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About SovyalSFS Character # 233690-702 Sovyal Veigh
Abilities:
Str 10 Dex 19+4 Con 12 Int 12 Wis 12 Cha 15+2 Feats:
Skill Focus (Intimidate): +3 insight bonus to Intimidate.
Weapon Focus (Small Arms): +1 to hit with small arms. Great Fortitude: +2 Fortitude. Enhanced Resistance Choosing kinetic. You gain DR/- equal to your BAB. Theme:
Dragonblood (+1 CHA):
Theme Knowledge: When you attempt a Culture or Mysticism check to recall knowledge about dragons' ways, their abilities, or the names and general personal details about dragons that are adults or older, reduce the DC by 5. +1 bonus on Culture checks. {SF Pact Worlds} Dragon Mien: You can harness the terrifying reputation of dragons to strike fear into the hearts of those you oppose. You’ve read or seen so much of dragons’ tactics that you can mimic them with surprising accuracy and effectiveness. When you successfully use Intimidate to bully a creature, its change in attitude lasts for an additional 10 minutes. When you successfully use Intimidate to demoralize an opponent, it is shaken for 1 additional round. {Pact Worlds} Skills:
(9 +2spec skills per level)
~Acrobatics +19 (7Rank+3Class+3Insight+6Dex) ~Athletics +11 (7Rank+3Class+3Insight) ~Bluff +18 (7Rank+3Class+3Insight+3Cha+2racial) (+4 additional bonus if used to trick attack) ~Computers +8 (1Rank+3Class+1Int+3Insight) ~Culture +15 (7Rank+3Class+3Insight+1Int+1Theme) Diplomacy +6 ~Disguise +16 (7Rank+3Class+3Insight+3Cha) ~Engineering +14 (7Rank+3Class+3Insight+1Int) ~Intimidate +19 (7Rank+3Class+3Insight+3Cha+2racial+1enh) Life Science -- ~Medicine +8 (1Rank+3Class+3Insight+1Int) Mysticism -- ~Perception +14 (7Rank+3Class+3Insight+1WIS) Physical Science -- ~Piloting +19 (7Rank+3Class+3Insight+6Dex) ~Profession (Sommelier, CHA) +11 (+4 when using kit, +1 circumstance with profession clothes) (2Rank+3Class+3Cha+3Insight) ~Sense Motive +8 (1Rank+3Class+1Wis+3Insight) ~Sleight of Hand +13 (1Rank+3Class+6Dex+3Insight) ~Stealth +18 (7Rank+3Class+3Insight+6Dex) ~Survival +8 (1Rank+3Class+3Insight+1Wis) Languages:
Common, Lashunta, Elven, Drow, Draconic, Vesk, Infernal, Ignan, Kiirinta, Triaxian. Equipment:
See Sovyal's Equipment Management Sheet Racial Capabilities:
Lashunta Magic: Lashuntas gain the following spell-like abilities:
At will: daze, psychokinetic hand 1/day: detect thoughts Student: Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice (Bluff and Intimidate). Limited Telepathy: Lashunta can communicate telepathically 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 speak. -------------------- Weaknesses -------------------- Necrograft Subtype: Creatures with this subtype are also damaged by spells that damage undead, and can be subjected to other undead-specific effects. If a spell or ability that does something other than deal damage would not normally affect such a creature, but does affect undead, the creature can be targeted, but it gains a bonus to its AC and saving throw against the effect equal to 4 – the number of necrografts it has (+2 in Sovyal's case). -------------------- Special Abilities -------------------- Operative's Edge (Ex): +3 insight to all skills and to initiative. (next increase at Lvl 11) Specialization (Spy): Spec. skills are Bluff and Disguise. Can make a bluff check to trick attack with a +4 bonus. Skill Focus (Bluff, Disguise): +3 insight to Bluff and Disguise. Trick Attack (Ex): You can trick or startle a foe and then attack when she drops her guard. 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; see page 94) 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. (Currently 4d8) Evasion: 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. Armor Mastery: (Star Knight) You gain proficiency with light armor. If you are already proficient with light armor, you instead gain proficiency with heavy armor. Quick Movement: As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. Weapon Specialization: Basic melee & Small Arms! Debilitating Trick: When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack. Challenge: (Star Knight) As a champion of a knightly order, you can focus your fury and attention on a single foe, forcing it to face your wrath. As a full action, you can move up to your speed and make a single attack against a foe able to see and hear you. If you have the trick attack class feature and the weapon you use qualifies for a trick attack, you can make this attack as a trick attack. Whether or not you move or make an attack, you can attempt to demoralize that foe, as per the Intimidate skill task. If your base attack bonus is greater than your total Intimidate skill bonus, you can use your base attack bonus in place of your total Intimidate bonus for this skill check. If you succeed at this check, for the duration of the shaken effect, the target is also off-target for any attack it makes that does not include you as a target. Once you use this ability against a foe, regardless of the result of your demoralize attempt, you can’t use it on that target again for 24 hours. Specialization Exploit: Master of Disguise You can take on