Havero

Schuka's page

99 posts. Organized Play character for Kirill.Storm.


Full Name

Schuka

Race

Stellifera| Operative -4- Guard | SP=28, HP=26| EAC=17, KAC=18| F=1, R=8, W=5

Classes/Levels

Perception +11 (Darkvision 60) | Initiative=6

Size

Diminutive

Strength 6
Dexterity 18
Constitution 11
Intelligence 10
Wisdom 12
Charisma 14

About Schuka

Description
It's a lonely fish similar with crucian carp in a large armored tubic tank of water amde of glass, carbon and some light parts, like baratu use in their suits. The tank, or an aquarium can slowly move after it's master or an chosen "owner".
Part of the glass actually is a screen with a few lines of words and symbols.
"Carp Magnus. 15 years old. Avoid put any limbs into watertank.[/b]

Operative (Spy) -4- Guard
Diminutive Stellifera (Magical Beast, Aquatic)
Init +6;
Senses Perception +11 (Darkvision 60)
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Defense
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EAC=17, KAC=18
SP=28 | HP=26 | RP=6
Fort +1, Ref +8, Will +5

Hydrobody:
Provided enough water exists nearby or in the air, a stellifera can psychokinetically construct a watery humanoid-shaped body as a full action and maintain this hydrobody indefinitely, including while unable to take actions or unconscious. A stellifera can dismiss this hydrobody as a standard action, and it disintegrates if he dies. The hydrobody affords the stellifera the size and reach of a Medium creature, and while unclad, it can fit through any opening the stellifera can without squeezing. While within a hydrobody, a stellifera has a Strength score 4 higher, 2 additional Hit Points, a land speed of 30 feet, a swim speed of 30 feet, and the ability to wield weapons and wear clothing and armor as a Medium creature. In addition, a stellifera in a hydrobody takes the bleed effect from only a wound or severe wound critical hit effect, is immune to gases and inhaled poisons, and gains a +4 racial bonus to Fortitude saving throws against diseases and poisons of the contact or injury types. The hydrobody slowly exchanges oxygen with the surrounding atmosphere or liquid, including environmental protections from armor, allowing the stellifera to breathe as if he were underwater. The nature of this body makes the stellifera immune to most effects of vacuum as well as atmospheric or underwater pressure. The hydrobody stores enough oxygen at one time for a stellifera to go 1 hour without oxygen exchange from his surroundings. After that time, he risks suffocation.

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Offense
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Speed 15/40 ft. Swim speed 30.
Space 2,5 ft.; Reach 0/5 ft.

Ranged [dice=Arc Pistol, Static, Stun?] 1d20+8 [/dice] [dice=DMG, electric] 1d6+2 [/dice]
[dice=Laser Pistol] 1d20+8 [/dice] [dice=DMG, fire] 1d4+2 [/dice]
[dice=Stalker Assassin Rifle, Trailblazer (250 ft)] 1d20+7[/dice] [dice=DMG, projectile] 1d10+4 [/dice]

Special Attacks [dice=Trick]1d20+16 [/dice] dmg?=> [dice=Trick] 1d8 [/dice] + Debilitating Trick
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Statistics
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Str 6(10), Dex 16(18), Con 11, Int 10, Wis 12, Cha 14

Magic:

At will: psychokinetic hand, telepathic message.

Skills:
(ACP* 0)
+12 †Acrobatics*
+3 †Athletics*
+12 Bluff
+6 Computers (+Tools)
+9 †Culture
+4 †Diplomacy
+12 Disguise (+Tools)
+9 Engineering (+Tools)
+8 †Intimidate
+2 †Life Science
+6 †Medicine
+2 †Mysticism (+Tools)
+11 †Perception
+2 Physical Science
+13 Piloting
+7 †Sense Motive
+12 Sleight of Hand (+Tools)
+10 †Stealth*
+7 †Survival

Feats and abilities:

Weapon Focus - Small arms (Feat 1)
Evasion
Uncanny Mobility (Operative 2)
Weapon Spec (Simple, Operative, Sniper) (Operative 3)
Toughtness - Stamina, situational Saves (Feat 3)
Secure Mind - can cast Mental Silence (Operative 4)
Debilitatiting Trick !!

Languages Common, Aklo, Draconic, Abyssal, Vesk, Infernal, Aquan

Gear:

Clothing, Environmental (-10 credits)

Carbon Skin, Graphite with Concealed Compatments (-1395 Credits)

Computer with Self-Charging (-65 credits)

Hasmat Synthsleeves (-30 credits)
Holo-tat (-100 credits)

Battery, Standard x2 (-120 credits)
Tool Kits: trapsmith’s tools and engineering kit (-40 credits) +4 bonus to Engineering or Mysticism checks to arm or disarm traps
Starfinder Armory Tool Kit x3 (-600)
Library Chips x3 (-750 credits)
Glass Cutter, Mk 1 (-100 credits)
Gear Clamp (-100 credits)

Dragon Gland, Wyrmling (15 ft cone, 3d6 cold, Reflex DC 11 to half)