About Radiance DysnomiaRadiance Dysnomiya
SFS info: ===================
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108507-704 Experience: 0 normal progression, Slotted Faction Exo Guardians Wealth 2 Credits Reputation 0 Fame, 0 Global Reputation
Character sheet: ===================
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Human Solar Disciple Mystic (Star Shaman) NG Medium Humanoid (Human) Init: +3; Senses: Perception +8, Sense motive +7
HP: 10; SP: 6 RP: 4 Fort: +0, Ref: +3, Will: +5 ===================
Melee: +3 (1d4 Tactical Baton) Ranged: +3 (1d8 Azimuth Laser Rifle, Critical: Burn 1d6) Spoiler:
[dice=Dangit the… nasty-place-where-devils-live you doing next to me! (Tactical Baton)] 1d20+3[/dice] [dice=Bludgeoning Damage]1d4[/dice] [dice=Holy fire BURN (Azimuth Laser Rifle)]1d20+3[/dice]
=================== Statistics =================== Str 10, Dex 16, Con 11, Int 10, Wis 16, Cha 10 Base Attack Bonus: +0; Feats: Divine Blessing (Sarenrae), Weapon Proficiency (Long arms) Skills and Languages: ===================
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Skills with ranks: *Culture: +4 *Medicine (1 rank): +7 *Mysticism (1 rank): +7 (-5 DC to recall knowledge about sun-focused religions, the Elemental Plane of Fire, and the Positive Energy Plane) *Perception (1 rank, Theme bonus): +8 *Piloting (1 rank): +7 *Profession (Evangelist, Wis based, 1 rank): +7 *Sense Motive (1 rank): +7 Skills w/o ranks:
Starship-Combat Version of Skills
Languages: Common
Equipment: ===================
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Weapons and Armor: Azimuth laser rifle (Called fusion), Tactical Baton, Second skin armor, Consumables
Other Gear
Encumbrance
Money
Class Abilities: ===================
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SPELLS You cast spells drawn from the mystic spell list (see page 336). 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. 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
Connection Power
Connection Spell
HEALING TOUCH (SU)
Star Shaman Connection Abilities: ===================
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Your connection channels the energy of the cosmos, its celestial bodies, and the dark voids between them. You might be a brilliant astronomer, a daredevil starpilot, a Drift explorer, a prophetic astrologer, or a would-be transhuman godling. ASSOCIATED SKILLS Perception and Piloting SPELLS
WALK THE VOID (SU)
Racial Abilities: ===================
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BONUS FEAT Humans select one extra feat at 1st level. Longarm Proficiency SKILLED
Theme Abilities: ===================
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THEME KNOWLEDGE You’ve read extensively about the physics of the sun and its associated planes and the best theories about how they interact to produce the solar environment. You’ve also made a study of every sun-based religion of the Pact Worlds, from the Church of the Dawnflower down to the most primitive sun cult. Reduce the DC of Physical Science checks to recall knowledge about scientific questions concerning the sun and light by 5. Reduce the DC of Mysticism checks to recall knowledge about sun-focused religions, the Elemental Plane of Fire, and the Positive Energy Plane by 5. Perception 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 Perception checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation. Feats: ===================
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LONGARM PROFICIUENCY (Combat) You know how to use longarms. Prerequisites: Proficiency in small arms. Benefit: You gain proficiency in longarms. DIVINE BLESSING (SARENRAE)
Prerequisites: Worship a deity of an alignment within one step of your own alignment. Benefit: Your benefit is determined by the deity you worship. Sarenrae: The first time you deal fire damage each round, you can convert half the fire damage into holy energy damage. Fire resistance or immunity does not apply to the holy energy portion of the damage. Spells: ===================
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KNOWN: Level 1: Shooting Stars (Magic Missile), Mystic Cure 1, Mind Thrust Level 0: Stabilize, Token Spell, Fatigue, Ghost Sounds SLOTS
Chronicle 1: The Confirmation!: ===================
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Yay! Purchases, Sales and Earnings:
Totals:
Total earned: N/A
Consumables Used:
Boons!: ===================
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Boons Slotted this Adventure =================== Ally:
All Boons
Spoiler:
EXO-GUARDIANS CHAMPION BOON (FACTION) Prerequisites: Exo-Guardians Tier 0 Benefit: This Faction boon allows the character to gain Reputation with the Exo-Guardians faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario. Normal: A character gains no Reputation unless she has a Faction boon slotted. [_][_][_]Faction’s Friend (Social Boon; Limited Use): By assisting various factions of the Starfinder Society, you have proven yourself as a dependable asset. By slotting this boon, if you would fail to earn Fame at the end of an adventure by failing to fulfill a success condition, you can check one of the boxes on this boon. Doing so reminds your current championed faction of your past exploits, and you still earn 1 Reputation (but no Fame) with that faction as if you had successfully fulfilled the condition. You can use this boon only if you would also gain at least 1 XP for completing the adventure. Marked Field Agent (Slotless Boon): Having met the amalgam of intelligences known as Guidance, you have successfully completed your induction into the Starfinder Society. The Society offered you a subdermal implant as part of your commencement. You receive this augmentation for free. Star Sugar Heartlove!!! (Slotless Boon; Limited Use): During your commencement missions, you had the chance to pick up your own copy of the latest album from sugar-pop sensation Strawberry Machine Cake. This album is already a Pact Worlds hit and has quadrupled in price. You can resell the album for 200 credits prior to the start of your next adventure. If you sell the album, cross this boon off your Chronicle sheet. Alternatively, you can decide to keep the album, which might somehow prove useful in the future. Bot Me!: ===================
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Radiance is fairly well trained in use of her longarm, calling on Saranrae to divinely punish anyone she starts shooting at. [dice=Dangit the… nasty-place-where-devils-live you doing next to me! (Tactical Baton)] 1d20+3[/dice]
[dice=Holy fire BURN (Azimuth Laser Rifle)]1d20+3[/dice]
In ship combat, Radiance will gladly serve as a gunner, but can serve as a pilot if no one else is suitable. She prefers to take evasive maneuvers if piloting. Nothing here!: ===================
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[Spoiler=Chronicle 1:?]=================== Yay! Purchases, Sales and Earnings: Total: Totals:
Total earned: [b]N/A
Consumables Used:
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