Remi of Castrovel's page

217 posts. Organized Play character for Elinnea.


| SP 27/35 HP 27/34 RP 7/7 | EAC 20 KAC 21 +4 from mobility | Fort +2 Ref +9 Will +6 (+2 vs. poison/disease) | Init +7 Perc +12 darkvision 60ft | Speed 40 ft


| Detect thoughts 1/1 | Active conditions: none


Female Damaya Lashunta Operative 5

About Remi of Castrovel

SFS # 270121-701
XP 13 Fame 21
Global Reputation 28
Female Damaya Lashunta
Operative 5 (Explorer), Wild Warden
Initiative +7 Perception +12
Darkvision 60 feet
HP 34 SP 35 RP 7
EAC 20 KAC 21 CMAC 29 (+4 vs. AoO for moving)
Fort +2 Ref +9 Will +6
+4 Con for various things, +4 Fort for various things (Toughness), +2 Fort vs. poison/disease (Inoculation)
Initiative +7 (+5 Dex, +2 insight)
BAB +3 Speed 40 ft
Melee +3 Ranged +8 Thrown +3
Diffraction perforator pistol +9 (1d4+2 So, crit bleed 1d4 DC 16) 20' range, 20 charges, usage 2, modified for underwater use
Single-valve plasma ring +9 (1d4+2 E&F, crit wound DC 16 [CRB 183]) 40' range, 40 charges, usage 4
Static arc pistol +9 (1d6+2 E, stun ability, crit arc 2) 50' range, 20 charges
Tactical semi-auto pistol +9 (1d6+2 P) 30' range, 9/9 rounds
Survival knife +8 (1d4+2)

Bot me!:

Standard trick attack with the plasma ring:

[dice=Survival trick attack]1d20+18[/dice]
[dice=Attack vs. EAC]1d20+9[/dice]
[dice=Electricity & Fire damage]1d4+2[/dice]
[dice=Trick attack damage]3d8[/dice]

Str 10 Dex 20 Con 10 Int 16 Wis 15 Cha 12
Feats Skill Focus (Culture), Skill Focus (Survival), Toughness, Mobility, Weapon Specialization (small arms +2), Weapon Specialization (basic melee weapons +2), Weapon Specialization (sniper weapons +5), Weapon Focus (small arms)
Languages Common, Castrovelian, Elven, Kasatha, Shirren, Ghibrani, Sarcesian, Aklo, Eoxian
Proficiencies Light armor, Basic melee weapons, Small arms, Sniper weapons
Wealth 6,048 credits
Inventory Tracking Sheet
Combat gear
D suit I, with empty upgrade slot
Tactical semi-auto pistol
Single-valve plasma ring
Diffraction perforator pistol, underwater version
Static arc pistol
Survival knife
Mk 1 synaptic accelerator (+2 Dex)
Wildwise (throat)
Standard darkvision capacitors (eyes)
Worn magic items
Ring of resistance, mk 1 (+1 on Fort saves)
Starfinder backpack
Temporary gear

Other gear:

Everyday clothing
Datapad (Tier 1 computer, miniaturized, self-charging)
Battery (20)
Small arm rounds (20)
R2E (2)
Hacking kit
Tool kit (Engineering)
Basic medkit
Fire extinguisher
Rope (50ft)
Serum of healing, mk 1 (1d8)
Tetrad Certified Translator (crafted from UPBs)
Tool kit (Thieves' Tools, +4 Computers or Engineering to open a door/lock)

Kept in storage
Professional tool (lab tech equipment)
Lab coat (professional clothes)
Consumer backpack


