Zaz

Smek Skytower's page

259 posts. Organized Play character for Anxa.


Full Name

Smek "Poof" Skytower

Race

Ysoki | Corporate Agent |

Classes/Levels

Operative (Ghost) 2| SP: 0/12; HP: 14/14; RP: 5/5 | BAB: +1; EAC: 1819; KAC: 1819; CMD: 2627 | F+0; R+7; W+3 | Init: +5; Perc: +6; SeMo: +7; Spd: 30' |Darkvision (60'); Trap Spotter (+2 Per, Auto roll 10')

Gender

Male

Size

Small

Age

13 years

Special Abilities

Standard Race and Class

Alignment

CG

Deity

Desna

Languages

Common, Ysoki, Vercite, Castrovelian (Lashunta), Goblin, Draconic, Aklo

Occupation

Corporate Professional

Strength 8
Dexterity 18
Constitution 10
Intelligence 16
Wisdom 10
Charisma 11

About Smek Skytower

Smek "Poof" Skytower
SFS#: 2352348-705
XP 4 | Fame 8/8
Faction Rep: Acquisitives - 9
Second Seekers (Luwazi) - 1

Ysoki | Male | Corporate Agent | Operative (Ghost) 2
CG | Small | Humanoid (Ysoki) | 12 years old | Ht: 3'4” | Wt: 43lbs
Init +5; Perception +6; Sense Motive +7

TEMP GEAR: Vesk Brigandine II, Subduer Pistol, Frost, MkII Healing Serum

DEFENSE
Armor: Lashunta TempWeave, Basic (Max Dex: 5; Armor Pen: 0; Speed Adjust: 0; 1 Slot)
KAC 18| EAC 18 | CMD 26
Stamina - 12 | HP - 14 | Resolve 5
SAVES: Fort +0 | Ref +7 | Will +3

OFFENSE
BAB: +1 | Base Speed: 30' | Adjusted Speed: 30'
Melee
Swordcane, Tactical (lvl 1; Basic Melee; 1-Handed; Dam: 1d4 P; Crit: Bleed d3 ; Special: Analog, Operative; DC 15 to realize weapon; 20’ retractable cable)

Ranged
- Laser pistol, Azimuth (lvl 1; Small Arms; 1-Handed; Dam 1d4 F; Rng: 80ft; Crit: Burn 1d4; Special: - ; Ammo: 20 Charges, 1/shot)
- Arc pistol, Static (lvl 2; Small Arms; 1-Handed; Dam 1d6 E; Rng: 50 ft; Crit: Arc 2; Special: Stun; Ammo: 20 charges, 2/shot)

Combat Bot Rolls:
Just add opening bracket [ :
Ranged Arc Pistol: Crit Arc 2
dice=Trick Attack/Stealth] d20 + 15 [/dice]
dice=Attack/EAC] d20 + 5 [/dice]
dice=Damage/E] d6 [/dice]
dice=Trick/E] d4 [/dice]

Melee Sword Cane: Crit Bleed d3
dice=Trick Attack/Stealth] d20 + 15 [/dice]
dice=Attack/KAC] d20 + 5 [/dice]
dice=Damage/S] d4 [/dice]
dice=Trick/S] d4 [/dice]

STATISTICS
Str 8(-1), Dex 18(+4), Con 10(+0), Int 16(+3), Wis 10(+0), Cha 11(+0)

FEATS
Armor: Light
Weapon: Basic melee, Small arms, Sniper
Ghost: Skill Focus (Acrobatics and Stealth)
General: Divine Blessing (Desna: Your deity sometimes grants you bursts of luck. Once per day, you can reroll any one failed skill check.)

SKILLS:
Skill +Mod (Ranks)
Acrobatics +13 (2)
Athletics +4 (1)
Bluff +6 (2)
Computers +9 (2)
Culture +9 (2)
Diplomacy +6 (2)
Disguise +1
Engineering +11 (2)
Intimidate +6 (2)
Medicine +8 (1)
Perception +6 (2)
Piloting +9 (1)
Profession (Corporate Professional) +9 (1)
Sense Motive +7 (2)(BOON: +1)
Sleight of Hand +9 (1)
Stealth +15 (2)
Survival +7 (1)

LANGUAGES
Common, Ysoki, Vercite, Castrovelian (Lashunta), Goblin, Draconic, Aklo, Brethedan

SPECIAL ABILITIES
Race: YSOKI
Cheek Pouches - Store 1 cubic foot (up to 1 bulk) in cheek pouches. Transfer a single object hand and cheek as a swift action. Disgorge entire contents of pouch on ground in square move action that does not provoke an attack of opportunity.
Darkvision - Can see up to 60 feet in the dark.
Moxie - Stand from prone as swift action. When off-kilter do not take normal penalties to attack or gain the flat-footed. Acrobatics to tumble through space of opponent minimum one size category larger, gain +5 racial bonus.
Scrounger - +2 racial bonus to Engineering, Stealth, and Survival.

