Saintly Knight

Oda Umox's page

283 posts. Organized Play character for Ietsuna.


Full Name

Oda Umox

Race

| SP 0/34 HP 21/36 | RP 4/4 | EAC 18; KAC 20 | Fort +6; Ref +3; Will +4 | Init: +2 | Perc: +0, SM: +0

Classes/Levels

| Speed 25ft | Active conditions: None.

Gender

"Oda Umox" Female LN Half-Orc Soldier 4 (Mercenary) (Star Knight)

About Oda Umox

SFS # 204997-703
Experience 11
Slotted Faction Aquisitives
Wealth 8440 Credits

Reputation 25 Fame, 25 Global Reputation
Reputation with Acquisitives:23
Reputation with Dataphiles:0
Reputation with Exoguardians:1
Reputation with Second Seekers (Luwazi Elsebo):1
Reputation with Wayfinders:1
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Oda Umox
Soldier 4 (Mercenary) (Star Knight)
LN Medium humanoid (half-orc)
Init +2; Senses Perc +0, SM +0,

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Defense
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EAC 18, KAC20
SP 36 HP 34 RP 4
Fort +6, Ref +3, Will +4

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Offense
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Speed 25 ft.
Melee Unarmed Strike (Hammer fist) +7 (1d4+9)
Melee Thunderstrike Pulse Gauntlet +7 (1d6+7)
Melee Tactical Doshko +7 (1d12+7)
Ranged Light Reaction Cannon +6 (1d10+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Hammer Fist
Spell-Like Abilities None

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Statistics
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Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 10

Skills
Acrobatics +0, Athletics +9, Bluff +0, Culture +1, Diplomacy +0, Disguise +0, Intimidate +8, Perception +0, Piloting +7, Profession (Mercenary) +7, Sense Motive +0, Stealth +0, Survival +7

Feats
Quick draw
Weapon Specialization
Cleave
Languages Common, Common (Signed), Orc

Other Abilities

Combat Gear Frag Grenade, Shock Grenade, Serum of Healing 2
Other Gear Reaction Cannon with 20 rounds, Officer Ceremonial Plate (Grim Trophies), Armiger Hellknight Plate, Everyday Clothing, Field Rations (1 week), Personal Comm Unit, Hygiene Kit, Industrial Backpack, Battery (20 charges), Ring of Resistance (Reflex) +1, underwater light reaction cannon, tactical doshko, 8440 Credits

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Special Abilities
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Armor Storm The armor storm fighting style focuses on using armor as a weapon by maximizing the damage of armor-based weapons while withstanding enemy fire. You learn to increase the effectiveness of attacks made with your armor and to add equipment normally beyond your armor’s capacity.
Armor Mastery You gain proficiency with light armor. If you are already proficient with light armor, you instead gain proficiency with heavy armor. If you are already proficient with heavy armor, you instead gain a fortification ability when wearing heavy armor or powered armor. Your fortification gives you a 20% chance that a critical hit is treated as a normal attack, dealing normal damage and not applying any critical effect. You roll your fortification percentage chance before the critical hit’s damage is rolled. If you have a fortification ability from another source (such as a force field), you instead increase the chance of a critical hit being created as a normal attack by 20% (to a maximum of 100%).
Armored Advantage When you are wearing armor, you gain a +1 insight bonus to your Kinetic Armor Class.
Challenge As a champion of a knightly order, you can focus your fury and attention on a single foe, forcing it to face your wrath. As a full action, you can move up to your speed and make a single attack against a foe able to see and hear you. If you have the trick attack class feature and the weapon you use qualifies for a trick attack, you can make this attack as a trick attack. Whether or not you move or make an attack, you can attempt to demoralize that foe, as per the Intimidate skill task. If your base attack bonus is greater than your total Intimidate skill bonus, you can use your base attack bonus in place of your total Intimidate bonus for this skill check. If you succeed at this check, for the duration of the shaken effect, the target is also off-target for any attack it makes that does not include you as a target. Once you use this ability against a foe, regardless of the result of your demoralize attempt, you can’t use it on that target again for 24 hours.
Darkvision Half-orcs can see up to 60 feet in the dark.
Gear Boost At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost that make you better with a particular type of weapon or armor. Choose from the gear boosts listed below. Some gear boosts require you to reach a certain soldier level to select them; this level is indicated in parentheses after the boost’s name.
Hammer Fist You treat any unarmed attack you make while wearing heavy or powered armor as being made with a battleglove (see page 187) with an item level equal to or lower than your soldier level, and you calculate damage for these attacks as if you had the melee striker gear boost (see page 112). If you have the melee striker gear boost, you gain a +2 bonus to damage rolls with your unarmed attacks when using this ability. These unarmed attacks don’t benefit from other abilities that apply specifically to unarmed attacks (such as the Improved Unarmed Strike feat).
Intimidating Half-orcs receive a +2 racial bonus to Intimidate skill checks.
Orc Ferocity Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious.
Primary Fighting Style You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. Descriptions of the fighting styles you can choose from appear on pages 112–115.
Primary Style Technique At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
Self-Sufficient Half-orcs receive a +2 racial bonus to Survival skill checks.
Theme Knowledge You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics 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 Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.
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Boons Slotted this Adventure
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Ally: High Society Influence (Royo)
Faction: Acquisitives Champion
Personal: Half-Orc Admittance
Promotional:
Social: Honorary Spider
Starship: Skitter Pal
Slotless: Starfinder Insignia; Abysshead Download

