Catfolk

Pregen Dakoyo's page

102 posts. Alias of therealthom.


Full Name

Dakoyo

Race

Init +1; Senses darkvision 60 ft, low-light vision; Perception +10 ; Sense Motive +10 //

Classes/Levels

SP 21/21 HP 20/20 RP 5/5 EAC 14; KAC 15 Fort +2; Ref +3; Will +7;

Gender

Male skittermander priest mystic 3 //

About Pregen Dakoyo

DEFENSE: HP 20 SP 21 RP 5 EAC 14; KAC 15Fort +2; Ref +3; Will +7

OFFENSE: Speed 30 ft.
Melee: dice= battle staff v KAC] 1d20+2 [/dice] ... dice= damage] 1d4+3 [/dice] ...(B; critical knockdown)
Ranged: dice= needler pistol v KAC] 1d20+3 [/dice] ... dice= damage] 1d4+1 [/dice] ... (P; critical injection DC +2)
Offensive Abilities grappler, hyper

Mystic Spell-Like Abilities (CL 3rd)At will—mindlink
Mystic Spells Known (CL 3rd; ranged +3)1st (4/day)—lesser remove condition, mind thrust (DC 15), mystic cure, reflecting armor, share language (at will)—daze (DC 14), detect affliction, detect magic, stabilize, telekinetic projectile, token spell
Connection healer

STATISTICS
Str 10 (+0); Dex 12 (+1); Con 12 (+1); Int 9 (–1); Wis 18 (+4); Cha 12 (+1)

Skills: Diplomacy +7, Medicine +7, Mysticism +13, Perception +10, Sense Motive +10; (reduce the DC to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5)

Feats: Mystic Strike, Skill Synergy (Medicine, Mysticism)

Languages: Common, Vesk

Other Abilities: channel skill +1, healing channel (4d8 HP), healing touch (15 HP), lifelink (3 HP), six‑armed

Gear: graphite carbon skin (infrared sensors), battle staff, needler pistol with 31 darts, mk 1 ring of resistance, mk 1 serums of healing (5), basic medkit, beacon, id moss (2 doses), tier 1 analgesic (2 doses), tier 1 antitoxin (2 doses), tier 1 sedative (2 doses), antique stethoscope, handful of wooden tongue depressors, credstick (15 credits)

Background The dark‑purple Dakoyo is a priest of Ibra and the last of the four skittermanders to join Nakonechkin Salvage. He is a contemplative skittermander who enjoys stargazing, and he has an almost encyclopedic knowledge of healing techniques from the past and present. He serves as the ship’s doctor aboard the skittermander’s own starship, the Helping Hand, and in times of danger aids his shipmates with encouraging words and spiritual platitudes.During the past year, as the skittermanders went out on their own salvage missions, Dakoyo has continued to study the medical procedures of different species, usually by picking through medical waste and combing through medical records. He is fascinated by ancient techniques and keeps an antique stethoscope. Recently, he acquired a box of wooden tongue depressors he jokingly calls his “magic healing wands.” No one who consents to an examination from Dakoyo escapes being prodded and poked with one of these sticks.

Dakoyo’s Cheat Sheet

Lesser Remove Condition (conjuration (healing), creature touched, SR yes (harmless)) –Remove shaken, sickened, or staggered. This doesn’t remove cause of condition. Casting this doesn’t provoke.
Mind Thrust (divination (mind-affecting), close (30'), one creature, SR yes) –Deal 2d10 damage to the target, Willhalf.
Mystic Cure (conjuration (healing), creature touched, SR yes) –Heal 1d8 + Wis HP. Extra healing applies to you. If it doesn’t heal the target, you may sac HP to restore the target’s HP. Does notprovoke.
Reflecting Armor (abjuration (force), personal, 10min/lvl) –Dismiss this spell when you take hit pointdamage from a weapon within 100 feetto reflect that amount of force damage on tothe attacker (max 10). Reflex save for half.
Share Language (divination, touch, 24 hours, SR yes (harmless)) –Target can read, understand, and communicate in up to three languages you already know.
0thlevel spells
Daze (enchantment (compulsion, mind-affecting), close, humanoid creature of CR 3 or lower, 1 round, SR yes) –Target WILL or become dazed for 1 round. (Can’t act, no other penalties.) After a creature has been dazed by this spell, they are immune to the spell for 1 minute.
Detect Affliction(divination, close, one creature/object, SR yes (harmless)) –Determine if the target is poisonedor diseased. Can make further checks to determine more information.
Detect Magic (divination, 60ft. cone, concentration up to 1 min/lvl) –Detect all magic affects in cone.
Stabilize(conjuration (healing), close, living creature, SR yes (harmless)) –Stabilizing dying creature.
Telekinetic Projectile (evocation, close, one object & one creature) –fling an object of less than 1 bulk at the creature, making a ranged attack vs. KAC. Object deals 1d6 bludgeoning.
Token Spell (transmutation, 10 ft, 1 hour) –Starfinder’s prestidigitation.

