Asweya Stiyo

Pangea''s page

106 posts. Organized Play character for Eric Collins - France.


Full Name

Pangea

Race

Active condition(s):

Classes/Levels

OOC:
LN lvl 2 Operative (Ghost) ; no deity

Gender

young Halfling lass | SP 12/12 ; HP 14/14 ; RP 5/5 | EAC 15 ; KAC 16 | (+2 vs. Fear) Fort. +1 ; Ref. +8 ; Will +4 | Speed 30 ft. (Uncanny Mobility) | Perception +8 ; SM +5|

Size

Small

Age

20

Special Abilities

Trick Attack

Alignment

LN

Deity

(Luwazi Elsbo!)

Location

The Lorespire Complex

Languages

Common ; Drow ; Halfling ; Orc ; Goblin

Occupation

Dancer

Strength 8
Dexterity 18
Constitution 10
Intelligence 13
Wisdom 10
Charisma 16

About Pangea'

___________________________________________________________________________

Current Mission Log:
• Health Status: —
• Laser Battery (20 charges ; usage 1) 20/20 left

___________________________________________________________________________
Combat:
Melee & Ranged Attack: +1 BAB +4 Dex
Damage: - 1 Str in Melee

Stealth Hiding:
• can use Stealth to hide if cover or concealment or diversion Bluff
• Bluff Diversion: move to Bluff to create a diversion, vs. Sense Motive of all targets
[dice=Bluff]1d20+8[/dice]

• Stealth to hide while immobile or moving @1/2 speed
[dice=Stealth]1d20+14[/dice]
• Stealth @-5 to hide while moving >1/2 speed (w. Halfling bonus = -5)
[dice=Stealth]1d20+14-5[/dice]

• Stealth @-10 to hide after Bluff diversion while immobile or moving @1/2 speed
[dice=Stealth]1d20+14-10[/dice]
• Stealth @-15 to hide after Bluff diversion while moving >1/2 speed (w. Halfling bonus = -5)
[dice=Stealth]1d20+14-10-5[/dice]

• Success = total concealment if actual cover or concealment
(if my turn & not yet moved - or since start of last turn - then +40 to Stealth check)
Enemy cannot attack unless pinpoints me ; if pinpointed: 50% miss chance
• Success = target flat-footed for purpose of 1st attack from hiding
• If lose actual cover or concealment during turn, can attempt to stay hidden, but only if end turn w. cover or concealment.

• Failure = target sees you, or pinpoints you

Sniping If successfully used Stealth to hide from creature at least 10 feet away:
can briefly pop out of cover or concealment and make a single ranged attack against that creature
as long as you can reenter cover or concealment, Stealth check to hide again as part of attack
@–20 penalty (w. Halfling bonus = 10) (w. +4 sniper tool bonus)
[dice=Stealth]1d20+14-10+4[/dice]

Azimuth Laser Pistol:
(lvl 1) Underwater property: no penalty to attack & full damage
Azimuth Laser Pistol w. underwater property & glamered weapon fusion
Dam' 1d4 F ; Range 80 ft. ; Crit’: 1d4 Burn
Attack:
[dice=Trick Attack vs. DC20+CR]1d20+14[/dice]
[dice=vs. EAC]1d20+5[/dice] (target flat footed w. -2 AC if trick attack or stealth success)
Damage:
[dice=F, Magic]1d4[/dice]
[dice=if trick attack: F, Magic]1d4[/dice]

Restraining Spinneret:
Left hand has Restraining Spinneret allows melee attack w. Dex’ vs. EAC.
[dice=Web vs. EAC]1d20+5[/dice]
If hit: target entangled for 1d4 rounds.
[dice=Rounds entangled]1d4[/dice] (move for DC14 Acrobatics or Strength to get out)

