Bard

Serrarra Ina's page

166 posts. Organized Play character for Caro Cogitatus.


Full Name

Serrarra Ina

Race

Skills:
Acro +4 Athl +3 Bluff +9 Comp +5 Cult +6 Diplo +9+d6 Disg +8 Eng +5 Intim +11 LifeSci +1 Med +5 Myst +0 Perc +6 + PhysSci +1 Pilot +5 SM +4+d6 SoH +4 Stealth +4 Surv +0

Classes/Levels

Starship:
Pilot +5 Engr +5 Sci +5 Gun +2 Capt I+9/D+11/B+9

Gender

Female Castrovelian Lashunta (Damaya) Icon Envoy/2 (SP 12/12 HP 16/16 RP 5/5 | EAC:14 KAC:15 | F:+1 R:+4 W:+3 | Init:+5 | Perc:+6 Normal | Move:30ft) | SAP +2 (1d6 E/Arc 2) 50ft

About Serrarra Ina

Medium Female Humanoid (Lashunta (Damaya)) Icon:

A striking figure in elegant clothes, Serrarra turns heads wherever she goes.

Backstory:

Very mysterious...

SP/HP/RP/Init/Move/Vision/BAB:

Max SP 12 ((6+0)x2) Max HP 16 (4+(6x2) Max RP 5 (2/2+4) Initiative +5 Vision Normal Move 30ft BAB +1
Init=(Dex +1, Improved Initiative +4)

Classes/Alignment/Homeworld/Deity/XP/Fame/Infamy/Point Buy:

Classes Envoy/2 Alignment LG Homeworld Castrovel Deity Iomedae XP 4 Fame 8 Infamy 0 Point Buy 10

EAC 14 KAC 15:

(Base +10, EAC +3, KAC +4, Dex +1, Natural Armor +0, Dodge +0, Deflection +0)
Armor Check -0 Max Dex +4 SR 0% DR -

Fort +1 Refl +4 Will +3:

Fortitude Base +0 Con +0 Magic +1
Reflex Base +3 Dex +1 Magic +0
Will Base +3 Wis +0 Magic +0

Skills/Languages:

*Acrobatics +4 (DEX +1, Ranks +1, Class +3, Armor -1)
*Athletics +3 (STR +0, Ranks +1, Class +3, Armor -1)
*Bluff +9 (CHA +4, Ranks +2, Class +3)
+*Computers +5 (INT +1, Ranks +1, Class +3)
+*Culture +6 (INT +1, Ranks +1, Class +3, Icon +1)
*Diplomacy +9+d6 (CHA +4, Ranks +2, Class +3, Expertise +d6)
*Disguise +8 (CHA +4, Ranks +1, Class +3) +2 Vocal Modulator (GM discretion)
+*Engineering +5 (INT +1, Ranks +1, Class +3)
*Intimidate +11 (CHA +4, Ranks +2, Class +3, Student +2)
+ Life Science +1 (INT +1, Ranks +0)
+*Medicine +5 (INT +1, Ranks +1, Class +3)
+ Mysticism +0 (WIS +0, Ranks +0)
*Perception +6 (WIS +0, Ranks +1, Class +3, Student +2)
+ Physical Science +1 (INT +1, Ranks +0)
*Piloting +5 (DEX +1, Ranks +1, Class +3)
*Sense Motive +4+d6 (WIS +0, Ranks +1, Class +3, Expertise +d6)
+*Sleight of Hand +4 (DEX +1, Ranks +1, Class +3, Armor -1)
*Stealth +4 (DEX +1, Ranks +1, Class +3, Armor -1)
Survival +0 (WIS +0, Ranks +0)
(* = Class Skill, + = Trained Only)

Languages: Common, Castrovelian, Lashunta, Elven, Draconic

=== Special Qualities ===
Get 'Em Move action for +1 To Hit against named target for all allies for 1 turn
Inspiring Boost Standard action, +8SP per person per encounter
Lashunta Magic Daze, Psychokinetic Hand, Detect Thoughts
Vocal Modulator
Glamered Weapon Standard action to disguise appearance; suppressed 1 min when used to attack; True Seeing required to bypass; does not radiate magic.
Called Weapon Swift action to teleport to owner's hand.
Society Subdermal Graft Increase light in 5ft radius
Aeon Stone, Iridescent Spindle Do not need to breathe.