Theme: CORPORATE AGENT
Theme Knowledge - Profession or Culture to recall knowledge about corporations and their executives, reduce the DC by 5. Diplomacy class skill. +1 to Charisma.
Networking (6th) - Takes 10 minutes for Diplomacy to gather information, as long as have connection to local infosphere or a quick way to communicate with contacts in settlement that is at least technologically average. Additionally, with access to local infosphere, can take 20 on skill check to recall knowledge in half the normal time (typically 1 minute).
Strong-Arm Tactics (12th) - When successfully use Intimidate to bully, change in attitude lasts three times as long. GM’s discretion, ability might not work on creatures that haven’t heard of corporation.
Seal the Deal (18th) - Up to twice per day, after spending at least 10 minutes bargaining and negotiating or using an infosphere to research details relevant to a deal that is significantly advantageous to company, regain 1 Resolve Point.
Class: OPERATIVE (Ghost)
- Operative’s Edge (Ex): Grants 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: (Ghost-Associated Skills: Acrobatics and Stealth) Use Stealth for trick attack, gain a +4 bonus to skill check. Specialization grants you the Skill Focus feat in associated skills and gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
- Trick Attack (Ex): 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 a check associated with your specialization) 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 (Ex) - 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.

EXPLOITS:

- Trap Spotter (Ex) - You double your operative’s edge bonus to Perception checks to notice traps. Additionally, you automatically receive a Perception check to notice a trap when you pass within 10 feet of it.

AUGMENTATIONS:
Society Subdermal Graft-(Left Hand; BOON) This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder 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.

GEAR/POSSESSIONS:
- Lashunta TempWeave, Basic(Light Armor, L Bulk)
- Laser pistol, Azimuth (Small Arms, L Bulk)
- Arc pistol, Static (Small Arms, L Bulk)
- (2) Battery, Standard (20c, L Bulk ea)
- Swordcane, Tactical (Basic Melee, L Bulk)
- Second Skin Armor (Light, L Bulk)
- Comm Unit, Personal (Combines a minor portable computer (tier-0) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range. Includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres); L Bulk)
- Backpack, Industry (+2 Str for Bulk calc; 0 Bulk worn/1 Bulk carried)
- Clothing, Travel (+2mi per 8hr overland movement. Gain a +1 circumstance to Con to avoid taking nonlethal damage forced march.)
- Clothing, Professional (+1 circ bonus Prof: Corp Prof; L Bulk)
- Sleeping Bag, Mess Kit, Canteen, Lighter (Total Bulk 1.3)
- Zipstick (A zipstick is a small pen-like device used to administer a small jolt of electricity. This jolt is enough to deal 1 electricity damage with a successful melee attack as an improvised weapon. A zipstick is most often used to activate or deactivate ion-bonding technology, such as ion tape; 1H; 20c, 1/u; Neg Bulk)
- Kits: Hygiene, Gear Maintenance, Engineering, Hacking, Basic MedKit (Total Bulk 2.3)
- Tool Kits (+4 bonus; L Bulk each): Trapsmith (Engineering or Mysticism checks to arm or disarm traps); Professional (Prof: Corp Prof); (Total Bulk 0.2)
- Mk1 Healing Serum (3)

CARRYING CAPACITY
Unencumbered: 5
Encumbered: 10
Overburdened: 11
Total Carried: 3

CREDITS: 714

SLOTTED BOONS:
Ally: Dream Whispers
Faction: Acquisitive Champion
Personal:
Promotional:
Social: Honorary Spider (Sense Motive +1)
Starship: Star Monster Slayer
Slotless: Private Vault, Marked Field Agent, Star Sugar Heartlove!!!

BOONS
Faction Boons:
Acquisitive Champion (free starting boon)
Second Seekers (LE) (Boon-Protector of the Future)

Earned Boons:

High Society Influence (Ally Boon) During the course of Luwazi Elsebo’s gala to announce the future of the Starfinder Society, you impressed one or more of the guests in attendance. How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with a number of influential people. You will be told if this boon is important to a future scenario prior to slotting your boons. Your GM will cross out the attendees your failed to influence. - Iteration-177 - Ykris - Naiaj - Zo! - Royo

Honorary Spider (Social Boon): You have made inroads with Radaszam’s personal mercenary outfit, the Obsidian Spiders. While not a formal member, you still carry some of the organization’s clout while adventuring. When slotting this boon, select Intimidate or Sense motive. You gain a circumstance bonus to that skill check equal to your half your current Acquisitives Reputation Tier (rounding up). This bonus increases by +1 for each point of Infamy your character currently has.

