Grundmoch

Sovokolok-Asnari's page

88 posts. Organized Play character for Karmic Knight.


Full Name

Sovokolok-Asnari

Race

EAC: 16 KAC: 18 vsCM: 26 | SP: 8/8 HP: 8/13 RP: 4/4 | Init: +1 | F:+3 R:+1 W:+2 | Perception 0 | Conditions:

Gender

Neutral | Male Vesk | Solarion (Xenoseeker) 1 |

Strength 15
Dexterity 12
Constitution 12
Intelligence 8
Wisdom 10
Charisma 16

About Sovokolok-Asnari

Male Vesk – Solarion (Xenoseeker) 1
SFS# 58328-702
XP: 2
Fame: 2
Reputation: 4
N Med humanoid (vesk)
Init +1; Senses Perception 0; Low Light Vision
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Defense
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EAC 16; KAC 18; vs CM: 26
SP 8; HP 13; RP 4
Fort +3 Ref +1 Will +2
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Offense
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Melee Solar Weapon +3 (1d6+2)
Range Laser pistol, azimuth +2 (1d4 F, 80 ft, crit burn 1d4)
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Statistics
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Str 15, Dex 12, Con 12, Int 8, Wis 10, Cha 16
BAB +1; Movement 30 ft; Key Ability Charisma
Carrying Capacity: Encumbered >7.5 B; Overburdened B; Current 1.1 B;
Feats Cleave
Skills (AC Penalty: -1) | +5 Acrobatics; +6 Athletics; +7 Intimidate
Additional Space Combat Skills+4 Gunnery
Languages Vesk, Common
Gear Carbon graphite skin; Azimuth laser pistol; Personal comm unit; Titanium cable line 50 ft;
Creditstick 621

Magic item:
Serum of healing (1)

Botting instructions:
Coming soon

Combat macros:

[dice=Solar Weapon]1d20+3[/dice]
[dice=damage]1d6+2[/dice]

[dice=Azimuth Laser Pistol]1d20+2[/dice]
[dice=damage]1d4[/dice]

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Special Abilities
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Theme Knowledge: You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Armor Savant: Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.
Fearless: Vesk receive a +2 racial bonus to saving throws against fear effects.
Low Light vision: Vesk can see in dim light as if it were normal light.
Natural Weapons: Vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Vesk gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to
add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).
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Class Abilities
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Skill Adept (Bluff and Culture): As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills.
Solar Manifestation (Solar Weapon - Slashing - Enlongated claws): Your solar weapon functions as a one-handed kinetic advanced melee weapon, and you’re automatically proficient with it. At 1st level, choose whether your solar weapon deals bludgeoning, piercing, or slashing damage. You can change the damage type each time you gain a new solarian level. Your solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals (see page 170) can increase your solar weapon’s damage. Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar weapon is automatically dismissed if it ever leaves your hand.
Stellar Mode:
Stellar Revelation (DC 14):
• Black Hole (Su): When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this
movement. After you use this revelation, you immediately become unattuned. Black hole functions as a zenith revelation for the purposes of abilities that reference them.
• Supernova (Su): When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At
9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this revelation, you immediately become unattuned. Supernova functions as a zenith revelation for the purposes of abilities that reference them.
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Appearance

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Age: 17 Height: 6' 10" Weight: 245 lbs.
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Boons:

Ally: None
Faction: Wayfinder's Champion (2 Fame)
Personal: None
Promotional: None
Social: None
Starship: Hero of the Stars
Slotless: Starfinder Insignia

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Scenarios:

Into the Unknown. Credits: 720
Commencement Credits: 703

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Space Combat FAQ errata:

Are the DCs of various crew actions in Starship Combat correct?
No. Use the following DC calculations instead of the calculations presented in the Starfinder Core Rulebook. If an action isn't listed, the stated DC remains the same.

Stunts
For the back off stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
For the barrel roll stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
For the evade stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
For the flip and burn stunt, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
For the flyby stunt, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
For the slide stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.

Restoring Shields and Repairing Damage
The DC of the Engineering check to double the recharge rate for your shields equals 15 + 1-1/2 times your starship's tier.
The DC of the Engineering check to halve the cost or time for repairing damage your starship's hill equals 15 + 1-1/2 times your starship's tier.

Crew Actions
If an action isn't listed, the stated DC remains the same.

Captain Actions
For the demand action, the DC of the Intimidate check equals 15 + 1-1/2 times your starship's tier.
For the encourage action, the DC of the Diplomacy check is 15; the DC for checks using other skills remains 10.
For the taunt action, the DC of the Bluff or Intimidate check equals 15 + 1-1/2 times the enemy starship's tier.
For the orders action, the DC of the check equals 15 + 1-1/2 times your starship's tier.
For the moving speech action, the DC of the Diplomacy check equals 20 + 1-1/2 times your starship's tier.

Engineer Actions
For the divert action, the DC of the Engineering check equals 10 + 1-1/2 times your starship's tier.
For the hold it together action, the DC of the Engineering check equals 15 + 1-1/2 times your starship's tier.
For the patch action, the DCs of the Engineering check equal 10 + 1-1/2 times your starship's tier to patch the glitching critical damage condition, 15 + 1-1/2 times your starship's tier to patch the malfunctioning critical damage condition, and 20 + 1-1/2 times your starship's tier to patch the wrecked critical damage condition.
For the overpower action, the DC of the Engineering check equals 15 + 1-1/2 times your starship's tier.
For the quick fix action, the DC of the Engineering check equals 20 + 1-1/2 times your starship's tier.

Pilot Actions
For the maneuver action, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
For the audacious gambit action, the DC of the Piloting check equals 20 + 1-1/2 times your starship's tier.

Science Officer Actions
For the balance action, the DC of the Computers check equals 10 + 1-1/2 times your starship's tier.
For the scan action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the starship being scanned + its bonus from defensive countermeasures.
For the target system action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the enemy starship + its bonus from defensive countermeasures.
For the lock on action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures.
For the improve countermeasures action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures.