Battlemage

Soryn Viaxeiro's page

205 posts. Organized Play character for Anxa.


Full Name

Soryn Viaxeiro

Race

Lashunta (Damaya) | Space Pirate |

Classes/Levels

Operative (Daredevil) 2| SP: 0/12; HP: 9/16; RP: 5/5 | BAB: 1; EAC: 15; KAC: 16; CMD: 24 | F+0 (+1 v Poison & Disease); R+7; W+3 | Init: +5; Perc: +6; Sense Motive: +6; Spd: 40'

Gender

Male

Size

Medium

Age

23

Special Abilities

[Standard race and class]

Alignment

CG

Deity

Desna

Languages

Common, Castrovelian (Lashunta), Brethedan, Aklo, Draconic

Occupation

Gambler

Homepage URL

HOMEPAGE

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

About Soryn Viaxeiro

Soryn Viaxeiro
SFS#: 2352348-701
XP 4 | Fame 8
Faction Rep: Wayfinders - 9

Lashunta (Damaya) | Male | Space Pirate | Operative (Daredevil) 2
CG | Medium | Humanoid (Lashunta) | 23 years old | Ht: 5'8” | Wt: 163lbs
Init +5; Perception +6

DEFENSE
Armor: Second Skin (Max Dex: 4; Armor Pen: 0; Speed Adjust: 0)
KAC 16 | EAC 15 | CMD 24
Stamina 12 | HP 16 | Resolve 5
SAVES: Fort +0 | Ref +7 | Will +3

OFFENSE
BAB: +1 | Base Speed: 40' | Adjusted Speed: 40'
Melee
* Swordcane, Tactical (lvl 1; Basic Melee; 1-Handed; Dam: 1d4 P; Crit: - ; 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/Acrobatics] d20 + 12 [/dice]
dice=Attack/EAC] d20 + 5 [/dice]
dice=Damage/E] d6 [/dice]
dice=Trick/E] d4 [/dice]

Melee - Sword Cane: Crit Bleed d4
dice=Trick Attack/Acrobatics] d20 + 12 [/dice]
dice=Attack/KAC] d20 + 5 [/dice]
dice=Damage/S] d4 [/dice]
dice=Trick/S] d4 [/dice]

STATISTICS
Str 10(+0), Dex 18(+4), Con 10(+0), Int 12(+1), Wis 11(+0), Cha 12(+1)

FEATS
Armor: Light
Weapon: Basic melee, Small arms, Sniper
Daredevil: Skill Focus (Acrobatics and Athletics)
Fleet (+10ft base land speed if no or light armor; encumbered land speed increases by only 5ft, overburdened speed reduced to 10ft)

SKILLS:
Skill +Mod (Ranks)
Acrobatics +12 (2)
Athletics +8 (2)
Bluff +10 (2)
Computers +6 (1)
Culture +7 (1)
Diplomacy +2
Disguise +2
Intimidate +7 (2)
Perception +6 (2)
Piloting +10 (2)
Profession (Gambler) +7 (2)
Sense Motive +6 (2)
Sleight of Hand +9 (1)
Stealth +12 (2)
Survival +7 (1)

LANGUAGES
Common, Castrovelian (Lashunta), Brethedan, Aklo, Draconic

SPECIAL ABILITIES
Race: LASHUNTA (Damaya)
- Lashunta Magic: At will-Daze, Psychokinetic Hand; 1/day-Detect Thoughts. Caster level is equal to the Lashunta’s level. DC is equal to 10 + Chr + Spell Level.
- Limited Telepathy: 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: Receive a +2 racial bonus to any two skills of their choice (Bluff and Stealth).

Spell-Like Abilities:
Daze
Level 0; School - Enchantment (compulsion, mind-affecting)
Casting Time - 1 standard action; Range - Close (25 ft. + 5 ft./2 levels)
Target - one humanoid creature of CR 3 or lower
Duration - 1 round; Saving Throw Will negates; Spell Resistance yes
This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute.

Psychokinetic Hand
Level 0; School - Transmutation
Casting Time - 1 standard action; Range - Close (25 ft. + 5 ft./2 levels)
Target - one unattended object of no more than 10 lbs. or 1 bulk
Duration - Concentration; Saving Throw none; Spell Resistance no
You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.

Detect Thoughts
Level 1; School - Divination (mind-affecting)
Casting Time - 1 standard action; Range - 60 ft.
Area - cone-shaped emanation
Duration - concentration, up to 1 minute/level; Saving Throw Will negates, see text; Spell Resistance no
You detect the surface thoughts of intelligent creatures around you. The amount of information revealed depends on how long you study a particular area or target.
1st Round: You detect the presence or absence of thoughts from conscious creatures that have Intelligence scores of at least 1 (or an Intelligence modifier of –5) or higher.
2nd Round: You detect the number of thinking minds and the Intelligence score (or modifier) of each. If the highest Intelligence score is 26 (or a modifier of +8) or higher and at least 10 points higher than your own Intelligence score (or 5 points higher than your own Intelligence modifier), you are stunned for 1 round and the spell ends. This spell doesn’t let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
3rd Round: You can read the surface thoughts of any mind in the area. A target who succeeds at its Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (an Intelligence score of 1 or 2 or an Intelligence modifier of –4 or lower) have simple, instinctual thoughts.
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 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.