All My Boons:

Honorbound Allies (Ally or Starship Boon): During your mission to salvage information from the Struggle’s Scholar, you engaged in an honorable starship duel with a vesk transport, the Honorbound. By following the strictures of the duel, you impressed the captain of the Honorbound, Captain Yuluzak. This boon might have repercussions in future scenarios, which you will be told prior to slotting your boons. Future scenarios calling on this boon will specify if you must slot it as an Ally or Starship boon.

Starfinder Insignia (Slotless Boon): Venture-Captain Arvin presented you with a commemorative insignia in gratitude for your services to the Starfinder Society. Although it appears to be an ordinary medal showing the symbol of the Starfinder Society, this insignia can store as much information as a common tier-1 datapad. Unless told about this secret, a non-Starfinder must succeed at a DC 20 Perception or Sense Motive check to realize the insignia is a storage device. This insignia is worth 0 credits and cannot be sold.

Skitter Pal (Starship): Thanks to your efforts, the Starfinder Society managed to befriend the skittermander starship
engineer Ayoka and convince her to leave the Cult of the Devourer. When this boon is slotted and there are fewer than six
crew members on a starship, Ayoka can take on the engineer crew role on the ship. Her skill bonus in her role is equal your
character level + 3. Ayoka is considered to have ranks in the associated skill equal to your character level for determining
what actions she can take. Ayoka can perform only skill checks while acting a starship crew member aboard the ship, and
she cannot accompany the PCs or aid them in other ways—she’s just too dedicated to fixing the ship!

[] [] [] [] Yaraesa’s Wisdom (Social; Limited-Use): By helping stabilize Enereth-7, you’ve earned the attention of the
goddess Yaraesa. When you slot this boon, you gain a +1 bonus to all skill checks made to recall knowledge. You also gain
a +2 insight bonus to all checks made to influence or interact with followers of Yaraesa. Finally, once per adventure when
you roll a skill check to recall knowledge, you can check a box that precedes this boon to reroll the result.

Budding Media Celebrity (Social Boon): Following your stint on Live Exploration Extreme[i] your face and name appear in images, videos, and memes across countless media platforms. This recognition lasts only a few days before the next major media phenomenon arises, but you can use this to launch your media career. If you have the icon theme, you gain +5 bonus to profession checks when performing Day Job checks. If you do not have teh icon theme, when you slot this boon, you gain the icon's celebrity ability in place of your own theme's 6th level ability.

Hero of the Stars (Starship Boon; Limited Use): You defeated the dreaded pirate ship, [i]Lawbright, showcasing your determination during an intense starship combat. This boon activates anytime your starship is reduced to 0 or fewer Hull Points. Your starship immediately regains a number of Hull Points equal to its tier x 5. A starship can never regain more than 30 Hull Points in this manner. A starship can never have more than one of these boons attached to it. When this boon activates, cross it off your chronicle sheet.

Acquainted with Datch (Ally Boon): During a break between contests, you met a particularly friendly ysoki named Datch.
Regardless of your actions, Datch seemed to take a shine to you and your companions and was possibly responsible for
sending an ominous message at the end of your stint on Pact World Warriors. How this influence will play out in the future
is not yet clear. You will be told if this boon is important to a future scenario prior to slotting your boons.
Live Air Celebrity (Social Boon): By participating in various contests on Pact World Warriors, you’ve proven your
adaptability. Each of the contests you succeeded at during this event has imparted a slight edge you can call upon in
future adventures. Your GM will cross out any of the abilities from the following list for which you did not score higher
than the rival team.
Obstacle Override: Once per adventure, you can reroll a single failed Acrobatics or Athletics check.
Cooking Master: You gain a +2 bonus to Profession (cook) checks when attempting a Day Job check with this skill. You gain a +3 bonus to any Profession (cook) checks in an adventure when those checks are specifically called out in the adventure’s text.
Kill Streak: You’ve got a knack for killing weaker foes in successive order. Once per adventure when time you slay an enemy whose CR is equal to or less than your level – 2, you gain a +1 bonus to attack rolls and weapon damage rolls against other enemies until the end of your next turn.
Hold the Flag: Once per adventure, you gain a +2 bonus to your KAC when targeted by a combat maneuver or similar effect that would cause you to lose hold of an item that you do not wish to relinquish. Alternatively, you can gain a +2 bonus to a saving throw to resist an effect that would cause you to lose hold of an item or drop an item you do not wish to relinquish (such as a command spell). You can decide to add this bonus after the dice have been rolled.