Other Abilities
Grappler –Gain a +2 to grapple maneuvers.
Healing Channel –Spend a Resolve Point to heal 4d8. Move action to heal yourself, standard to heal ally you touch, full action to heal allies within 30 ft.
Lifelink–At start of each turn, you can choose an ally within 30 ft. who has taken HP damage and transfer it to yourself, bypassing your Stamina Pointsand healing the targetan equal amount(max 3).
Healing Touch –Once per day, spend 10 minutes to heal someone 15Hit Points.
Hyper –Once per day, take an extra move action.
Mindlink –Touch one creature to instantaneously teach them 10minutesofinformation.

Gear
Analgesic –Injected creature is flat-footed, has +1 bonus to saves vs. pain for one round. (no save)
Antitoxin–Injected creature gains +4 bonus to saves vs. poison for one hour.
Basic Med Kit–Allows long-term care. DC 25 Medicine to treat deadly wounds.
Battle staff –Immune to abilities that target tech, +1 to AC vs a target when you hit them with this staff, on a crit the target is knocked prone
Graphite CarbonSkin–Light armor, EAC+3, KAC +4, Max Dex +4, Armor Penalty -1, Upgrade: Infrared Sensors(gain Darkvision, 60 ft.)
Id Moss –Ingested Poison, Inttrack, Fort DC 14, onset 10 min, frequency 1/min for 6 min, cure 1 save.Weakened –-2 to Int ability and skill checks, DCs of abilities and spells, if spells are based of int they can’t cast highest level; Impared –Weakened *2; Animalistic –Creature is feebleminded, Charisma is unaffected; Comatose –Creature can’t wake up; Dead –Brain stops working
Mk 1 Serum of Healing –Drinker regains 1d8 Hit Points.
Needler Pistol –One-handed small arm. Immune to abilities that target tech, you can fill the gun with a drug/poison/medicinal and it delivers it on a successful hit. Increase the DCby 2 on a crit. 6 shots 30'
Sedative –Injected creature takes 1d4 points of nonlethal damage, make a new save with a +1 bonus versus an emotion or fear effect that allows a save to end that’s not permanent or instantaneous

*****

Dakoyo 2nd level pregen:

Race : Init +1; Senses low-light vision; Perception +9 ; Sense Motive +9 //
Classes/Levels : SP 14/14 HP 14/14 RP 3/5 EAC 13; KAC 14 Fort +1; Ref +1; Will +7;
Gender: Male skittermander priest mystic 2 //

DAKOYO
Male skittermander priest mystic 2 (Starfinder Alien Archive 106)
NG Small humanoid (skittermander)
Init +1; Senses low-light vision; Perception +9
DEFENSE
HP 14 SP 14 RP 5 \\ EAC 13; KAC 14 \\ Fort +1; Ref +1; Will +7
OFFENSE
Speed 30 ft.
dice= Melee battle staff]1d20 +1[/dice] ... dice= damage] 1d4 [/dice] (B; critical knockdown)
dice= Ranged needler pistol]1d20 +2[/dice] ... dice= damage]1d4 [/dice] (P; critical injection DC +2)
Offensive Abilities grappler, hyper

Mystic Spell-Like Abilities (CL 2nd)
At will—mindlink
Mystic Spells Known (CL 2nd; ranged +2)
1st (3/day)—lesser remove condition, mind thrust(DC 15), mystic cure, reflecting armor
0 (at will)—daze (DC 14), detect magic, telekinetic projectile, telepathic message, token spell
Connection healer
Healing channel: spend 1 resolve point to heal 2d8; self as move action, touched ally as standard action; allies within 30' as full round action

