Madge Blossomheart

Sybil Surefoot's page

237 posts. Alias of Songdragon.


Race

Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day

Classes/Levels

Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

About Sybil Surefoot

( Image of Sybil Surefoot )

Female Hallfing Priest Mystic (Star Shaman) 4
CG, Small, Humanoid (Halfling)
Initiative: +2; Senses Perception +13

EAC 15 (10 + 3 armor + 2 dex)
KAC 16 (10 + 4 armor + 2 dex)
AC vs CM 24 (8 + KAC)

Stamina 24 (6 class)x4
Hit Points 26 (+2 racial (+6 class x4)
Resolve 5 (1/2 lvl + 3 key mod)

Fortitude +2 (1 base +0 Con +1 racial)
Reflex +4 (1 base +2 Dex +1 racial)
Will +8 (4 base + 3 Wis +1 racial)

Speed 30 ft.

Base Atk +3
Melee +2 (+3 bab -1 Str)
Ranged +5 (+3 bab + 2 Dex)
Thrown +2 (+3 bab -1 Str)

Tactical Sword Cane +5 (1d4+2) (1d3 Bleed)
Laser Rifle, Azimuth +5 (1d8, Fire) 120 ft range, 1d6 Burn (40 shots)
Telekinetic Projectile +5 (1d6+3 bludgeoning) 30ft range

Ability Scores:
Strength 8 (-1) (0 pts)
Dexterity 14 (+2) (2 pts)
Constitution 10 (+0) (0 pts)
Intelligence 12 (+1) (2 pts)
Wisdom 17 (+3) (6 pts)
Charisma 12 (+1) (0 pts)

Feats
• Armor Proficiency (Light)
• Weapon Proficiency (Small Arms)
• Weapon Proficiency (Longarms)
• Weapon Specialization (Light, Small Arms)
• Spell Focus

Skills (28 points/level; 6 class +1 Int)
ACP -1
*ACP applies to these skills

*Acrobatics: +3 (+2 Dex +2 racial -1 ACP)
*Athletics: +0 (-1 Str +2 racial -1 ACP)
Bluff +1 (+1 Cha)
Culture: +7 (+1 Int +3 CS +3 rank)
Diplomacy: +8 (+1 Cha +3 CS +4 rank)
Intimidate: +2 (+2 Cha )
Medicine +6 (+1 Int +3 CS + 2 rank)
Mysticism: +11 (+3 Wis +3 CS +4 rank +1 theme)
Perception: +14 (3 Wis +3 CS +4 rank +3 racial +1 insight)
Piloting: +10 (+2 Dex + 3 CS +4 rank +1 insight)
Sense Motive: +8 (+3 Wis +3 CS +2 rank)
Stealth: +5 (+2 Dex +2 racial +1 rank)
Survival: +10 (+3 Wis +3 CS +4 rank)

Languages Azlanti, Brethedan, Castrovelian, Common, Draconic, Halfling.
(Home: Absalom Station)

Special Abilities:

• Theme Knowledge: Choose a deity or a philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the DC of Culture and Mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

• Halfling Luck: Halflings receive a +1 racial bonus to all saving throws. This bonus increases to +3 against fear effects.
• Keen Senses: Halflings receive a +2 racial bonus to Perception skill checks.
• Sneaky: Halflings receive a +2 racial bonus to Stealth checks. In addition, halflings reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10.
• Sure-Footed: Halflings receive a +2 racial bonus to Acrobatics and Athletics skill checks.

Spells
0-level spells: At Will, 1st-level spells 4/day 2nd-level spells 3/day

0-level Spells: Detect Magic, Fatigue, Stabilize, Telekinetic Projectile, Telepathic Message, Token Spell
1st-Level: Know Coordinates, Life Bubble, MegaVitamin Mind Thrust, Shooting Star (Magic Missile)
2nd-Level:Mystic Cure II, Summon Creature II

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Summoned Creatures

• Maurelle (Fauren and Daush):

Summoned azatas are called from Elysium, and they appear to be humanoids with a mixture of elven and animalistic features. Azatas wield golden celestial bows that almost never leave their hands.

CG Tiny Outsider (azata, chaotic, extraplanar, good).
Init +1; Senses Low-light vision.; Perception +3

DEFENSE HP 6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities immunity to electricity and petrification;

OFFENSE
Speed 30 ft.
Melee slam +2 (1d6+3 B)
Ranged celestial bow +5 (1d4 P) 120 ft

STATISTICS
Str +3; Dex +1; Con +0; Int −3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3 Culture +3
Languages: Common and Celestial.