=== Weapons === BAB +1 Str +0 Dex +1
Static Arc Pistol +2 (1d6 E/Arc 2) 50ft 20 charges 2 L Stun Glamered, Called
Survival Knife +2 (1d4 S/—) L analog, operative
Grenade +0 (Explode 1d6 P 15ft) drawn
Unarmed Strike +0 (1d3+0 B) archaic, nonlethal

Ability Scores: STR 10 (+0) DEX 12 (+1) CON 10 (+0) INT 13 (+1) WIS 10 (+0) CHA 18 (+4)

Equipment:

L03 1220 Carbon skin, graphite (+3, +4, +4, –1, –, 1, 1)
L01 200 Infrared sensors (1, Any, L)
L02 750 Arc pistol, static (1d6 E/Arc 2) 50ft 20 charges 2 L Stun
L01 132 Fusion Seal Level 1, Glamered
L01 132 Fusion Seal Level 1, Called
L02 740 Aeon Stone, Iridescent spindle: Negates the need to breathe
L02 735 Ring of Resistance Mk 1 (+1) Lowest base saving throw bonus
L01 95 Knife, survival (1d4 S/—) L analog, operative
L01 1 Clothing, everyday L
L01 5 Clothing, formal 1
L01 20 Tool kit, disguise (Hands —, Bulk L, Capacity —, Usage —) Required for Disguise checks
L01 20 Tool kit, engineering (Hands —, Bulk L, Capacity —, Usage —) Removes -2 penalty
L01 3 Hygeine kit 1
L01 50 Serum of healing, mk 1 L 1d8 Hit Points
L01 50 Serum of healing, mk 1 L 1d8 Hit Points
L01 50 Serum of healing, mk 1 L 1d8 Hit Points
L01 50 Serum of healing, mk 1 L 1d8 Hit Points
L01 100 Medkit, basic (Hands 2, Bulk 1, Capacity —, Usage —) Medicine DC25 deadly wounds
L01 1 Flashlight (Hands 1, Bulk L, Capacity 10, Usage 1/hour) 20ft cone
L01 15 Fire extinguisher (Hands 1, Bulk L, Capacity 20, Usage 1/round)
L01 125 Vocal modulator
Credits 383

Species Innate:
Daze (at will) CR3 or lower Dazed (no actions, but no AC penalty) 1 rd, Will DC14 Negates
Psychokinetic Hand (at will) 10 lbs or 1 bulk
Detect Thoughts (1/day) 1 rd: presence or absence of thoughts from conscious creatures with INT 1+; 2 rds: number of thinking minds and INT of each; 3 rds: read the surface thoughts of any mind in the area. Will DC15 Negates. Blocked by 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.

=== Feats ===
Improved Initiative +4 to Initiative

=== Improvisations ===
Get ’Em (Ex) language-dependent, mind-affecting, sense-dependent As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.
Inspiring Boost (Ex) [language-dependent, mind-affecting, sense-dependent] As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to (2*LVL)+ChaMod; at 15th level, this increases to (3*LVL)+ChaMod. Once an ally has benefited from your inspiring boost, that ally can't gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points. At 6th level, you can spend 1 RP to add your envoy level to the number of Stamina Points regained.

=== Envoy Class === HP 6; SP 6+CON; light armor, basic melee, grenades, small arms
Skills (8+INT/level) Acrobatics, Athletics, Bluff, Computers, Culture, Diplomacy, Disguise, Engineering, Intimidate, Medicine, Perception, Piloting, Profession, Sense Motive, Sleight Of Hand, Stealth
Envoy Improvisation As you gain experience, you learn envoy improvisations—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck.
Expertise (Ex) You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6. Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.
Skill Expertise (Ex): Diplomacy At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).

=== Augmentations ===
Vocal modulator (Throat) A vocal modulator includes a series of miniature actuators built specifically to reshape your voice box, along with miniature hyper-resonant chambers that dynamically close or open. This allows you to change the pitch, timbre, and tone of your voice. You can more easily imitate accents or pronounce alien languages. When using Disguise to change your appearance, you gain a +2 circumstance bonus if the change in your voice also helps your disguise (at the GM’s discretion).
Society Subdermal Graft (Right Hand) This implant rests beneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in a species that lacks hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder's Society's symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.

