Serona Alatil's page

37 posts. Alias of Braingamer.


Full Name

Sgt. Serona Alatil

Race

Asari

Classes/Levels

Noble 3 (HP: 32/32 SR: 10/10 | F:16 R:16 W:18 | Init +8 Per +9 | AP: 6/6

Size

Medium

Occupation

Citadel Security Sergeant

Strength 10
Dexterity 15
Constitution 14
Intelligence 12
Wisdom 16
Charisma 14

About Serona Alatil

HP: 32/32 = 18 (noble 1) + 4*2 (noble) + 2*3 (con)
Damage Threshold: 16

Fort: 16 = 10 + 2 (con) + 0(class) + 3 (level) + 1(equipment - armor)
Reflex: 16 = 10 + 2 (dex) + 1 (class) + 3 (armor)
Will: 18 = 10 + 3 (wis) + 2 (class) + 3 (level)

Skills:

Gather Information: +8 = 2 + 1 (levels) + 5 (trained)
Initiative: +8 = 2 + 1 (levels) + 5 (trained)
Knowledge[Social Sciences] +7 = 1 + 1 (levels) + 5 (trained)
Perception: +9 = 3 + 1 (levels) + 5 (trained)
Persuade: +8 = 2 + 1 (levels) + 5 (trained)
Treat Injury: +9 = 3 + 1 (levels) + 5 (trained)
Use Biotics: +13 = 2 + 1 (levels) + 5 (trained) + 5 (focus)

Talents:

Connections (Noble 1)
You are able to obtain licensed, restricted, military, or illegal equipment without having to pay a licensing fee or endure a background check, provided the total cost of the desired equipment is equal to or less than your character level x 1000 credits. In addition, when obtaining equipment or services through the black market, you reduce the black market cost multiplier by 1.

Born Leader(Noble 3)
Once per encounter, as a swift action, you grant all allies within your line of sight a +1 insight bonus on attack rolls. This effect lasts for as long as they remain within line of sight of you. An ally loses this bonus immediately if line of sight is broken or if you are unconscious or dead.

Feats:

Armor Proficiency [Light]
Weapon Proficiency [Simple]
Weapon Proficiency [Pistols]
Biotic Implants (Racial)
You can make Use Biotics checks and Use Biotics is considered a class skill for you. In addition, whenever you gain a new talent, you may select a Biotic talent instead. You must still meet all prerequisites of the Biotic talent to select it.

Point-Blank Shot (level 1)
+1 to attack and damage rolls at point-blank range.

Biotic Training (noble 2 bonus)
You add to your Biotic power suite a number of powers equal to 1 + your Wisdom modifier (You may select the same power more than once). Special: You may take this feat more than once. In addition, if your wisdom modifier permanently increases you immediately gain a number of Biotic powers equal to the number of times you have taken Biotic Training.

Skill Focus[Use Biotics] (level 3)
+5 to selected skill.

Equipment:

Omni-tool
Light Armour
M-6 Carnifex
150 credits
Medi-gel x1

Biotic Powers:

Powers: 4 = 1 + 3(wis)

Barrier [ ]
Make a Use Biotics check as a swift action; the result determines the effect, if any:
DC 10 -­ Gain SR 5.
DC 15 ­- Gain SR 10.
DC 20 ­- Gain SR 15.
DC 25 ­- Gain SR 20.
Special: This effect does not stack with SR provided by kinetic barriers equipped to worn armor,
use the better value. In addition a biotic barrier cannot be recharged in the same manner as
kinetic barriers with the use of Tech Powers or other technological abilities.

Disarm [ ]
As a standard action, make a Use Biotics check. Use this check in place of your attack roll when attempting to disarm a target within 6 squares and line of sight. If your disarm attack succeeds, you may choose to let the item drop to the ground in the target's fighting space or have the item fly into your hand (in which case you must have a free hand to catch it). Feats that improve disarm attacks do not apply.
You can spend an action point to damage or destroy the target weapon instead. If your disarm attempt succeeds, the weapon instead takes damage equal to your Use Biotics check. You must declare that you are using this option before making your disarm attack.

Move Object [ ] [ ]
As a standard action, make a Use Biotics check against a character or object within 6 square or within line of sight. The result determines the maximum size of the target you can lift (see below). If the target is a creature that resists your attempts, your Use Biotics check must also exceed the target's Will Defense. You can hurl the target at (or drop it on) another target in range if your Use Biotics check exceeds the second target's Reflex Defense. Both targets take damage determined by your Use Biotics check.
DC 15: Object up to Medium size (2d6 damage)
DC 20: Object up to Large size (4d6 damage)
DC 25: Object up to Huge size (6d6 damage)
DC 30: Object up to Gargantuan size (8d6 damage)
DC 35: Object up to Colossal size (10d6 damage)
You may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the move object power is a standard action. Once the object is thrown to deal damage, it can no longer be maintained.
If you use move object against a hovering or flying target (including vehicles), the target can oppose your Use Biotics check with a grapple check as a reaction. If the target wins the opposed check, you are unable to move the target.
You may spend an action point to increase the maximum size of the object by one category and deal an additional 2d6 points of damage (Colossal[frigate] size, 12d6 damage).

Enhance Mobility (at will): As a swift action, you make a Use Biotics check with a DC of 10 to increase your movement speed by 1 square. With a successful check of DC 15 you may instead increase the result of a Jump check by +5 or to take falling damage as if you had dropped 3 meters (2 squares) fewer than you actually did.

Move Light Object (at will): As a move action, you can telekinetically lift and move a relatively light object within your line of sight. A successful DC 10 Use Biotics check allows you to move an object weighing up to 5 kg a distance of 6 squares in any direction. As a standard action, you can use the object as a projectile weapon, but the DC increases to 15. If your Use Biotics check beats the target's Reflex Defense, the object hits and deals 1d6 points of bludgeoning damage.