokinetic hand
Mystic Spell-like Abilities
__At Will -Mindlink (1/day/individual)
Mystic Spells Known (CL 1st)
__1st (3/day, DC 14)— Life Bubble, Shooting stars (magic missile), mystic cure, share language
__0 (at will, DC 13)— Climate Adaptation, detect affliction, detect magic, stabilize, telekinetic projectile
Magic Dicebots:
[dice=Shooting Star Damage]1d4 + 1[/dice]
[dice=Shooting Star Damage]2d4 + 2[/dice]
[dice=Shooting Star Damage]3d4 + 3[/dice]
[dice=Mystic Cure]1d8 + 3[/dice]

Combat Dicebots:

[dice=Dueling Sword vs KAC]1d20 + 1[/dice]
[dice=Dueling Sword Damage, S]1d6[/dice]
[dice=Semi-Auto Pistol vs KAC]1d20 + 1[/dice] Range 30 ft.
[dice=Semi-auto pistol Damage, P]1d6[/dice]

Statistics
Str 10 (+0); Dex 10 (+0); Con 10 (+0); Int 14 (+2); Wis 16 (+3); Cha 13 (+1)
BAB 1
Feats Medical Expert
Skills Culture +6, Life Science +9, Medicine +7, Mysticism +8, Perception +9, Physical Science +6, Piloting +8 (2 rank), Profession (Doctor)(Int) +7, Sense Motive + 7, Survival +7. (Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5.)
Untrained Default Skills Acrobatics +0, Athletics +0, Bluff +1, Diplomacy +1, Disguise +1, Intimidate +1, Sense Motive +3, Stealth +1
Languages Common, Lashunta (Castrovelian), Traxian (homeworld), Celestial, Auran
Other Abilities Healing Touch, Walk the Void, Mindlink
Combat Gear mk 1 serum of healing, MK 1
Other Gear Zeizerer Diffractor I armor, tactical Dueling Sword, semi-auto pistol, 30 rounds ammo, Starstone compass, basic medkit, consumer backpack, formal clothing, Video Camera Scanner, Portable lights (flashlight, Lantern, beacon, spotlight), Medicinals (1 dose Tier 1 each: Analgesic, Antibiotic, Antiemetic, Antitoxin, Coagulant, Counteractant, Cytoguard, Emetic, Insulivate, Prismatelate, Revitilate, Sal Volatile, Sedative, Vaccine), Enviro mask. 61.5 credits.

Skill Dicebots:

[dice=Culture]1d20 + 6[/dice]
[dice=Life Science]1d20 + 9[/dice]
[dice=Medicine]1d20 + 7[/dice]
[dice=Mysticism]1d20 + 8[/dice]
[dice=Perception]1d20 + 9[/dice]
[dice=Physical Science]1d20 + 6[/dice]
[dice=Piloting]1d20 + 8[/dice]
[dice=Profession (Doctor)]1d20 + 7[/dice]
[dice=Sense Motive]1d20 + 7[/dice]
[dice=Survival]1d20 + 7[/dice]
[dice=Acrobatics]1d20[/dice]
[dice=Athletics]1d20[/dice]
[dice=Bluff]1d20 + 1[/dice]
[dice=Diplomacy]1d20 + 1[/dice]
[dice=Disguise]1d20 + 1[/dice]
[dice=Intimidate]1d20 + 1[/dice]
[dice=Sense Motive]1d20 + 3[/dice]
[dice=Stealth]1d20 + 1[/dice]

Finances:
Starting Cash after character creation purchases: 394
The First Mandate:
XP +1; Total 1
income and job: 751 cr
Cash: 1145 cr
Sell stationwear flight suit 95 * 0.10 = 9.5
Purchase Zeizerer Diffractor, I armor 650
Purchase Tactical Dueling Sword 475
Cash: 29.5

#1-00 Claim to Salvation 4th level Pregen

#5-08 Tarnished Legacy: Star Spangled Superstar!!
XP +1; Total 2
Credits 720
Reputation: WAY +2; 6 total
Purchase: Video Camera Scanner 275
Portable lights: flashlight, lantern, beacon, spotlight 52
Cash 422.5

#6-11 Gifts Ungiven
XP 1; Total 3 (level up to 2)
Wayfinders: +2 reputation; total 8
Credits: 764
Cash: 1186.5
Purchases
1 dose each of medicinals (all tier 1): Analgesic, Antibiotic, Antiemetic, Antitoxin, Coagulant, Counteractant, Cytoguard, Emetic, Insulivate, Prismatelate, Revitilate, Sal Volatile, Sedative, Vaccine (75*14 = 1050)
Enviro mask (75)
Cash: 61.5

#4:01 Intro Year of the Data Scourge
XP 1; Total 4
Wayfinders +2 reputation; total 10
Credits: 720 + 20 Day Job
Cash: 801.5

Lashunta Race traits:

Lashunta Magic Luanna can use the following spell-like abilities, each as a standard action.
Daze: This spell causes a humanoid creature of CR 3 or lower to be dazed for 1 round (Will DC 11 negates).
Detect Thoughts: Luanna can detect the surface thoughts of intelligent creatures within a 60-foot cone, and if she concentrates, she can attempt to read those thoughts (Will DC 12 negates).
Psychokinetic Hand: Once this spell is cast, as long as Luanna concentrates (a standard action each round), she can take a move action to move an object within 25 feet that weighs 10 pounds or less up to 15 feet. She can’t perform fine manipulation (such as firing a weapon or using a computer), but she can push a single button or close a container’s lid.