Journey to the Scoured Stars: Segment 1 (Unidentified Boon): You were present at Luwazi Elsebo’s announcement declaring the Starfinder Society would continue investigating the Scoured Stars system. This boon represents your character’s involvement in this historic first step toward solving the Scoured Stars mystery. Other boons representing future steps towards unraveling the mystery of the Scoured Stars will appear in future scenarios, and collecting these boons will result in a unique bonus, to be detailed in a future Chronicle sheet.

Protector of the Future (Slotless Boon): You have saved the elected First Seeker from a notorious assassin and facilitated her announcing the future of the Starfinder Society. As a token of gratitude, you can immediately cross this boon off your Chronicle sheet to gain the Second Seekers (Luwazi Elsebo) Champion boon (as detailed in the Starfinder Society Roleplaying Guild Guide). If you already have this boon, you can instead cross this boon off your Chronicle sheet at any time to gain any Second Seeker (Luwazi Elsebo) boon that you meet the minimum Reputation Tier requirement for and has a cost of 2 or less.

Contractor’s Respect (Social Boon; Limited Use; 3/3 uses): By successfully completing a mission to investigate an abandoned outpost in Near Space, you also earned the esteem of a prominent organization within the Pact Worlds. You can call upon the resources of this organization by slotting this boon. The organization loans you a set of armor or a nonconsumable weapon (but fully loaded with conventional ammunition) for the duration of the adventure. The loaned equipment must have an item level equal to or less than your character level + 1, up to a maximum item level of 8. The item must be returned to the organization at the end of the adventure. Whenever you slot this boon, you must check one of the boxes. This boon might have additional uses based on the organization you have influenced. How this influence will play out in the future is not yet clear. You will be told if this boon is important to a future scenario prior to slotting your boons. When all the boxes are checked, you can no longer earn loaned equipment while slotting this boon, as your preferred standing with this organization is expended.For tracking purposes, your GM should mark the name of your hiring organization here: HELLKNIGHTS (Order of the Pike)

Star Monster Slayer (Starship Boon): You defeated a spacefaring monster known as a Besmaran whelp. Since this battle, you’ve mastered the art of battling against living starship-sized enemies when operating a starship of your own. While this boon is slotted, you gain a +2 bonus to all skill checks made in a starship combat against an enemy living starship. Any of your fellow crewmates who don’t have this boon slotted instead gain a +1 bonus to their skill checks against enemy living starships—the direct result of your guidance during the battle.

Dream Whispers (Ally Boon): Because you researched its dreamspun tales, the Liavaran Dreamer known as Whisperer of Solar Winds has taken an interest in you. When you slot this boon, the Dreamer imparts some knowledge to you in the form of a cryptic comment that may prove helpful later in your mission. Once per adventure, anytime you miss an attack or fail a saving throw, you can call upon the Dreamer’s mysterious message. You immediately count your roll as being 2 higher, which may allow you to hit your target or to succeed on your save. If you roll a natural 1 on your attack or save, you cannot use this ability.

Private Vault (Slotless Boon; Vanity): The staff of the Communion Vaults takes note of your actions in helping to resolve Whisperer of Solar Winds’ dreamspun tales. The staff provide you with a reasonable space of your own within the Communion Vaults. This 20-by-20-foot square chamber can be used to store any major magical finds you’ve recovered or purchased during your travels. You can bring any number of creatures into this space whenever you like. While this chamber is mostly a personal accomplishment and an area you can show off to others, it does have one tangible benefit: the entire area within your vault is warded by a nondetection effect (caster level 10th).

Faction’s Friend (Social Boon; Limited Use; 3 uses remaining): By assisting various factions of the Starfinder Society, you have proven yourself as a dependable asset. By slotting this boon, if you would fail to earn Fame at the end of an adventure by failing to fulfill a success condition, you can check one of the boxes on this boon. Doing so reminds your current championed faction of your past exploits, and you still earn 1 Reputation (but no Fame) with that faction as if you had successfully fulfilled the condition. You can use this boon only if you would also gain at least 1 XP for completing the adventure.

Marked Field Agent (Slotless Boon): Having met the amalgam of intelligences known as Guidance, you have successfully completed your induction into the Starfinder Society. The Society offered you a subdermal implant as part of your commencement. You receive this augmentation for free. If you declined to receive the augmentation, cross this boon off your Chronicle sheet.

Star Sugar Heartlove!!! (Slotless Boon; Limited Use): 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. If you sell the album, cross this boon off your Chronicle sheet. Alternatively, you can decide to keep the album, which might somehow prove useful in the future.

MISSION LOG:
1-05 The First Mandate [Completed; GM bigboom]
1-12 Ashes of Discovery [Completed; GM SFS]
1-16 Dreaming of the Future [Completed; GM Gustavef; Outpost II 2019]
1-01 Commencement [Completed; GM letsuna]