Lurker in Light

Salamazarin's page

55 posts. Organized Play character for Tim Emrick.


Full Name

Salamazarin ("Mazer")

Race

SP 14/14, HP 16/16, RP 5/5 |

Classes/Levels

Speed 30 ft [fly 30 ft in vacuum] | EAC 15, KAC 16 | Fort +1, Ref +6, Will +3 | Init +3; low-light vision; Perception +5 | Active conditions: none | Reroll 1/1

Gender

Female CG Sarcesian Athlete Enhanced Envoy 2 (Battleflower) |

About Salamazarin

Salamazarin (or “Mazer” to her friends) is a typically tall, spindly sarcesian (about 14 feet tall but only 465 lbs.). She moves with a dancer’s grace at all times, even when traversing spaces built for smaller species–though she does tend to give the impression of a giant spider when she has to fold herself into such cramped passages.

SALAMAZARIN (“Mazer”)
Female sarcesian athlete enhanced envoy 2 (battleflower)
CG Large humanoid (sarcesian)
Init +3; Senses low-light vision; Perception +5
----------
Defense
----------
SP 14; HP 16; RP 5

EAC 15; KAC 16

Fort +1, Ref +6, Will +3
Immune void flyer [survive wo/air for 1 hour; immune to vacuum]
----------
Offense
----------
Speed 30 ft.; void flyer [fly 60 ft. (average) in vacuum only]
Melee glamered tactical baton +4 (1d4 B)
Melee unarmed strike +1 (1d3 B)
Ranged stabilizing static arc pistol +4 (1d6 E, crit arc 2; range 50 ft, stun; cap. 20/usage 2)
Space 10 ft.; Reach 10 ft.
----------
Statistics
----------
Str 11 (0); Dex 16 (+3); Con 12 (+1); Int 10 (0); Wis 10 (0); Cha 18 (+4)

Skills Acrobatics +9, Athletics +5, Bluff +8, Culture +5, Diplomacy +8, Intimidate +9, Perception +5, Piloting +7, Profession (dancer) +13 (+14 day job), Sense Motive +4, Stealth +7, Survival +7; (reduce DC of Culture checks by 5 to recall knowledge about your sport [dance])

Feats Improved Unarmed Strike(B), Tight Fit
Tight Fit: When squeezing, doesn’t gain the entangled condition; speed is reduced by 5 feet instead of halved. Still can’t run or charge while squeezing.

Languages Azlanti, Common, Sarcesian, Triaxian

Other Abilities battleflower training (bonus feat), combat expertise (1d6, Intimidate), envoy improvisations (dispiriting taunt, not in the face), inspiring combo, skilled

Combat Expertise (1d6, Intimidate; standard): Make skill check with chosen skill. If check succeeds and attack hits, add expertise die to damage and target shaken 1 round.
Dispiriting Taunt (standard): Taunt foe within 60 ft. Make Intimidate check at same DC to demoralize. If fail, enemy off-target until your next turn ends; if succeed, shaken instead.
Inspiring Combo (full): Make single attack and use one envoy improvisation you know. Cannot use again for (1d10-3) rounds.
Not in the Face (move): Foe within 60 ft. must make Will save (DC 15) or -4 to attack you until your next turn ends.

Gear freebooter armor I, glamered tactical baton, stabilizing static arc pistol, canteen, environmental clothing (zero-g), field rations (1 week), fire extinguisher, gear maintenance kit, hygiene kit, industrial backpack, professional clothing and tools (dancer), credstick (124 credits)

Augmentations Society subdermal graft
----------
Boons Slotted
Ally: Basic Hireling Access (Academic OR Tech Support)
Faction: --
Personal: Sarcesian Admittance (Existing Sarcesian; permanently slotted); [not slotted but can be activated: Sudden Attunement]
Promotional: Promotional Reroll
Social: --
Starship: Star Monster Slayer
Slotless: Marked Starfinder, Reflective Meditation, Scoured Stars Veteran (Rescued Starfinder)
----------

Bot Me:

[dice=Fortitude]1d20+1[/dice]
[dice=Reflex]1d20+6[/dice]
[dice=Will]1d20+3[/dice]

Combat Expertise:
[dice=Intimidate]1d20+9[/dice] (DC = 15 + 1.5 x target’s CR)
[dice=glamered tactical baton]1d20+4[/dice] (reach 10 ft.)
[dice=Damage (B)]1d4[/dice]
If Intimidate and attack both succeed, +[dice]1d6[/dice] damage and target shaken 1 round.

[dice=Crit damage]1d4[/dice] and [dice=crit expertise]1d6[/dice]

Combat Expertise:
[dice=Intimidate]1d20+9[/dice] (DC = 15 + 1.5 x target’s CR)
[dice=improved unarmed strike]1d20+1[/dice] (reach 10 ft.)
[dice=Damage (B)]1d3[/dice]
If Intimidate and attack both succeed, +[dice]1d6[/dice] damage and target shaken 1 round.

[dice=Crit damage]1d3[/dice] and [dice=crit expertise]1d6[/dice]

Combat Expertise:
[dice=Intimidate]1d20+9[/dice] (DC = 15 + 1.5 x target’s CR)
[dice=stabilizing static arc pistol]1d20+4[/dice]
[dice=Damage (E)]1d6[/dice]
If Intimidate and attack both succeed, +[dice]1d6[/dice] damage and target shaken 1 round.

[dice=Crit damage]1d6[/dice] and [dice=crit expertise]1d6[/dice] plus arc 2

[dice=Acrobatics]1d20+9[/dice]
[dice=Athletics]1d20+5[/dice]
[dice=Bluff]1d20+8[/dice]
[dice=Culture]1d20+5[/dice] (-5 to DC to recall knowledge about dance/battleflower sport)
[dice=Diplomacy]1d20+8[/dice]
[dice=Intimidate]1d20+9[/dice]
[dice=Perception]1d20+5[/dice]
[dice=Profession (dancer)]1d20+13[/dice] (+1 for day job)
[dice=Sense Motive]1d20+4[/dice]
[dice=Stealth]1d20+7[/dice]
[dice=Survival]1d20+7[/dice]