Teka Teach's page

477 posts. Organized Play character for Zynete (RPG Superstar 2009 Top 8).


| SP 0/49 HP 27/44 | RP 5/6 | EAC 25, KAC 26 | Fort +3, Ref +11, Will +7 | Init: +5 | Perc: +10


Female CG Ysoki Themeless Envoy 7

Strength 8
Dexterity 22
Constitution 12
Intelligence 17
Wisdom 10
Charisma 18

About Teka Teach

Old Stat Bar
| SP 47/49 HP 44/44 | RP 6/6 | EAC 20, KAC 21 | Fort +3, Ref +11, Will +7 | Init: +5 | Perc: +10

SFS # 2104-703
Experience 18
Slotted Faction Wayfinders
Wealth Link

Reputation 27 Fame (not up to date)
Acquisitives: 1 (Tier 0)
Dataphiles: 0 (Tier 0)
Exo-Guardians: 0 (Tier 0)
Second Seekers: (Luwazi Elsebo): 1 (Tier 0)
Wayfinders: 25 (Tier 3)

Bot Me::

Starship Combat

Teka will move to be within 60 ft of her allies and take guarded steps away from enemies that engage her in melee.

If an ally is under one of the conditions Don't Quit can suppress (Confused, fascinated, fatigued, shaken, sickened, or staggered) Teka will spend her standard action to suppress that condition for 1 round.

If any ally is at least 18 points below their Maximums SP, and haven't been targeted by Teka yet this encounter, Teka will use Inspiring Boost as a Standard action to restore 18 SP (they need to have been damaged in the last turn).

Otherwise she will attack an enemy with one of the following attacks. Use the Double Tap Sonic attack by default.


[dice=Vanishing Thunderstrike Sonic Pistol Attack vs EAC]1d20+12-3[/dice]
[dice=Sonic Damage]1d8+3[/dice]

[dice=Inspiring Static Arc Pistol Attack vs EAC]1d20+12-3[/dice]
[dice=Nonlethal Electricity Damage]1d6+3[/dice]


Double Tap Sonic
[dice=Vanishing Thunderstrike Sonic Pistol Attack vs EAC]1d20+12+1[/dice]
[dice=Sonic Damage]1d8+7[/dice]

Melee Attack
[dice=Tactical Baton Attack vs KAC]1d20+10[/dice]
[dice=Bludgeoning Damage]1d4-1+3[/dice]


Double Tap Non-Lethal Electric
[dice=Inspiring Static Arc Pistol Attack vs EAC]1d20+12+1[/dice]
[dice=Nonlethal Electricity Damage]1d6+7[/dice]

Double Tap Fire
[dice=Inspiring Merciful Laser Pistol Attack vs EAC]1d20+12+1[/dice]
[dice=Fire Damage]2d4+7[/dice]

. tactical baton [analog, operative] +10 vs KAC (1d4-1+3 B)

. static arc pistol [stun, 50 ft range, crit arc 2] +12 vs EAC (1d6+3 E)
. inspiring merciful corona laser pistol [90 ft range, crit burn 1d4] +12 vs EAC (2d4+3 F)
. vanishing thunderstrike sonic pistol [40 ft range, crit deafen] +12 vs EAC (1d8+3 So)
. grenade +4 vs AC 5 [frag, shock, stickybomb, flash, smoke]

Player Name/Alias: Blazej
Character Name: Teka Teach
Character Level: 7
SFS #/Character #: 2104-703
Faction: Wayfinders
Day Job Roll: Chef


Teka Teach
Themeless (Survival) Envoy 7
CG Small humanoid (ysoki)
Init +5; Senses darkvision; Perception +10, Sense Motive +10+d6+1
Fort +3, Ref +11, Will +7


EAC 20, KAC 21
SP 49 HP 44 RP 6

resist cold 5, fire 5

D-Suit 1
Thermal Capacitor Mk 1 (equiped)
Quick-Release Sheath


Speed 30 ft
. tactical baton [analog, operative] +10 vs KAC (1d4-1+3 B)

. static arc pistol [stun, 50 ft range, crit arc 2] +12 vs EAC (1d6+3 E)
. inspiring merciful corona laser pistol [90 ft range, crit burn 1d4] +12 vs EAC (2d4+3 F)
. vanishing thunderstrike sonic pistol [40 ft range, crit deafen] +12 vs EAC (1d8+3 So)
. grenade +4 vs AC 5 [frag, shock, stickybomb, flash, smoke]

Space 5 ft.; Reach 5 ft.