STATISTICS:
Str 10 (+0); Dex 12 (+1); Con 12 (+1); Int 9 (–1); Wis 18 (+4); Cha 12 (+1)

Skills Diplomacy +6, Medicine +7, Mysticism +12, Perception +9, Sense Motive +9; (reduce the DC to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5)

Feats Skill Synergy (Medicine, Mysticism)
Languages Common, Vesk
Other Abilities channel skill +1, healing channel (2d8 HP), healing touch (10 HP), six-armed

Gear freebooter armor I, battle staff, needler pistol with 31 darts, mk 1 serum of healing, analgesic (2 doses), beacon, id moss (2 doses), sedative (2 doses), antique stethoscope, credstick (20 credits)


*****

Male kasatha scholar solarian 4:

Shohiraj-4-002
Race
Init +1; Senses darkvision 60 ft., low-light vision; Perception +7 ; Sense Motive +1 //
Classes/Levels
SP 32/32 HP 29/32 RP 2/3 EAC 16; KAC 16 Fort +5; Ref +2; Will +5; Defensive Abilities -- Dark Matter //
Gender
Kasatha Scholar Solarian 4 //

LN Medium humanoid (kasatha)
Init +1; Senses darkvision 60 ft.; Perception +7

DEFENSE SP 32 HP 32 RP 3
EAC 16; KAC 16
Fort +5; Ref +2; Will +5
Defensive Abilities dark matter
\OFFENSE
Speed 30 ft.
dice= solar weapon v KAC ] 1d20+7 [/dice] … dice= damage]1d6+1d3+6 [/dice] S; critical knockdown)
dice= tactical semi-auto pistol v KAC] 1d20 +5 [/dice] … dice= damage] 1d6+2 [/dice] P; analog) or
dice= frag grenade I] 1d20+2 [/dice] … dice= damage] 1d6 [/dice] (explode [15 ft., 1d6 P, DC 7])
Offensive Abilities black hole, plasma sheath, solar
manifestation (solar weapon), supernova

STATISTICS
Str 14 (+2); Dex 12 (+1); Con 12 (+1); Int 11 (+0); Wis 12 (+1);
Cha 12 (+1)

Skills Acrobatics +10, Athletics +10, Diplomacy +8, Life Science +5, Perception +5, Stealth +6; (reduce the DCs of Life Science checks by 5 when recalling knowledge about xenobiology)

Feats Blind-Fight, Weapon Focus (advanced melee weapons)
Languages Common, Kasatha
Other Abilities desert stride, four-armed, sidereal influence, stellar mode

Combat Gear mk 1 serums of healing (2), frag grenades I (2), medpatch; Other Gear defrex hide (upgrade: infrared sensors), least graviton crystal, tactical semi-auto pistol with 30 small arm rounds, beacon (50'radius light), everyday clothing, field rations (1 week), flashlight, hygiene kit, personal comm unit, titanium alloy cable (100 ft.), credstick (33 credits)

SPECIAL ABILITIES
Black Hole (Su) When fully attuned to graviton mode, as a standard action Altronus can pull any number of creatures he targets that are within 20 feet of him toward him. Each target must succeed at a DC 13 Fortitude save or move 5 feet closer. This movement doesn’t provoke attacks of opportunity. After using this power, he becomes unattuned.

Blind-Fight When Altronus misses a melee attack because of concealment, he can reroll his miss chance once to see if he actually hit. He is not flat-footed against melee attacks from creatures he cannot see, can withdraw from creatures he cannot see, and doesn’t need to attempt an Acrobatics check to move at full speed while blinded.

Dark Matter As a move action, Altronus can gain DR 1/— for 1 round. When Altronus is attuned or fully attuned to graviton mode, he can instead gain DR 2/—, and the DR lasts as long as he remains graviton-attuned.

Darkvision Altronus can see up to 60 feet in total darkness.

Desert Stride Altronus can move through nonmagical difficult terrain in deserts, hills, and mountains at his normal rate.

Four-Armed Altronus has four arms, all of which can wield and carry items normally, though this does not affect how many attacks he can make each round.

Plasma Sheath As a move action, Altronus can cause all his solar weapon damage to become fire damage (though attacks still target KAC) for 1 round. If he is attuned or fully attuned to photon mode, he also increases the damage dealt by 2, and the effect lasts as long as he maintains stellar attunement.