=== Racial Qualities ===
Lashunta (Damaya) Medium Humanoid (lashunta); -2 CON, +2 INT, +2 CHA; 4HP
Lashunta Magic At will: Daze, Psychokinetic Hand; 1/day: Detect Thoughts. The caster level for these effects is equal to the lashunta’s level.
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 (Intimidate, Perception) Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice.

=== Theme (Icon) ===
Theme Knowledge +1 CHA; +1 Culture (class skill); +5 Culture and Profession (your profession, other icons, etc.)

=== Boon Slots ===
Ally Envar's Attention
Faction
Personal
Promotional
Social Faction's Friend
Starship Solar Powered Weapon System

=== Starship Combat ===
Captain Intimidate +11 Diplomacy +9 Bluff +9
Demand Intim DC(15+1.5*T), +4 bonus
Encourage Diplo DC15 or (Relevant Skill) DC10, +2 bonus
Taunt (Push) Bluff or Intim DC(15+1.5*ET), -2 penalty 1d4 rds for 1 phase (Eng/Helm/Gun), -4 if Push; 1 per ship per combat
Pilot Piloting +5
Engineer Engineering +5
Science Computers +5
Gunner Gunnery +2 ((BAB +1 or Piloting Ranks +1) + Dex +1)

=== Meta ===

Bot me if:
If you're motivated enough to find this and I'm holding up the game, go ahead and bot me.

Levelup History:

1 Envoy SP 6+0=6 HP 6+4=10 ST 10 (0 pts) DX 12 (2 pts) CN 12-2=10 (2 pts) IN 11+2=13 (1 pts) WS 10 (0 pts) CH 15+2+1=18 (5 pts)
Skills (9): Bluff, Computers, Culture, Diplomacy, Disguise, Engineering, Intimidate, Perception, Sense Motive
Feats: Improved Initiative
Improv: Get 'Em
Skill Expertise: Diplomacy
2 Envoy SP +6+0=6 HP +6
Skills (9): Acrobatics, Athletics, Bluff, Diplomacy, Intimidate, Medicine, Piloting, Sleight of Hand, Stealth
Improv: Inspiring Boost

Starfinder Society:

Player: Caro Cogitatus
Character: Serrarra Ina
SFS#: 106336-703
Faction: Wayfinders
Day Job: None
Homeworld: Castrovel
Dataphiles +1
Wayfinders +2
The Commencement #7615 +1XP, +2 Fame, +459cr
()()() Faction's Friend (Social) By assisting various factions of the Starfinder Society, you have proven yourself a dependable asset. If you would fail to earn Fame from an adventure, you may check a box and still earn 1 Reputation with that faction instead of the Fame. You must earn at least 1 XP to claim this. Max 3 times.
Marked Field Agent (Slotless) Having met the amalgam of intelligences known as Guidance, you have successfully completed your induction into the Starfinder Society. You receive a Society Subdermal Graft augmentation for free.
Star Sugar Heartlove!!! (Slotless) During your Commencement missions you had the chance to pick up your own copy of the latest album from sugar-pop sensation Strawberry Machine Cake. This album is already a Pact Worlds hit and has quadrupled in price. You can resell the album for 200 credits prior to the start of your next adventure, or you can keep it in hopes that it may be useful later.
Solar Sortie #253109 +1XP, +2 Fame, +727cr, Dataphiles +1, Wayfinders +2
Envar's Attention (ally) You impressed Arch Energy's notorious chief procurement officer, Envar Tamm. This may be important later.
Solar Powered Weapon System (Starship) A single "laser" based weapon gains +1 Damage; spend an RP to get +4 for 1 rd.
The Half Alive Streets #686464 +1XP, +2 Fame, +735cr
()()()AbadarCorp Augmentations (Social) Three times only, receive a 20% discount on an Augmentation; 10% if item is Level 8+.
Halfling Admittance (Personal) You may create a Halfling character.
Ashes Of Discovery #46589 +1XP, +2 Fame, +733cr
Purchase: Aeon stone Iridescent Spindle -740cr, Ring of Resistance Mk1 -735cr, x2 Serum of Healing Mk1 -100cr
()()() Contractor's Respect (Social) The Skyfire Legion will loan you, three times, a set of armor or weapon & ammunition at LVL+1 (max 8).
Star Monster Slayer (Starship) +2 all Skill checks (+1 for crewmates) in Starship combat vs. living creature(s).