Survival Knife:
(lvl 1) Underwater property: no penalty to attack & full damage
Damage — ; Range 20 ft. ; Critical — ; analog, operative
[dice=Trick Attack vs. DC20+CR]1d20+14[/dice]
[dice=vs. KAC]1d20+5[/dice] (target flat footed w. -2 AC if trick attack or stealth success)
Damage:
[dice=Slash]1d4[/dice]
[dice=if trick attack: Slash]1d4[/dice]

Smoke Grenades:
(lvl 1) Underwater property: no penalty to attack & full damage
Damage — ; Range 20 ft. ; Critical — ; Capacity drawn ; Has 2
Releases a cloud of dense smoke. Lasts 1 minute, 20 ft. radius.
All who inhale smoke save vs. Fortitude (DC w. -4 for Pangea = 15 + 1 per previous check) or spend round choking and coughing: he can do nothing else.
A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection armor prevents this effect altogether) Regardless of armor, smoke obscures vision: concealment to all within it.
[dice=vs. AC 5 (non proficient)]1d20+0-4[/dice]

Space Combat:
• Captain
[dice=Bluff]1d20+9[/dice]
[dice=Diplomacy]1d20+4[/dice]
[dice=Intimidate]1d20+8[/dice]
• Engineer
[dice=Engineer]1d20+7[/dice]
• Gunner
[dice=Gunnery]1d20+6[/dice]
• Pilot
[dice=Piloting]1d20+10[/dice] (2 ranks)

___________________________________________________________________________
Pangea:
Pangea
Female Halfling LN Space Pirate Level 2 Operative (Ghost)
SFS #101218-713
Second Seeker (Luwazi Elsbo)
2’6" (76cm) tall ; 25 lbs. (11 kg) ; long thick black hair, in a braid ; dark skin ; full lips ; black eyes ; 20 years old

Description:
Slender and small, even for a Halfling, the lithe young lass has long thick black hair, in a braid that coils around her neck. Dark skin, full lips, black eyes, she smiles, and seems quite sympathetic.
Dressed in a form-fitting chocolate-colored lightly-armored body-stocking, with a sweatband on her right wrist, she has a an engineering kit on her belt, alongside a survival knife, a Zip-Tie, a couple batteries, and a pair of smoke grenades.
Over her left shoulder is a coil of titanium cable, while a ballerina-bag is on her left shoulder, a pair of pointe shoes attached to it.
A short black cloak is wrapped around her neck, dangling down in front. Light scatters against it.
It is held in place by a Starfinder insignia.
Smiling, she points to a serum of healing, and a medpatch, attached to her chest:
”In case of emergency!”

Background:
A young lass of changing affiliations, Pangea was born as a slave-servant on Apostae, where she started serving as a maid on board a ship as of age 10.
A few years later, she changed sides and joined the Besmaran pirate ship that had taken over the Drow-vessel she was on. Thus she became a pirate for a few years, based in the Diaspora. When her pirate ship was seized by a joint attack of the Stewards and Starfinders, she believe she would be executed, but the Starfinder captain spared her, and offered her a way out and a future.
She is totally behind Luwazi Elsbo and the Society, and would giver her life for them.

___________________________________________________________________________
STATS:
STR 8 ; DEX 18* ; CON 10 ; INT 13 ; WIS 10 ; CHA 16
* Key Ability

12 SP ; 14 HP ; 5 RP

EAC 15 ; KAC 16
(+1/+2 Armor + 4 Dex)

Init' +5 (Dex + 1 Insight) ; Speed 30 ft. (Uncanny Mobility) ; BAB +0

Darkvision (60 ft.)