Sidereal Influence Outside of combat, Altronus can tap into stellar influences to assist in him various tasks. He must meditate for 1 minute and then chooses either Diplomacy or Stealth. He adds a +1d6 insight bonus to checks with the selected skill until he enters combat, falls unconscious, sleeps, or meditates to choose another skill.

Solar Manifestation (Solar Weapon) Altronus has a mote of yellow light that orbits him. He can grab this and turn it into a solar weapon with the same ease as drawing a weapon. It is considered a one-handed advanced melee weapon that deals 1d6 slashing damage.

Stellar Mode At the beginning of Altronus’s first round in a combat, he must choose one of three modes— graviton-attuned, photon-attuned, or unattuned. If graviton- or photon-attuned, he gains 1 attunement point for the appropriate mode. Each round, he either maintains that mode (gaining another point of attunement, to a maximum of 3), or becomes unattuned (losing all attunement points, and he can then enter a new mode on the following turn). If Altronus has 1 or 2 points in a mode, he is attuned to that mode. If he has 3 points in a mode, he is fully attuned to that mode. Some of his abilities function only when he is attuned or fully attuned to the graviton or photon mode.
When attuned in graviton mode, Altronus gains a +1 insight bonus to his Reflex saves.

When attuned in photon mode, Altronus gains a +1 insight bonus to damage rolls.

Supernova (Su) When Altronus is fully attuned to photon mode, as a standard action he can deal 5d6 fire damage to all creatures within 10 feet of him (Reflex DC 13 half). After using this power, Altronus becomes unattuned.

GEAR DESCRIPTIONS
Beacon This handheld light increases the light level by one step in a 50-foot radius. It can operate for 10 hours before its battery must be recharged or replaced.
Defrex Hide While wearing this armor, Altronus can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 4 days. Its infrared sensors give Altronus darkvision.
Flashlight This handheld light increases the light level by one step in a 20-foot cone. It can operate for 10 hours before its battery must be recharged or replaced.
Least Graviton Crystal This solarian weapon crystal is part of Altronus’s solar manifestation. It adds 1d3 damage and the knockdown critical effect to his solar weapon (these benefits are already added in to his solar weapon attack above).
Medpatch Altronus can use this to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat drugs or poison task.
Mk 1 Serum of Healing Drinking a vial of this serum restores 1d8 HP.
Tactical Semi-Auto Pistol This small arms weapon fires physical bullets and can be fired nine times before it must be reloaded.
Titanium Alloy Cable This 100-foot-long cable is designed for climbing or securing loose cargo.


*****

Iseph, 4th level OPerative:

Shohiraj-4-001 (Iseph)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +9 ; Sense Motive +0 //
SP 18/24 HP 26/28 RP 6/6 EAC 19; KAC 19 Fort +1; Ref +8; Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs) Defensive Abilities evasion //
Android ace pilot operative 4 //

Android ace pilot operative 4
NG Medium humanoid (android)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +9

DEFENSE SP 24 HP 28 RP 6
EAC 19; KAC 19
Fort +1; Ref +8; Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)
Defensive Abilities evasion

OFFENSE
Speed 40 ft., fly 30 ft. (jump jets, average)

Melee
dice= Survival Knife v KAC] 1d20 +7 [/dice] … dice= damage] 1d4+3 [/dice] … S; analog, operative)
Ranged
dice= tactical semi-auto pistol v KAC] 1d20 +7 [/dice] … dice= damage] 1d6+2 [/dice] … P; analog) or
dice= Static arc pistol v EAC] 1d20 +7 [/dice] … dice= damage] 1d6+2 [/dice] ...E, critical arc 2, stun) or
dice= incendiary grenade I[/dice] 1d20 +0 [/dice] … dice= damage] 1d6 + 1d4 [/dice] ...(explode [5 ft., 1d6 F plus 1d4 burn, DC 11])

Offensive Abilities
debilitating trick (target flat-footed or off-target for 1 round)
trick attack (small arms or operative weapon -- Stealth check v opponent's CR+20 gain 1d8 damage)

STATISTICS
Str 12 (+1); Dex 18 (+4); Con 10 (+0); Int 12 (+1); Wis 10 (+0); Cha 11 (+0)