+14 Acrobatics +5 Dex, 2 ranks, +3 class skill, +2 racial, +2 insight
+9 Athletics +0 Str, 4 ranks, +3 class skill, +2 insight
+7 Bluff +1 Cha, 1 rank, +3 class skill, +2 insight
+13 Computers +3 Int, 5 ranks, +3 class skill, +2 insight
...+17 to hack a door
+14 Culture +3 Int, 5 free ranks, +3 class skill, +3 skill focus insight
+4 Diplomacy +1 Cha, 1 rank, +2 insight
+7 Disguise +1 Cha, 1 rank, +3 class skill, +2 insight
+13 Engineering +3 Int, 5 ranks, +3 class skill, +2 insight (-2 without an engineering kit)
...+15 to identify creatures
...+17 to disable a lock
+7 Intimidate +1 Cha, 1 rank, +3 class skill, +2 insight
+12 Life Science +3 Int, 5 ranks, +2 racial, +2 insight
...+14 to identify creatures
+12 Medicine +3 Int, 4 ranks, +3 class skill, +2 insight
+9 Mysticism +2 Wis, 5 ranks, +2 insight
...+11 to identify creatures
+12 Perception +2 Wis, 5 ranks, +3 class skill, +2 insight
+6 Physical Science +3 Int, 1 rank, +2 insight
+15 Piloting +5 Dex, 5 ranks, +3 class skill, +2 insight
+14 Profession (lab tech) +3 Int, 1 rank, +3 class skill, +4 tools, +1 clothes, +2 insight
+9 Sense Motive +2 Wis, 2 rank, +3 class skill, +2 insight
+12 Sleight of Hand +5 Dex, 2 rank, +3 class skill, +2 insight
+15 Stealth +5 Dex, 5 ranks, +3 class skill, +2 insight
+14 Survival +2 Wis, 5 free ranks, +3 class skill, +1 from theme, +3 skill focus insight
...+18 for Trick Attack checks
...+20 for Trick Attack checks if it's identified
Armor check penalty = 0

Shopping list:

one more augment 20% off thanks to a boon
(personal upgrade? resistant hide? mk 1 dermal plating?)
some cheap weapon fusion
force soles
survival straw (450cr)
advanced medkit
null-space chamber, mk 1 (3,050cr)
thermal capacitor, mk 1 (3,600cr) or electrostatic field, mk 1 (3,000cr)

Faction Reputation
Wayfinders: 27
Second Seekers (Luwazi Elsebo): 1
Ally: Spirits of a Doomed People (used 0/2) [11]
Faction: Wayfinders Champion, Improved
Personal: Scoured Stars Survivor [9]
Social: AbadarCorp Augmentations (used 2/3 of 20% discount) [4]
Starship: Defender of the Fleet [9]
* Claimant to Salvation
* Worldwide Explorer
* Morlamaw Linguist [10]
* Journey to the Scoured Stars: Segment 6 [11]
* Triunite Technotheurgy (one-time discount on Fame for basic purchasing plan) [12]

Dormant Boons:

Ally: Suulhu-Huur's Debt [10], Duskmire Allegiance (Unicorn) [7]
Personal: Morlamaw Admittance [10], Brakim Admittance [13]
Social: AbadarCorp Acquaintance: Respect [1], Friend of the Ghibrani [2], Budding Media Celebrity [3], Contractor's Respect: Skyfire Legion (used 0/3 equipment loans) [5]
Starship: Automated Defenses [2], Star Monster Slayer [5], Drift Maven [12]
Reputation: Wayfinders Champion

Already expended:
Salvation's Delver (one-time discount on mk 1 synaptic accelerator for 1,200 credits) [3]
True Savior of Tasch (5/5): You can forgo making a day job roll to instead devote time to assist with the growth of Tasch. After doing this five times, receive 500 UPBs to use for crafting only. [1]
Scoured Stars Veteran (created a new level 2 character, 705) [9]

Special Abilities
Operative's Edge +2: 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.
Specialization (Explorer): Grants Skill Focus feat in Culture and Survival, and you gain a free skill rank in each of those skills at each operative level. You can attempt a Survival check with a +4 bonus to make a trick attack by using your surroundings to your advantage.
Trick Attack +3d8: You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or Survival with a +4 bonus) with a DC equal to 20 + your target's CR. If you succeed at the check, you deal 1d4 additional damage and the 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. You can't use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.
Evasion: 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.
Alien Archive: Your vast experience makes identifying new creatures easier for you. Double your operative's edge bonus to your skill checks when identifying a creature and its abilities. If you successfully identify a creature, you gain a +2 enhancement bonus to your skill check when you make a trick attack against that creature.
Quick Movement +10 ft: As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed increases by 30 feet.
Debilitating Trick: When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Inoculation: You've trained to resist various chemical and biological weapons, toxins, and pathogens you come across in the course of your missions. You add your operative's edge bonus to Fortitude saves against poison and disease.
Ever Vigilant: You've been on enough solo missions to know that you can't let your guard down, even while sleeping. You take no penalties to Perception checks for being asleep, though you still can't succeed at purely visual Perception checks while asleep. You can always act on the surprise round, though if you choose to do so when you would otherwise be surprised, you use your initiative result or the initiative result of the first creature that would have surprised you - 1, whichever is lower.