Theme: SPACE PIRATE
- Theme Knowledge: Reduce the DC of Culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates by 5. Gain a +1 bonus to your Bluff checks. +1 to Dexterity at creation.

Class: OPERATIVE (Daredevil)
- 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: (Daredevil-Associated Skills: Acrobatics and Athletics. You can attempt an Acrobatics check to make a trick attack.) 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:
- Inoculation - You’ve trained to resist various chemical and biological weapons, toxins, and pathogens you come across in the course of your missions. You add your operative’s edge bonus to Fortitude saves against poison and disease.

GEAR/POSSESSIONS:
- Second Skin (Light Armor, L Bulk)
- Laser pistol, Azimuth (Small Arms, L Bulk)
- Swordcane, Tactical (Basic Melee, 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: Gambler; L Bulk)
- Bedroll, Sleeping Bag, Mess Kit, Canteen, Lighter (Total Bulk 1.3)
- Kits: Hygiene, Gear Maintenance (Total Bulk 1.1)
- Portable Light, Lantern (increase light 10ft radius; 10c, 1/hr; 1H; L Bulk)
- Binoculars (+1 circumstance vision-based Perception objects 30 feet or farther. Must continually adjust the binoculars’ magnification settings, which requires using two hands and a move action each round; L Bulk)
- Fire Extinguisher (Deploy a fire extinguisher to end a burn effect on any one creature or object of Medium or smaller size. Extinguishing a Large creature or object takes 2 rounds, and the number of rounds required doubles with each size category beyond Large. A fire extinguisher can function for 20 rounds (which need not be consecutive) and can be recharged for 10% of the purchase price. 1H; 20c, 1/r; L Bulk)
- 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)
- R2E Meals (10, 1/day; L Bulk each)
- Tool Kits (+4 bonus; L Bulk each): Trapsmith (Engineering or Mysticism checks to arm or disarm traps); Professional (Prof Gambler); Disguise;
- Computer: Tier I (DC 17) - Secure Data, Specific (Personal Log); Miniaturization (Lvl 2; Neg Weight); Self-Charging (Lvl 2; operate 2 weeks); AI ("Runner"; Bluff, Diplomacy, Intimidate, and Sense Motive [2]); Comm Unit; Firewall (DC 19; Personal Log);

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.

CARRYING CAPACITY
Unencumbered: 6
Encumbered: 12
Overburdened: 13
Total Carried: 4

CREDITS: 2436

SLOTTED BOONS:
Ally:
Faction: Wayfinders Champion
Personal:
Promotional:
Social: Faction’s Friend (3/3)
Starship: Automated Defenses
Slotless: Copaxi Linguist; Marked Field Agent; Star Sugar Heartlove!!!

Boons:
Faction Boons: Wayfinders Champion (free starting boon)

Earned Boons
Copaxi Admittance (Personal Boon; Limited Use) You can use this boon only if your character has a Reputation Tier of 3 with one or more factions. You can play a copaxi character, beginning at 1st level as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Starfinder Society Roleplaying Guild Guide. A copy of this Chronicle sheet must be the first Chronicle sheet for the given character. Along with this Chronicle sheet, your GM should provide you a copy of the “Playing a Copaxi” appendix, which is considered a legal document for the purpose of playing this race.

Copaxi Linguist (Slotless Boon) So long as you have this boon, all of your Starfinder Society Roleplaying Guild characters have access to the Copaxi language and can select it any time they would learn a new language.

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.

Distinguish Ambassador (Social, Limited Use: 4/4): You aided Chiskisk, a prominent member of the Starfinder Forum, in concluding negotiations with a foreign power by touring the visiting diplomat around Absalom Station. The visiting dignitary remembers your actions and can be called upon for support. You can slot this boon at the beginning of an adventure, when you do so, you can call upon your dignitary to secure you a single item with an item level equal to your current character level. Once you complete your adventure, the dignitary has finished using their contacts to secure you the desired item, which you can purchase at a 10% discount. When you do so, cross off a box on this boon. Once all boxes have been checked off this boon, you’ve expended your political clout with your dignitary and this boon can no longer be used.

Automated Defenses (Starship Boon): You defeated one of the orbital defense platforms orbiting the planet Elytrio. The platform contained several unique, albeit technologically outdated, innovations in starship design. The most promising adaptation of the technology is its ability to deter oncoming missiles using miniature automated drones. When you slot this starship boon, once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or encounter. A starship can only be improved by a single copy of this boon.

Friend of the Ghibrani (Social Boon): During your time on Elytrio, you had the opportunity to interact with the two subspecies of the resident ghibrani race: the husks and the membranes. Depending on your interactions, you befriended one or more of these subspecies. This boon might have repercussions in future scenarios, which you will be told of prior to slotting your boons. Your GM will cross out the entry for any subspecies you failed to befriend during this scenario. Husk Ghibranis & Membrane Ghibranis

Ghibran Linguist (Slotless Boon): So long as you possess this boon, all of your Starfinder Society Roleplaying Guild characters have access to the Ghibran language and can select it any time they would learn a new language.

MISSION LOG:
[SFS 1-01] The Commencement (GM Bigrin; completed)
[SFS 1-22] The Protectorate Petition
[SFS 1-32] Acts of Association (Outpost 2; GM Liam; completed)
[SFS 1-03] Yesteryear's Truth (GM Skeemo; completed)