Abysshead Download (Slotless Boon): A digital copy of the drow album Abysshead made its way onto one or more of your technological storage devices. When downloaded, the album infects every digital device you have. While seemingly harmless, the album plays from devices at inopportune moments and displays random unwanted advertisements for the band. Future scenarios will detail exactly how this may affect you.

Gun Runner (Ally Boon; Limited Use): Your involvement in reacquiring the Society’s stolen drow weapons hasn’t gone unnoticed. As a result, you’ve forged strong relationships with the Starfinders responsible for distributing new weapons. While this boon is slotted, you can purchase grenades at a 10% discount. Alternatively, at the end of a scenario when you have this boon slotted, you can permanently cross it off this Chronicle sheet to gain a one-time 20% discount on a single weapon purchase.

Half-Orc Admittance (Personal Boon; Limited Use): The half-orc mercenaries of Apostae know of your successful foray against Villyth Zeizerer. During this venture, you likely killed or incapacitated many half-orcs to retrieve the Society’s stolen goods. The half-orcs of Apostae not only fear your reputation, but also seek to follow in your footsteps. You can apply this boon in one of two ways. Select one of the following uses, and cross the other use off this Chronicle sheet.
New Character: You can play a half-orc character, beginning at 1st level as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Starfinder Society Roleplaying Guild Guide. A copy of this Chronicle sheet must be the first Chronicle sheet for the given character.
Existing Half-Orc: You can apply this boon to an existing half-orc character in your possession 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.

Morlamaw Admittance (Personal Boon; Limited Use) During your mission to the world of Arniselle, you encountered a group of local lifeforms called morlamaws and convinced them to assist the Starfinder Society. Some of those morlamaws look to you as inspiration and intend on leaving their homeworld and eventually joining the Society. You can use this boon only if your character has a Reputation Tier of 3 with the Wayfinders faction or a Reputation Tier of 4 with other factions. You can play a morlamaw character, beginning at 1st level as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Starfinder Society Roleplaying Guild Guide. A copy of this Chronicle sheet must be the first Chronicle sheet for the given character. Along with this Chronicle sheet, your GM should provide you a copy of the “Playing a Morlamaw” appendix, which is considered a legal document for the purpose of playing this race.
Morlamaw Linguist (Slotless Boon) So long as you have this boon, all of your Starfinder Society Roleplaying Guild characters have access to the Morlamaw language and can select it at any time they would learn a new language.
Suulhu-Huur’s Debt (Ally Boon) During your mission to the abandoned Arniselle lodge, you saved the life of the kalo Suulhu-Huur. Now the sole survivor of the once infamous Manta Corps group, she recognizes that she has a debt to you and vows to one day repay it. How this influence will play out in the future is not yet clear. You will be told if this boon is important to a future scenario prior to slotting your boons.

High Society Influence (Ally Boon) During the course of Luwazi Elsebo’s gala to announce the future of the Starfinder Society, you impressed one or more of the guests in attendance. How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with a number of influential people. You will be told if this boon is important to a future scenario prior to slotting your boons. Your GM will cross out the attendees your failed to influence. (Iteration-177, Ykris, Naiaj, Zo!, Royo)
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 your half your current Acquisitives Reputation Tier (rounding up). This bonus increases by +1 for each point of Infamy your character currently has.
Journey to the Scoured Stars: Segment 1 (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 historic 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 elected 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 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.

Journey to the Scoured Stars: Segment 2 (Unidentified Boon): You uncovered hidden truths about the history of the Scoured Stars by journeying to teh library world of Athaeum. This boon represents your character's involvement in this critical step toward solving the Scoured Stars mystery. Other boons representing future steps toward 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 on a future chronicle sheet.