SAVES:
+1 Fortitude (+0 +0 Con +1 racial)
[dice=Fortitude]1d20+1[/dice]
+8 Reflex (+3 +4 Dex +1 racial)
[dice=Reflex]1d20+8[/dice] Evasion
+4 Will (+3 +0 Wis +1 racial)
[dice=Will]1d20+4[/dice] (+2 vs. fear)

FEATS:
Light Armor ; Basic Melee ; Small Arms ; Sniper Weapons ; Skill Focus: Acrobatics ; Skill Focus: Stealth
lvl 1 - Barricade
lvl 2 - exploit: Uncanny Mobility

speaks Common ; Drow ; Halfling ; Orc ; Goblin

SKILLS:
8+Int/level ; * = class skill
+14 *Acrobatics (Dex) 2 free ranks +3 class skill +4 Dex +2 racial +3 insight
[dice=Acrobatics]1d20+14[/dice]
+7 *Athletics (Str) 2 ranks +3 class skill -1 Str +2 racial +1 insight
[dice=Athletics]1d20+7[/dice]
+9 *Bluff (Cha) 2 ranks +3 class skill +3 Cha +1 theme +1 insight
[dice=Bluff]1d20+8[/dice]
+7 *Computers (Int) +1 rank +3 class +2 Int +1 insight
[dice=Culture]1d20+7[/dice]
+7 *Culture (Int) +1 rank +3 class +2 Int +1 insight
(-5 DC Recall Knowl’ re. black market locations, known smugglers, and notorious space pirates)[dice=Culture]1d20+7[/dice]
+4 Diplomacy (Cha) +3 Cha +1 insight
[dice=Diplomacy]1d20+4[/dice]
+4 *Disguise (Cha) +3 Cha +1 insight
[dice=Disguise]1d20+4[/dice]
+7 *Engineering (Int) +1 rank +3 class +2 Int +1 insight
[dice=Engineering]1d20+7[/dice] (+4 vs. traps)
+8 *Intimidate (Cha) +1 rank +3 class +3 Cha +1 insight
[dice=Intimidate]1d20+8[/dice]
+7 *Life Science (Int) +1 rank +3 class +2 Int +1 insight
[dice=Life Science]1d20+7[/dice]
+7 *Medicine (Int) +1 rank +3 class +2 Int +1 insight
[dice=Medicine]1d20+7[/dice]
-- Mysticism (Wis) +1 insight
+8 *Perception (Wis) 2 ranks +3 class +0 Wis +2 racial +1 insight
[dice=Perception]1d20+8[/dice]
-- Physical Science (Int) +1 insight
+10 *Piloting (Dex) 2 ranks +3 class +4 Dex +1 insight
[dice=Piloting]1d20+10[/dice]
+12 *Profession, Dancer (Cha) 1 rank +3 class +3 Cha +4 Kit +1 insight
(+1 for Day Job: +13 & Take 10 = 23 or 46 Cr.)
[dice=Dancer]1d20+10[/dice]
+5 *Sense Motive (Wis) +1 rank +3 class +0 Wis +1 insight
[dice=Sense Motive]1d20+5[/dice]
+10 *Sleight of Hand (Dex) 2 ranks +3 class +4 Dex +1 insight
[dice=Sleight of Hand]1d20+10[/dice]
+14 *Stealth (Dex) 2 free ranks +3 class +4 Dex +2 racial +3 Insight
[dice=Stealth]1d20+14[/dice] (+4 when sniping)
(reduce penalty by 5 while moving ; reduce penalty by 10 while when sniping)
+1 *Survival (Wis) +0 Wis +1 insight
[dice=Survival]1d20+1[/dice]

OPERATIVE’S EDGE:
Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks.
This bonus increases by 1 at 3rd level and every 4 levels thereafter.

TRICK ATTACK:
(Ex)
Full action to move up to your speed.
Whether or not you moved, make an attack with a melee weapon with the operative special property or with any small arm (not unwieldy).
Attempt Stealth check w. +1 vs. DC = 20 + target CR.
If you succeed: 1d4 additional damage and target is flat-footed.
This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter.

EVASION:
(Ex)
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect.
You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

UNCANNY MOBILITY:
(Ex)
When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement.

BARRICADE:
Barricade: move action to stack objects into single square of adjacent cover.
GM has discretion over whether to allow use of ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built.
There isn’t normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the GM).

Grants partial cover vs. attacks with line of effect that pass through it.
If barricade is in a square that already granted partial cover, it instead grants normal cover.

