Technomancer

Radiance Dysnomia's page

125 posts. Organized Play character for Sedoriku.


Full Name

Radiance Dysnomia

Race

| SP 6/6 HP 4/10 | RP 3/4 | KAC 15; EAC 14 | Fort +0; Ref +3; Will +5 | Init: +3 | Perc: +8, SM: +7

Classes/Levels

| Speed 30ft | Spells: 1st 1/3 | Active conditions: None.

Gender

Female NG Human Solar Disciple Mystic (Star Shaman) 1

Strength 10
Dexterity 16
Constitution 11
Intelligence 10
Wisdom 16
Charisma 10

About Radiance Dysnomia

Radiance Dysnomiya
===================

SFS info:
===================
108507-704
Experience: 0 normal progression,
Slotted Faction Exo Guardians
Wealth 2 Credits

Reputation 0 Fame, 0 Global Reputation
Reputation with Acquisitives: 0
Reputation with Dataphiles: 0
Reputation with Exoguardians: 0
Reputation with Second Seekers (Luwazi Elsebo): 0
Reputation with Wayfinders: 0

===================
Character sheet:
===================
Human Solar Disciple Mystic (Star Shaman)
NG Medium Humanoid (Human)

Init: +3; Senses: Perception +8, Sense motive +7
===================
Defense
===================
KAC 15, EAC: 14

HP: 10; SP: 6

RP: 4

Fort: +0, Ref: +3, Will: +5

===================
Offense
===================
Speed: 30 ft.

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]
[dice=Half-fire, half-holy damage]1d8[/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:
===================
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:
Acrobatics: +3
Athletics: +0
*Bluff: +0
*Diplomacy: +0
*Disguise: +0
*Intimidate: +0
*Life Sciences: +0 (Cannot be attempted untrained)
Stealth: +3
*Survival: +3

Starship-Combat Version of Skills
Radiance can either accomplish a gunner role or be a moderately skilled pilot!
Piloting: +7
Shooting: +4

Languages: Common

===================
Equipment:
===================
Weapons and Armor:
Azimuth laser rifle (Called fusion), Tactical Baton, Second skin armor,

Consumables
Serum of healing Mk. 1

Other Gear
Comms unit, personal; Binders; Cable line titanium alloy, 20 feet; 6-person mass produced tent; Professional clothing; Everyday clothing (2 sets); Hygiene kit; Industrial backpack;

Encumbrance
3 bulk 9 light of 6 bulk capacity
(Carrying backpack: 4 bulk 9 light)

Money
2 credits

===================
Class Abilities:
===================
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
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. Star Shaman Connection chosen

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 can’t be exchanged for different spells at higher levels. The spell level of each spell is listed in your connection’s entry.

HEALING TOUCH (SU)
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

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Star Shaman Connection Abilities:
===================
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
1st – Shooting Stars (as Magic Missile), 2nd - Darkvision, 3rd - Irradiate, 4th - Remove Radioactivity, 5th - Telekinesis, 6th - Control Gravity

WALK THE VOID (SU)
You are immune to the harmful environmental effects of outer space and vacuum. You also gain a fly speed of 20 feet while in space. In addition, whenever you can see the stars, you can determine your precise location. Finally, add Piloting to your list of class skills.

===================
Racial Abilities:
===================
BONUS FEAT
Humans select one extra feat at 1st level. Longarm Proficiency

SKILLED
Humans gain an additional skill rank at 1st level and each level thereafter.

===================
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)
You gain power from the deity you faithfully worship.

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.

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Spells:
===================
KNOWN:
Level 1: Shooting Stars (Magic Missile), Mystic Cure 1, Mind Thrust
Level 0: Stabilize, Token Spell, Fatigue, Ghost Sounds

SLOTS
1st level: 3/3
0th level: ∞

===================
Chronicle 1: The Confirmation!:
===================
Yay!

Purchases, Sales and Earnings:
Azimuth laser rifle 425
Called fusion 120
Tactical Baton 90
Second skin armor 250
Serum of healing Mk. 1 90
Comms unit, personal 7
Binders 5
Cable line titanium alloy, 20 feet 10
6-person mass produced tent 6
Professional clothing 1
Everyday clothing (2 sets) 2
Hygiene kit 3
Industrial backpack 25
Total: 998 credits

Totals:
Starting credits: 11000
Total sales: None
Total spent: 998

Total earned: N/A
Final credits: N/A

Consumables Used:
None yet!

===================
Boons!:
===================
Boons Slotted this Adventure
===================

Ally:
Faction: Exo Guardian Champion
Personal:
Promotional:
Social:
Starship:
Slotless:

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.


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Bot Me!:
===================
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=Bludgeoning Damage]1d4[/dice]

[dice=Holy fire BURN (Azimuth Laser Rifle)]1d20+3[/dice]
[dice=Half-fire, half-holy damage]1d8[/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!:
===================
[Spoiler=Chronicle 1:?]===================
Yay!

Purchases, Sales and Earnings:

Total:

Totals:
Starting credits: 1000
Total sales: None
Total spent: [/b]

Total earned: [b]N/A
Final credits: N/A

Consumables Used:

===================
[/spoiler]===================