Ieration-177's Attention (Ally Boon)[/b]: During your journey to Athaeum, you attended a unique dinner hosted by the android known at Iteration-177. They came to a decision about your personality based on a memory you provided (or refused to provide). How this decision will play out in the future is not yet clear, but you have nevertheless made an impression on the mysterious android. You will be told if this boon is important to a future scenario prior to slotting your boons. Your GM will cross out all results save that which you earned from the dinner. - Choleric (PCs who chose an angry or violent memory)

Athaeum Insight (Social Boon): By spending some time on the library world Athaeum, you've gained a small sliver of magical insight to carry with you on your journeys. When you slot this boon, you always count as being trained in the Culture skill, even if you do not have a skill rank in it. This does not grant any bonuses to Culture skill checks but does allow you to attempt those skill checks untrained while the boon is slotted. In addition, once per session, you can reroll the result of any skill check to recall knowledge.

[] Counter Innovation (Slotless Boon; Limited Use): You curtailed a dangerous threat to Absalom Station: a bodysnatcher slime clinic. Doing so brought these slimes into the light so the Society can study the,. You can check the box that precedes this boon to use your Downtime to work with Society engineers to come up with a better defense against these slimes. This earns you the cerebral countermeasures biotech augmentation (Starfinder Alien Archive 2, 19) for only 3000 credits. This biotech upgrade is unique to your physiology and can be resold for only 300 credits.

Bot Me!:

Where space and the situation permits it Oda will stand back and blast with her Light Reaction Cannon.

[dice=Light Reaction Cannon] 1d20+4 [/dice] [dice=Damage] 1d10+3[/dice]

If she needs to Oda is more than happy to move up and enter melee using Hammer Fist or, if target is incorporeal or vulnerable to sonic damage, her Thunderstrike Pulse Gauntlet.

[dice=Hammerfist] 1d20+6[/dice] [dice=Damage] 1d4+9[/dice]

[dice=Thunderstrike Pulse Gauntlet] 1d20+6 [dice] [dice=Damage] 1d6+7[/dice]

Physical Appearance:

Oda is hulking out of her armour, and even bigger in it. Ropey scars mark her green-grey skin around her forearms and throat. Old and newly healed scars from the slashes of bladed weapons show on her fingers and torso. Through the clear visor of her armour you see a scar runs across her face from left eyebrow, across her nose and down the right side of her cheek. She is lucky to still have her eye.

An Abyss head tattoo is prominent on her left shoulder and another is on the back of her right calf.

Oda does not speak. When she must she communicates via her comm unit's text function, but mainly she gestures and uses body language to convey her meaning

Starship Combat - Chief Mate:

Hard Turn (Helm Phase, Push) You manually adjust additional thrusters and bypass safety systems, shouting for your fellow crew members to brace themselves for a stomach-turning tactical maneuver. This bit of risky co-piloting might overtax the starship’s turn radius, but it can also help the pilot get significantly more maneuverability out of the vessel when the crew finds itself in a lurch. Attempt an Acrobatics or Athletics check (DC = 10 + 1-1/2 × your starship’s tier). If you succeed, the pilot can make one turn during the round as though the maneuverability of the starship were improved by one step. This has no effect on a ship with perfect maneuverability. If you fail your check by 10 or more, you overheat and temporarily degrade the effectiveness of the starship’s maneuvering thrusters, causing the ship’s maneuverability to worsen by one step for the rest of this round.
Maintenance Panel Access (Engineering Phase) You start ripping open access panels, turning secured valves, and manually bypassing safety systems to help the engineer get more out of their systems when they take the divert or overpower action. Attempt an Acrobatics or Athletics check (DC = 10 + 1-1/2 × your starship’s tier). If you succeed and the engineer also succeeds at their check to divert, they can provide the normal benefit from divert to two different systems instead of only one. If the engineer instead succeeds at their check for the overpower action, they can choose four different systems to divert power to instead of three. In either case, no system can benefit twice from the same action. For more about the divert and overpower actions, see page 323 of the Core Rulebook. If you fail your check by 10 or more, you overtax the ship’s systems without adding any useful capacity, and all engineer actions performed this turn take a –2 penalty.
Manual Realignment (Helm Phase) Manual realignment of the ship’s sensors to better focus on an opposing starship can help the science officer get better results when using the ship’s sensors to glean information about the other vessel. Attempt an Acrobatics or Athletics check (DC = 10 + 1-1/2 × your starship’s tier). If you succeed and the science officer also succeeds at their check to perform the scan action, they receive one additional piece of information, as though their result were 5 higher. If you fail the check by 10 or more, you knock the sensors out of alignment altogether, and no check to scan can be attempted this round as the system recalibrate.

SFS Career:

Cries from the Drift
Into the Unknown
Live Exploration Extreme
Skittershot
Pactworld Warriors
Withering World
Night in Nightarch
Sanctuary of Drowned Delight
First Mandate
In Pursuit of the Scoured Past
Survivor's Salvation