Barricade is temporary and not particularly durable.
When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (minimum 1st level).
Once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack).
[dice=Barricade rounds]1d4[/dice]

AUGMENTATIONS

Left Hand RESTRAINING SPINNERET:
Restraining Spinneret allows melee attack w. Dex’ vs. EAC.
If hit, target entangled for 1d4 rounds.
Ending entangled requires DC 14 Acrobatics or Strength check as a move action. (DC = 10 + half your level + your Dexterity modifier).
Once used restraining spinneret, can’t use until rested for 10 minutes to regain SP.
Can spend 1 RP to recharge immediately.

Right Hand SOCIETY SUBDERMAL GRAFT:
Underneath the skin of the palm of right hand.
Can be activated or deactivated mentally as a swift action.
Activating causes a rendition of the Starfinder Society’s symbol to glow underneath the skin.
This augmentation acts as a mark, letting others know you are a member of the Starfinder Society.
It also increases the light level within 5 feet by one step while active.

WEAPONS:
Underwater property: no penalty to attack & full damage
Azimuth Laser Pistol w. Underwater property, and Glamered Fusion
standard action to disguise
Survival Knife w. Underwater property
• 2 x Smoke Grenades w. Underwater property

IN CASE OF EMERGENCY:
worn on chest
• Mk 1 Serum of Healing (1d8)
• Medpatch

ARMOR:
Second Skin
Level 1 Light Armor
EAC Bonus +1 ; KAC Bonus +2 ; Max. Dex Bonus +5 ; Upgrade Slots 1 ; Bulk L
Armor Check Penalty — ; Speed Adjustment —
Armor Benefits:
Spoiler:
• boots anchor your feet to a solid surface in a zero-gravity, allowing you to orient yourself or return to normal footing when needed
• armor protects you from a range of hazards through an environmental field (a minor force field specially attuned to pressure and temperature that does not reduce damage from attacks) that lasts 24 hours / level (standard to turn on, can be used in 1 hour increments) - cf. p. 297/298 CRB
• armor facilitates self-contained breathing, protecting you against vacuums, smoke, and thick, thin, and toxic atmospheres (including any airborne poison or disease)
• self-contained breathing functions underwater and in similar liquid environments. This protection allows you to breathe in a corrosive atmosphere to prevent suffocation.
• armor protects you against low levels of radiation and grants a +4 circumstance bonus to saving throws against higher levels of radiation
• armor’s environmental protections reasonably protect you against both cold (temperatures below –20° F) and heat (air temperatures over 140° F).

COMM UNIT:
In armor (80 charges, use 1/hour)
A personal comm unit is pocket-sized device combining minor portable computer (tier-0 computer w. no upgrades or modules) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range.
Also includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres).

EQUIPMENT:
• Starfinder Insignia
• Leotard (Dancer’s Outfit)
• Dancer’s Toolkit
• Engineering Kit
• Trapsmith Kit
• 2 x Standard Batteries (20 capacity)
• 50 ft. titanium alloy cable line
• 1 x Restraints
• Light-scattering sniper’s blind (toolkit)

WEIGHT CARRIED:
can carry 4 Bulk w/o encumbered
2 is Current Total
1 L - Armor
1 L - Infrared Sensors
1 L - Healing Serum
1 L - Medpatch
2 L - 2 x Grenades
1 L - Clothes
4 L - 4 x Toolkits
1 L - Knife
1 L - Pistol
5 L - Cable
6 L - Healing Serums x 6
0 B 24 L total

EQUIPMENT PURCHASED:

1000 + 720+42 + 720 + 200
(2482 credits)
spent before mission 4:
250 Cr. - Second Skin
200 Cr. - Infrared Sensors
50 Cr. - Healing Serum Mk I
50 Cr. - Medpatch
88 Cr. - 2 x Smoke Grenades w. Underwater
5 Cr. - 1 x Binders
5 Cr. - Leotards (Professional Dancer Outfit)
60 Cr. - Dancer & Engineering & Trapsmith Toolkit
200 Cr. - Starfinder Armory Toolkit (Sniper’s Blind)
104 Cr. - Knife w. underwater
385 Cr. - Pistol w. underwater
120 Cr. - Glamered Fusion
330 Cr. - Restraining Spinneret
25 Cr. - 50 ft. of Titanium alloy cable line
120 Cr. - 2 x Batteries
left before mission 4:
790 Cr.
766 Cr. from mission 4:
300 Cr. - 6 x Mk I healing serums
728 Cr. from mission 5:
left before mission 6:
1984 Cr.

