Palaveen

Rayraj Vymm's page

70 posts. Organized Play character for Thalious.


Full Name

Rayraj Vymm

Classes/Levels

Tiefling Male CN Icon Soldier 3/Envoy 3 | SP 0/45 HP 10/43 | RP 7/8 | EAC 22 / KAC 23 | Fort +5; Ref +9; Will +6 | Init: +5 | Perc: +9, SM: +5 | Dark vision | Speed 50ft/30ft JumpJets | Active conditions: None.

Location

Absalom Station

Languages

Common, Infernal, Abyssal

Occupation

Lore Seeker

Strength 14
Dexterity 20
Constitution 12
Intelligence 14
Wisdom 10
Charisma 17

About Rayraj Vymm

SFS # 1348801-707
Experience 16
Slotted Faction: Second Seekers: Jadnura
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Rayraj Vymm
Male CG Tiefling Icon
Soldier 3 | Envoy 3
Space 5 ft.; Reach 5 ft.
Speed 50 ft
Init +5
Senses: Darkvision, Perc +9, SM +5

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Defense
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EAC 22, KAC 23
SP 45 HP 43 RP 8
Fort +5, Ref +9, Will +6

Resistance: 10/Electricity | 5/Cold & Fire

Fiendish Gloom - As a standard action, the tiefling causes light within 20 feet of her to decrease one step. This gloom lasts for up to 1 minute, but the tiefling can dismiss it as a swift action. Nonmagical light sources can’t increase the light level in this area. Magical light can increase the light level in this area only if it’s from an item or creature of a level or CR higher than that of the tiefling. A tiefling can use this ability once per day, plus a number of times equal to half her CR or level.

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Offense
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Melee: +7, Ranged: +10, Thrown: +7
Fire Breath (Wyrmling Gland): (3d6 F) | 15ft cone w/ DC 12 Ref for half
Mirage Dagger x2: +10 (1d4+5 F) | 24 Charge/Usage 1 | Feint, Operative, Runed(only 1), Extended Capacity (Zeizerer Munitions) | Called, Conserving
Thunderstrike Sonic Rifle: +10 (1d10+6 S) | Deafen (1d4 rounds) | 50 ft | 40 Charge/2 Usage | Called

Arcane Assailant - The arcane assailant fighting style supplements its combat effectiveness with magic powers, drawing on traditions of warrior-wizards dating back to well before the Gap. This allows you to use magic runes to augment your weapons and call on legendary powers, giving you access to arcane options even when you don’t have a magic weapon in your possession.

Bot Me!:
Ray is a trickster with a mean streak. He'll do what he can to confound his enemies to throw them off target and then strike. He's also prone to whip out his guitar and strum battle music.

Mirage Dagger:
[dice=Melee vs EAC] 1d20+10[/dice]
[dice=Fire Damage]1d4+5[/dice]

Multi-Dagger:
[dice=Runed Dagger Melee vs EAC]1d20+7[/dice]
[dice=Dagger Melee vs EAC]1d20+7[/dice]
[dice=Fire Damage]1d4+5[/dice]
[dice=Fire Damage]1d4+5[/dice]

Thunderstrike Rifle:
[dice=Ranged vs EAC]1d20+10[/dice]
[dice=Sonic Damage]1d8+6[/dice]

Fire Breath:
15-ft Cone, DC 14 Reflex Halves
[dice=Fire Damage]3d6[/dice]

In ship combat, Ray is well at home shouting at his comrade and enemies but loves sinking shots into ships.

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Statistics
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Str: 14, Dex: 20, Con: 12, Int: 14, Wis: 10, Cha: 17

Skills
Acrobatics +12, Athletics +9, Bluff +16, Computers +6, Culture +8, Diplomacy +13, Disguise +3, Intimidate +12, Mysticism +5,Perception +9, Profession (Musician) +19, Sense Motive +5, Slight of Hand +10, Stealth +12, Survival +1

-5 to DC of Culture/Profession checks to recall knowledge about other icons of your profession or details about your profession’s cultural aspects

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Feats
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Fleet - While you are wearing light or no armor, your land speed increases by 10 feet. When you are encumbered, your land speed instead increases by only 5 feet. When you are overburdened, your speed is reduced to 10 feet.

Mobility - You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.

Skill Synergy - Bluff & Mysticism become a class skill or receives a +2.

Multi-Weapon Fighting - When you make a full attack with two or more small arms or with two or more operative melee weapons, reduce the penalty for making a full attack by 1.

Abyssal, Common, Goblin, Infernal, Jinsul

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Gear -
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Augments:
Wyrmling Gland
Mk 1 Synergizing Symbiote (Dex)

Combat Gear:
Mirage Dagger x2
Thunderstrike Sonic Rifle
Estex Suit III
-Mk 2 Agility Enhancer
-Mk 1 Electrostatic Field
-Jump Jets
-Longstrider Module

Other Gear:
Rconfigurable Clothes
-Athletic
-Ceremonial
-Formal
-Party
-Professional
Guitar
Super-Capacity Battery x80

Ind. Backpack:
Prof. Kit
Light-Scattering Sniper's Blind

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Special Abilities
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Celebrity - You are famous enough that pretty much everyone has either heard of you or can quickly find information about you (it’s a DC 10 Culture check to recognize your name and a DC 20 Culture check for someone to recognize you out of context from your appearance alone). Among those who follow your iconic profession, you’ve built up both fans and detractors due to your celebrity. If you’re looking for a generic person like “a doctor who can treat this disease,” you can almost always find one who’s a fan and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM’s discretion, fans might give you services (although not goods) for a discount or even for free.

Improvisation:
Clever Feint (Ex: Hearing) - As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.

Dispiriting Taunt - (Ex: Hearing, Language, Mind-Affecting) - As a standard action, you can taunt an enemy within 60 feet. Attempt an Intimidate check with the same DC as a check to demoralize that enemy (though this isn’t a check to demoralize, so you can’t use abilities that would apply to a demoralization attempt, like the rattling presence expertise talent). If you fail, that enemy is off-target until the end of your next turn. If you succeed, that enemy is instead shaken until the end of your next turn. This is an emotion and fear effect.

Convincing Liar (Ex) - When you attempt a Bluff check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add the result to the total or forgo the expertise die and reroll the check.

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Boons Slotted this Adventure
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Ally: AtAT AP #8: Cedona
Faction: SS:Jadnura Champion
Personal:
Promotional:
Social: AtAT AP #8: Discreet Vendor Sense
Starship:
Slotless:
All My Boons:

Adventure Log:

https://docs.google.com/spreadsheets/d/1-TCPiRfRAXi7u85pjUL-4VFSNUBFVgp68sG PWVzAnVg/edit?usp=sharing
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Reputation
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Fame: 22
Exoguardians: 0 Reputation (Tier 0)
Acquisitives: 0 Reputation (Tier 0)
Dataphiles: 0 Reputation (Tier 0)
Second Seekers (Jadnura): 26 Reputation (Tier 3)
Wayfinders: 0 Reputation (Tier 0)