Skills Acrobatics +14, Athletics +10, Bluff +9, Computers +10 (4 ranks), Disguise +9, Engineering +10 (4 ranks), Intimidate +9,
Perception +9, Piloting +14 (4 ranks), Sense Motive +0, Sleight of Hand +13, Stealth +14;
(reduce the DCs of Culture checks by 5 when recalling knowledge about starship and vehicle models and parts as well as famous hotshot pilots);
(ghost specialization: +1 to Stealth checks to make a trick attack)

Feats
Dive for Cover, Kip Up, Multi-Weapon Fighting, Skill Focus (Acrobatics, Stealth)

Languages Common, Shirren

Other Abilities ghost specialization

Combat Gear: mk 1 serums of healing (2), mk 2 serum of healing, incendiary grenade I, medpatch;
Other Gear: defrex hide (upgrade: jump jets), static arc pistol with 1 battery (20 charges), tactical semi-auto pistol with 30 small arm
rounds, survival knife, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, titanium alloy cable (40 ft.), toolkit (hacking), credstick (39 credits)

SPECIAL ABILITIES
Constructed For effects targeting creatures by type, Iseph counts as both a construct and a humanoid (whichever is worse for Iseph).
Darkvision Iseph can see up to 60 feet in total darkness.
Debilitating Trick (Ex) When Iseph hits an enemy with a trick attack, Iseph can choose to make that enemy either flatfooted or off-target until the beginning of Iseph’s next turn.
Dive for Cover When Iseph attempts a Reflex save against an area attack or area effect, they can choose to fall prone in an adjacent space in order to roll the saving throw twice, taking the better of the two results.
Evasion (Ex) If Iseph succeeds at a Reflex save against an effect that has a partial effect on a successful save, they instead suffer no effect.
Flat Affect The DC of a Sense Motive check attempted against Iseph increases by 2.
Kip Up Iseph can stand from prone as a swift action, rather than a move action.
Low-Light Vision Iseph can see in dim light as if it were normal light.
Multi-Weapon Fighting When Iseph makes a full attack with two or more operative melee weapons or small arms, reduce the penalty to each attack from –4 to –3.
Trick Attack As a full action, Iseph can move up to 40 feet and make a single attack with a small arm (or a melee weapon with the operative special property) as a trick attack. Just before making the attack, Iseph attempts a Bluff, Intimidate, or Stealth check (whichever is better for Iseph) with a DC equal to 20 + the target’s CR. If the skill check is successful, the attack deals an additional 1d8 damage and the target is flat-footed against this attack.
Uncanny Pilot (Ex) When Iseph attacks while driving a vehicle, they take only half the vehicle’s normal penalty to their attack roll. When in a chase, Iseph gains a +2 bonus to skill checks when attempting the evade or trick pilot actions.
Upgrade Slot Iseph has an internal quick-release sheath normally installed in armor as an upgrade. This can store a single one-handed weapon, which Iseph can draw as a swift action.

GEAR DESCRIPTIONS
Defrex Hide While wearing this armor, Iseph can close its environmental seals and survive in a vacuum (and other harsh environments) for up to 4 days. The armor has jump jets as an upgrade, allowing Iseph to fly up
to 30 feet as part of a move action. At the end of this flight Iseph must land or they fall. Iseph can do this 10 times before the jump jets’ battery must be recharged or replaced.
Medpatch Iseph can use this to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat drugs or poison task.
Mk 1 Serum of Healing Drinking a vial of this serum restores 1d8 HP.
Mk 2 Serum of Healing Drinking a vial of this serum restores 3d8 HP.
Static Arc Pistol This weapon fires a bolt of electricity. On a critical hit, it arcs and deals 2 electricity damage to a new target of your choice that is adjacent to your original target. As a move action, it can be set to deal nonlethal damage. It can be fired 10 times before its battery must be recharged or replaced.
Tactical Semi-Auto Pistol
This weapon fires physical bullets and can be fired nine times before it must be reloaded.
Titanium Alloy Cable This 40-foot-long cable is designed for climbing or securing loose cargo.

Background Born on Aballon, Iseph has spent a lifetime running from mysterious forces that want them dead. As a “retired” black ops agent, Iseph hires on with freelance adventuring crews as a pilot specializing in dangerous transport or exploratory missions. If those jobs require infiltration or a well-placed bullet from the shadows—well, that costs extra.