___________________________________________________________________________
SLOTTED BOONS:
FACTION
Spoiler:
Luwazi Elsbo Champion (Faction Boon)
Allows Reputation gain w. Second Seekers (LE)

PERSONAL
Spoiler:
Legacy Leader (Personal Boon)
Increase one ability score 14 or lower by 2

PROMOTIONAL
Spoiler:
Promotional Record Keeper (Starfinder Player Character Folio)
1/ per session:
• either reduce RP cost to regain Stamina by 1 (down to 0 RP)
• or reduce DC of one starship combat check (including a gunnery) by 4

SOCIAL
Instructor
Spoiler:
(Social Boon)
At the end of every adventure you have this boon slotted, record the total amount of Fame you earned. You can expend your Downtime at the end of an adventure to increase the amount of Fame recorded for this boon by 1. Once you have accrued 40 Fame with this boon, your student has come into their own and is ready to become a full-fledged Starfinder (a new character). Have your GM mark the Chronicle sheet where you accomplished this, and keep a copy with your new character.
When your new character reaches 5th level, instead of choosing four ability scores to increase, you can choose five. Otherwise you follow all other rules for leveling up. This bonus applies only at 5th level.
Total 3
• 2+1 @ adventure #5

STARSHIP
Spoiler:
Hero of the Stars (Starship Boon; Limited Use)
Anytime reduced to 0 or fewer Hull Points your starship immediately regains tier x 5 Hull Points (max' 30). Only 1 boon / starship. When activated, cross off sheet

SLOTLESS
Starfinder Insignia
Spoiler:
(Slotless Boon)
Appears as ordinary medal showing symbol of Starfinder Society, can store as much information as a common tier-1 datapad. DC 20 Perception or Sense Motive to realize insignia is a storage device.

Marked Field Agent
Spoiler:
(Slotless Boon)
You have a subdermal implant

Society Shepherd
Spoiler:
(Slotless Boon)
If you brought a new player—a player without a Starfinder Society character or playing their first Starfinder Society session—you earn 1 additional Fame and 1 additional Reputation with the Second Seekers (Luwazi Elsebo) faction.
Special: You can benefit from this boon only a number of times equal to your current Reputation Tier with the Second Seekers (Luwazi Elsebo) faction. Each time you fulfill the requirements of this boon, mark it on your Chronicle sheet along with the associated Reputation Tier. Have the GM sign beside this notation. The player you bring does not have to play at the same table as you.
[b]Used @:
• Tier 1: 

XP, REP' & FAME:
• 3 XP
• 9 Total Reputation (Tier 0)
• 8 Second Seekers (Luwazi Elsebo) (Tier 1)
• 1 Exo Guardians (Tier 0)
• 7 Fame (2 Fame spent on Instructor)

OTHER BOONS:
Promotional
• Grand Lodge PFS Faction Pin
1/scenario add 2d4 to Culture skill & treat as trained, even if you don’t have a rank in it.
Social
• Faction’s Friend
3 uses (recup’ Fame if not earned)
• Distinguished Ambassador (4 uses, from 1-32)
Get a loaned item, can purchase @-10%

SCENARIOS PLAYED:
• 6 -
• 5 - 1-30 - Survivor's Salvation (DM Credit)
• 4 - 1-32 Acts of Association
• 3 - 1-01 The Commencement (as playtest Vanguard)
• 2 - Q-01 Into the Unknown
• 1 - Q-01 Into the Unknown