the appearances of other creatures and even specific individuals. This functions as the quick disguise exploit, but the duration increases to 10 minutes per operative level. Alternatively, for 1 minute per operative level, you can take on the appearance of a specific individual that you have seen before. If you have heard the individual talk and can speak her language, you can also modulate your speech to match hers. This disguise is so convincing that creatures familiar with the individual must succeed at a Will saving throw before they can attempt a Perception check to pierce the disguise. You must have the quick disguise exploit to learn this exploit. Order of the Eclipse: Create Darkness (Su): A Hellknight of the Order of the Eclipse can choose the create darkness alternate class feature. As a standard action, you can create a 20-foot-radius zone of darkness centered within 20 feet of you. The zone negates the effects of all nonmagical light sources in its area and lasts for 1 minute. You can see as normal within the zone, and you can dismiss the effect as a standard action. Unless otherwise noted, any magic source of light can increase the light level in the area as normal. You can use this ability once per day, plus one additional time per day at 12th level and at 18th level. Specialization Skill Mastery: Can take 10 on Bluff, Disguise and Intimidate. Uncanny Agility: You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you. SFS-specific Details:
Fame: 35
XP: 18 Acquisitives Reputation: 37 Second Seekers (Luwazi) Rep: 2 Second Seekers (Jadnura) Rep: 1 Exo-Guard Rep: 2 Dataphiles Rep: 1 Wayfinders Rep: 2 Chronicles: |||See Drive Link||| 1-01, 1-05, 1-10, 1-12, 1-16, 1-99, Dead Suns 1, 1-06, 1-33, 1-30, 1-17, 2-06, 2-08, 2-00, 2-16, 2-23. Boons:
----Starship
----Ally
----Personal
----Slotless
Boons Currently Slotted:
Character Fluff:
Appearance: A gaunt damaya lashunta, dressed in a smartly fitted black business suit. His long, pale face, jet black hair and waxed mustache all lend him the aura of an uptight businessman, but the way his lips quickly quirk upwards in a grin suggests otherwise. A closer look at his outfit reveals it to be more unsettling than at first glance. His earrings seem to be made of the preserved eyes of some alien beast, his bracelets and necklace are made of jagged and rusty-colored bones, and his suit's tie appears to be made of a patchwork of blood-stained military insignia from a variety of worlds.
Background: Sovyal was a rebel as a child. When he was finally done with schooling and familial requirements, he went on a long journey through the Pact Worlds, eventually reaching Triaxus. There, he became enamored with the grand dragons that live there. The majesty. The wealth. The power. But most of all, he became enamored with a particular dragon who spurned him for being a small, weak, poor and altogether unimpressive child. Determined to win her favor, he went in search of all those things. In the process of securing wealth and power and all those goodies, he became a cutthroat, a thief, a killer, and an altogether horrid person. When he finally recognized that the dragon he was seeking to impress would be repelled by the person he'd become, it had already become deeply ingrained in him. Nevertheless, he sought to rectify the worst of his traits and to pursue more noble behavior. His exploits brought him to the attention of the Hellknight Order of the Eclipse, who recognized that his diligence and penchant for strongarm-ing those who opposed him were a perfect fit for their organization. He found their ethos quite reasonable and was soon a loyal servant of the Eclipse. Now, he also works on loan to the Starfinder Society, pursuing opportunities for wealth while leaking information about their inner workings to the Order. Once yearly, he returns to Triaxus to once again propose to the dragon he's set on. Each time he's sent away. But this only strengthens his resolve to become greater. Personality: BOTTING & MACROS:
Sovyal stays at range and attempts trick attacks with bluff, using debilitating trick to make enemies flat-footed vs. his allies, OR off-target if flat-footed is already accounted for. Furthermore, the first time he trick attacks each enemy, he'll try to Challenge them using his Star Knight feature. The following macro should work once brackets are fixed:
[dice=Trick Attack (Bluff)]d20+19+4[/dice] [dice=Az. Laser Pistol]d20+12[/dice] [dice=Az. Laser Pistol damage (F); 4d8 is trick attack damage]d4+3+4d8[/dice] [ooc.]If Trick Attack is successful, enemy is flatfooted until my next turn.[/ooc] [dice=Challenge (Demoralize)]d20+19+2[/dice] [ooc.]If enemy is shaken, the shaken penalty also applies to their weapon damage rolls. Shaken lasts 1 additional round due to theme. Also, they are off-target for all attacks except those made vs. Sovyal for the same duration as shaken.[/ooc] [ooc.]As a standard action, you can use Intimidate to cause a creature within 30 feet of you to become shaken for a number of rounds. This is a sense-dependent ability. The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.[/ooc.] |