Wild Warden
Theme knowledge: In the course of your exploration of various biomes, you have studied all manner of flora and fauna. Reduce the DC to identify creatures of the animal, plant, and vermin types using Life Sciences by 5. Survival 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 Survival checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

Toughness: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy, smoke, and to avoid fatigue caused by sleep deprivation.
Mobility: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.
Weapon Specialization Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Focus (small arms +1) Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic's class level, if you are a drone), you gain a +2 bonus instead.

Daze (at will) (Sp): Short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute.(Range = 25ft + 5ft/2 levels, Will save DC 11)
Psychokinetic hand (at will) (Sp): You point your finger at the target object (no more than 10 lbs or 1 bulk), gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm. (Range 25ft + 5ft/2 levels)
Detect thoughts (1/day) (Sp): You detect the surface thoughts of intelligent creatures around you. The amount of information revealed depends on how long you study a particular area or target. (See spell for details) (60ft cone)
Limited telepathy: Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.
Student: Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice. (Life Science, Acrobatics)

Height 6' Age 28 Weight 150 lbs

Remi grew up on the planet Castrovel, in the city-state of Komena. Her mother was a soldier belonging to the korasha sub-race, and her father was a damaya researcher of medicine and pharmaceuticals. She loved and looked up to both of them. When Remi was nine years old, a newly completed study demonstrated that the past decade of her father's work turned out to be useless. He died a year later, and though the word never passed her mother's lips, Remi was convinced that he had died by suicide. She promised herself that the legacy she left would be a very different one.

Remi pushed herself to excel through school and went on to study at a large university in Qabarat. She found herself drawn to the field of xenobiology and the study of life forms on unexplored planets. Even apart from her drive to succeed, Remi was naturally curious and eager to learn. She dreamed of being the one to make first contact with a new species, and bringing word of them back to the Pact Worlds. In order to make the kinds of discoveries she longed for, she realized she would need a much wider skill set, not least the ability to pilot a ship and defend herself when needed. She joined one of the smaller corporations on Castrovel for a period of training.

Her supervisor was a very tough korasha lashunta named Joran, who drilled her hard and refused to accept even her best effort as satisfactory. In truth she was competent but not a stand-out at the physical aspects of her job. Her skills developed, but so did a growing frustration that she could not get off Castrovel. On one particularly bad day, after Joran had scolded her for not passing a sharpshooting training simulation on the first try, she saw a recruitment vid from the Starfinder Society. Realizing that it would very likely be her most direct pathway to exploring the stars, Remi quit her position at the corporation and applied to join as a Starfinder recruit.

Starfinder Society adventures:

[12] Apr 5, 2019 1-25: The Beacon Code Dilemma
[11] Feb 23, 2019 1-31: Treading History's Folly
[13] Feb 15, 2019 1-27: King Xeros of Star Azlant (GM credit: applied at level 5)
[10] Jan 21, 2019 1-08: Sanctuary of Drowned Delight
[_] Nov 11, 2018 1-23: Return to Sender (Pending: to apply at level 8)
[9] Nov 10, 2018 1-99: The Scoured Stars Invasion
[7] Nov 10, 2018 1-20: Duskmire Accord 9
[6] Sept 30, 2018 1-18: The Blackmoon Survey
[5] July 1, 2018 1-12: Ashes of Discovery
[4] June 17, 2018 1-10: The Half-Alive Streets
[3] Apr 13, 2018 1-09: Live Exploration Extreme!
[2] Feb 5, 2018 1-03: Yesteryear's Truth
[8] Dec 22, 2017 1-00: Claim to Salvation (applied at level 3)
[1] Nov 3, 2017 1-02:Fugitive on the Red Planet

Level up history:

Skill ranks (not including the free Culture/Survival at each level)
1: Computers, Engineering, Life Science, Medicine, Perception, Physical Science, Piloting, Profession, Sense Motive, Stealth
2: Acrobatics, Bluff, Computers, Engineering, Life Science, Mysticism, Perception, Piloting, Sleight of Hand, Stealth
3: Athletics, Computers, Diplomacy, Engineering, Life Science, Medicine, Mysticism, Perception, Piloting, Stealth
4: Athletics, Computers, Disguise, Engineering, Life Science, Medicine, Mysticism, Perception, Piloting, Stealth
5: Acrobatics, Athletics x2, Computers, Engineering, Intimidate, Life Science, Medicine, Mysticism x2, Perception, Piloting, Sense Motive, Sleight of Hand, Stealth

Operative Exploits
2: Alien Archive
4: Inoculation

1: Toughness
3: Mobility
5: Weapon Focus (small arms)

Level 5 stat boost: Wisdom, Dexterity, Intelligence, Constitution all +2