Small CR 1
Init +2; Senses Low-light vision.; Perception +5

DEFENSE HP 20
EAC 12; KAC 13
Fort +5; Ref +3; Will +1
Immunities immunity to electricity and petrification; resistance 1 Fire and Cold

OFFENSE
Speed 30 ft.
Melee slam +6 (1d6+5 B)
Ranged celestial bow +9 (1d6+1 P) 120 ft

STATISTICS
Str +4; Dex +2; Con +1; Int −3; Wis +0; Cha +0
Skills Acrobatics +5, Athletics +5 Culture +5
Languages: Common and Celestial.

• Chaaya (Zella and Draven) - Shadow Creature:

N Tiny Magical beast (extraplanar).
Init +1; Senses darkvision 60 ft.; Perception +3

DEFENSE HP 6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities immunity to cold, electricity, poison; resistance 1 to acid and fire; SR 5

OFFENSE
Speed 30 ft.
Melee Touch +5 (1d6+3 Cold)
STATISTICS
Str +3; Dex +1; Con +0; Int −3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Perception +3, Stealth +3
(shadow creatures can always attempt Stealth checks to hide, even if
observed or lacking cover, as long as they are not in areas
of bright light. After the shadow creature attacks, it can’t
attempt to hide again until its next turn.)
Languages: Aklo and Common.

SMALL CR 1
N Small Magical beast (extraplanar).
Init +2; Senses darkvision 60 ft.; Perception +5
DEFENSE HP 20
EAC 12; KAC 13
Fort +5; Ref +3; Will +1
Immunities immunity to cold, electricity, poison; resistance 1 to acid and fire; SR 6

OFFENSE
Speed 30 ft.
Melee Touch +9 (1d6+5 Cold)
STATISTICS
Str +4; Dex +2; Con +1; Int −3; Wis +0; Cha +0
Skills Acrobatics +5, Athletics +5, Perception +5, Stealth +5
(shadow creatures can always attempt Stealth checks to hide, even if
observed or lacking cover, as long as they are not in areas
of bright light. After the shadow creature attacks, it can’t
attempt to hide again until its next turn.)
Languages: Aklo and Common.

• Jasper (Jadia and Jett):

N Tiny outsider (elemental, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +3, blindsense (vibration) 60 feet

DEFENSE HP 6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities elemental immunities Elementals are immune to the following effects, unless the
effect specifies that it works against elemental creatures: Bleed, critical hits, paralysis, poison, sleep effects, and stunning. Flanking—elementals are unflankable. Format: Immunities elemental immunities.

OFFENSE
Speed 20 ft.; burrow speed of 20 feet
Melee slam +5 (1d6+3 B)

STATISTICS
Str +3; Dex +1; Con +0; Int −3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3
Languages: Terran

SMALL CR 1

N Small outsider (elemental, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +5, blindsense (vibration) 60 feet

DEFENSE HP 20
EAC 12; KAC 13
Fort +5; Ref +3; Will +1
Immunities elemental immunities Elementals are immune to the following effects, unless the
effect specifies that it works against elemental creatures: Bleed, critical hits, paralysis, poison, sleep effects, and stunning. Flanking—elementals are unflankable. Format: Immunities elemental immunities.

OFFENSE
Speed 20 ft, burrow speed of 20 feet
Melee slam +9 (1d6+5 B)

STATISTICS
Str +4; Dex +2; Con +1; Int −3; Wis +0; Cha +0
Skills Acrobatics +5, Athletics +5
Languages: Terran

Earth Mastery (Ex): An earth elemental gains a +1 bonus to attack and damage rolls if both it and its foe are touching the solid surface of a planet or an asteroid. If an opponent is airborne or waterborne, the elemental takes a −2 penalty to attack and damage rolls. These modifiers apply to initiating or resisting bull rush combat maneuvers.

Gojda (Merhn and Faugnr) - Protean:

CN Tiny outsider (chaotic, extraplanar, protean).
Init +1; Senses darkvision 60 ft.; Perception +3

DEFENSE HP 6
EAC 11; KAC 12
Fort +3; Ref +1; Will +0
Immunities: immunity to acid, entangling, grappling, paralysis, and pinning;
if base stat block has DR, change to DR/lawful.

OFFENSE
Speed supernatural fly 60 ft. (perfect).
Melee Bite +5 (1d6+3 P plus grab)

STATISTICS
Str +3; Dex +1; Con +0; Int −3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Bluff +3
Languages: Common.

SMALL CR 1

CN Small outsider (chaotic, extraplanar, protean)
Init +2; Senses darkvision 60 ft.; Perception +5

DEFENSE HP 20
EAC 12; KAC 13
Fort +5; Ref +3; Will +1
Immunities: immunity to acid, entangling, grappling, paralysis, and pinning;
if base stat block has DR, change to DR/lawful.

OFFENSE
Speed 20 ft.
Melee Bite +9 (1d6+5 P plus grab)

STATISTICS
Str +4; Dex +2; Con +1; Int −3; Wis +0; Cha +0
Skills Acrobatics +5, Athletics +5, Bluff +5
Languages: Common.