Limited Telepathy (Su) Luanna can communicate telepathically with creatures within 30 feet that share a language with her.

Student
Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice. [Life Science, Piloting]

Mystic Class:
You understand that what most people call magic is simply an expression of the innate connection between all things, and you intuitively tap into this unseen power to create strange effects. You may conceptualize the source of your magic as divine grace, a manipulation of fundamental energy, or an unlocking of psychic potential, but always with the knowledge that you are a conduit channeling forces greater than yourself. Though you may study, you understand that spellcasting—like all existence—is messy and intuitive, and you specialize in biology and mental systems too complex to be perfectly understood by science. You sense the intangible and exploit your bonds with others, whether to bolster them or bend them to your will.

Hit Points: 6
Stamina Points: 6 + Constitution modifier
Key Ability Score: Your Wisdom determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Wisdom is your key ability score. A high Charisma score can also help you in social situations.
Class Skills: Bluff (Cha), Culture (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Life Science (Int), Medicine (Int), Mysticism (Wis), Perception (Wis), Profession (Cha, Int, or Wis), Sense Motive (Wis), Survival (Wis)
Skill Ranks per Level: 6 + Intelligence modifier
Proficiencies: Armor-light; Weapons-basic melee weapons and small arms
Level 1
BAB +0; Fort +0, Ref +0, Will +2
Spells Known: 0th: 4, 1st: 2 + Connection spell
[b/]Spells Per Day[/b]: 0th: At Will, 1st: 3, includes bonus spells for high wisdom.

Spells
You cast spells drawn from the mystic spell list. To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Wisdom modifier.

You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–4: Mystic. In addition, you receive bonus spells per day if you have a Wisdom modifier of +1 or higher, as shown on Table 4–5: Mystic Bonus spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new mystic level, you learn one or more new spells, as indicated on Table 4–6: Mystic Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Wisdom modifier.

Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You can cast any mystic spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.

You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem as a full action. This does not normally invoke the magic contained within, although it may do so in the case of a Cursed or trapped spell gem.

Connection
You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic—once made, this choice can’t be changed.

Many mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don’t fit within their ethos. As such, each connection lists the deities and philosophies commonly associated with it.

Connection Power
At 1st level, 3rd level, and every 3 levels thereafter, you gain a connection power unique to your connection. If a connection power allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier. If the power requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier.

Connection Spell
Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known listed on Table 4–6: Mystic Spells Known. These spells can’t be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection’s entry.

If your connection lists a single variable-level spell for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level.

Healing Touch (SU) - 1st Level
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

Walk the Void (Su) - 1st Level
Luanna is immune to the harmful environmental effects of outer space and vacuum. She also gains a fly speed of 20 feet while in space. In addition, whenever she can see the stars, she can determine her precise location. Finally, add Piloting to her list of class skills.

Channel Skill (Su) - 2nd Level
You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. Each connection has two skills associated with it. You gain a +1 insight bonus to skill checks with your connection’s associated skills. This bonus increases by 1 at 5th level and every 3 levels thereafter.
Skills: Perception, Piloting

Mindlink (Sp) - 2nd Level
You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.

Feats:

Medical Expert
You are an expert at medical science and caring for the ill.
Prerequisites: Life Science 1 rank, Medicine 1 rank, Physical Science 1 rank.
Benefit: You can use the Medicine skill in conjunction with a medpatch or sprayflesh (and medkit) to treat deadly wounds as a full action (DC 25). If you have an ability that enables you to treat deadly wounds more often but with a longer time frame (such as the envoy’s surgeon expertise talent), you cannot use this feat to use that ability more quickly. When used in this way, the medpatch or sprayflesh does not perform any of its normal functions. You can also use the Medicine skill to provide long-term care with just a medkit.
Normal: It takes 1 minute to treat deadly wounds, and long-term care requires a medical bay or medical lab.

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Boons Slotted this Adventure
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Ally:
Faction:
Personal:
Promotional:
Social:
Starship:
Slotless:

All My Boons:

High Society Influence (Ally Boon)
During the course of Luwazi Elsebo's gala to announce the future of the Starfinder Society, you impressed 5 guests in attendance. Iteration-177, Naiaj, Royo, Ykris, Zo!

Honorary Spider (Social Boon): You have made inroads with Radaszam's personal mercenary outfit, the Obsidian Spiders. While not a formal member, you still carry some of the organization's clout while adventuring. When slotting this boon, select intimidate or Sense Motive. You gain a circumstance bonus to that skill check equal to half your curren Acquisitives Reputation Tier (rounding up). This bonus increases to +1 for each point of infamy your character currently has.

Journey to the Scoured Stars: Segment ! (Unidentified Boon): You were present at Luwazi (elsebo's announcement declaring the Starfinder Society would continue investigating the Scoured Stars system. This boon represents your character's involvement in this heistoric first step toward solving the Scoured Stars mystery. Other boons representing future steps towards unraveling the mystery of the Scoured Stars will appear in future scenarios and collecting these boons will result in a unique bonus, to be detailed in a future Chronicle sheet.

Protector of the Future (Slotless Boon): You have saved the lected First Seeker from a notorious assassin and facilitated her announcing the future of the Starfinder Society. As a token of gratitude, you can immediately cross this boon off your Chronicle sheet to gain the gain the Second Seekers (Luwazi Elsebo) Champion boon (as detailed in the Starfinder Society Roleplaying Guild Guide). If you already have this boon, you can instead cross this boon off your chronicle sheet at any time to gain any Second Seeker (Luwazi Elsebo) boon that you meet the minimum Reputation Tier requirement for and has a cost of 2 or less.