GRAB (EX)
If the creature’s attack roll successfully hits the target’s KAC + 4, the creature also automatically grapples the foe as a free action. (If it hits the target’s KAC + 13, it instead pins the target.) The creature does not need to have a spare limb free to perform this grapple, as long as it can make the listed attack, and it can potentially grapple more than one target if it has more than one attack with the grab ability. The creature can maintain the grab either with another successful grab attack or by performing the grapple combat maneuver normally

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Connections: Star Shaman
Spells: Shooting Star (Magic Missile)

Walk the Void (Su) 1st Level: You are immune to the harmful environmental effects of outer space and vacuum. You also gain a fly speed of 20 feet while in space. In addition, whenever you can see the stars, you can determine your precise location. Finally, add Piloting to your list of class skills

Healing Touch (SU) 1st Level
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

Channel Skill (SU) 2nd Level
You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. Each connection has two skills associated with it. You gain a +1 insight bonus to skill checks with your connection’s associated skills. This bonus increases by 1 at 5th level and every 3 levels thereafter.

Mindlink (SP) 2nd Level
You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.

Starlight Form (Su) 3rd Level
You can transform yourself into blazing starlight as a standard action. Your body sheds normal light in a 30-foot radius, and you gain the benefits of concealment (20% miss chance). At 7th level, a creature that ends its turn adjacent to your starlight form must succeed at a Fortitude save or be blinded for 1 round. You can maintain your starlight form for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments. You can forgo the ability's concealment and blinding aspects to instead simply shed light, though this still counts against the ability’s duration for the day.

Gear/Possessions:
Carrying Capacity - 6 Bulk
Current Load Carried 4 Bulk, 5 light

- Laser Rifle, Azmith (425, 1 Bulk)
- Battery (20 charges) (60, L)
- Tactical Sword Cane (250, L)
- Bag of Marbles (50 L)

- Carbon Skin, Graphite (1220, 1 Bulk)
- Upgrade: Infrared Sensors (200, L)
- everyday clothing (1, L)
- Personal Comm (7, L)
- Starfinder backpack (700, 1)
While wearing a Starfinder backpack, treat your Strength score as 4 higher for determining your carrying capacity. This increase doesn’t stack with other backpacks. When you seek an object stowed in the backpack, you find it immediately, allowing you to retrieve the object as if you were drawing a weapon. In addition, you can stow objects of 1 bulk or less in the pack as if you were sheathing a weapon.
- R2E (5) (5, L)
- flashlight (1, L)
- serum of healing, Mk1 (x4) (200 cr, Lx4)
- weapon battery (20) (L)
- high capacity weapon battery (40) (330, L)

Money 1278 credits

Background:

Sybil follows after her Grandmother Athena, who went out into the stars to find her place and if you were helping others along the way, all the better. Young Sybil found the teachings of Desna fit nicely with her own beliefs and followed several Priests along in their travels of the pact worlds. They helped Sybil with their teachings and found she had her own calling among those very stars.

One night after falling asleep Sybil found herself before a small butterfly. She was asked to follow and follow she did. The path led her through the darkness of space, where no living being should be and live, to the bright warmth of a star. There she was shown a path she could follow, if she so chose. It would be filled with hardships, painful choices, little in the way of material rewards but would also be one that could bring her of great joy. She asked of her other choices and was told they too held rewards, but none greater than the one before her now. She was asked to choose and choose soon. All went black and the young Halfling woman found herself once again in her small berth aboard a small starship.

As she told her story, many passed it off as nothing but a dream or brushed it aside as a hopeful though. As the gods communicated with so few, a few of Densa considered it a sign. She was taught the way of the Star Shaman by another, Oran Heibert, and elderly mentor. He would pass along to the young Halfling much of what he knew.

Oran and Sybil travelled together for just about three years when, due to many years, passed on. It was during her voyage that led her back to where she started her journey, Absalom Station. Returning was bittersweet as she said goodbye to a mentor yet would see her Grandmother once again. Returning to her Grandmother’s home Sybil notice a crowd gather and it happened to be a rally for the Starfinder Society. She listened took one of their pamphlets and continued along her away a hour later.

Speaking with her grandmother Sybil learned that she was once part of the Starfinder Society but has since retired. She saw much adventure in her time and recommended that her granddaughter sign on if that is what she wanted to do. After her visit she dropped by one of their recruiting centres and signed up submitting her application.

Description:

Sybil stands just under three feet tall. She has long blonde coloured hair that flows about her shoulders, soft grey coloured eyes, and a light complexion. She has a visible roses tattoo on her left shoulder with others that are not normally so. She also has several piercings, from ears, nose, lips, and others that are not seen.

The young woman wears light colours with a dark brown patterned cloak that tends to cover most of body when desired. She carries a small club at her side and a laser rifle made for a person of small stature over her across her back.