Str 8, Dex 22**, Con 12, Int 17, Wis 10, Cha 18*


Acrobatics (Dex) (7 ranks) +16 [dice=Acrobatics]1d20+16[/dice]
Bluff (Cha) (1 ranks) +8 [dice=Bluff]1d20+8[/dice]
Computers* (Int) (7 ranks) +13 [dice=Computers]1d20+13+d6+1[/dice]
Culture (Int) (7 ranks) +13 [dice=Culture]1d20+13[/dice]
Diplomacy* (Cha) (7 ranks) +14 [dice=Diplomacy]1d20+14+d6+1[/dice]
Disguise (Cha) (4 ranks) +11 [dice=Disguise]1d20+11[/dice]
Engineering* (Int) (7 ranks) +15 [dice=Engineering]1d20+15+d6+1[/dice]
Medicine (Int) (7 ranks) +13 [dice=Medicine]1d20+13[/dice]
Perception (Wis) (7 ranks) +10 [dice=Perception]1d20+10[/dice]
Profession (chef) (Wis) (2 ranks) +5 [dice=Profession chef]1d20+5[/dice]
Sense Motive* (Wis) (7 ranks) +10 [dice=Sense Motive]1d20+10+d6+1[/dice]
Stealth (Dex) (7 ranks) +18 [dice=Stealth]1d20+18[/dice]
Survival (Wis) (7 ranks) +12 [dice=Survival]1d20+12[/dice]

* Apply 1d6+1 expertise bonus


Weapon Focus (small arms)
Multi-Weapon Fighting
Double Tap
Iron Will


Common (sign), Ysoki (tactile, signed), Triaxian, Shirren, Dwarven, Vesk, Morlamaw, Copaxi, Celestial


Combat Gear
Vanishing thunderstrike pistol, static arc pistol, azimuth laser pistol, d-suit 1, inspiring merciful corona laser pistol, Thermal Capacitor Mk 1

Other Gear
datapad, standard batteries (3), basic medkit, toolkit (engineering), toolkit (hacking), mobile translator (boon purchase), advanced medkit, radiation sweeper, starfinder backpack, mk 1 healing serums (5), data pad, spell gem of comprehend languages
personal upgrade Dex Mk2
personal upgrade Cha Mk1
serum of healing mk 2 (2)
incendiary grenade mk 2
cryo grenade mk 1


Envoy Improvisation
. Inspiring Boost (Ex) (Lng, Mnd, Sns): As Standard action, target a single ally within 60 ft that has taken damage since my last turn ended. They regain 18 SP. That ally can't gain the benefits of this again until they take a 10-minute rest to recover SP. I can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.
. Don't Quit (Ex) (Mnd, Sns): As a Standard action, suppress one of the following conditions from target ally within 120 ft until the start of your next turn. Confused, fascinated, fatigued, shaken, sickened, staggered, cowering, dazed, exhausted, frightened, nauseated, panicked, paralyzed, and stunned.
. Long-Range Improvisation (Ex): Double the range of your improvisations with ranges of at least 30 feet. Included in other improvisations.
. Inpiring Oration (Ex): You can use inspiring boost as a full action. If you do, all allies within 120 feet of you regain a number of Stamina Points equal to twice your envoy level + your Charisma modifier (up to their maximum); at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost or inspiring oration, that ally can’t gain the benefits of either improvisation again until they recover Stamina Points following a 10-minute rest.
As with the inspiring boost envoy improvisation, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained. You must have the inspiring boost improvisation to select this improvisation.

Expertise (1d6+1): Sense Motive, Computers, Diplomacy, Engineering

Expertise Talent
. Universal Diplomacy (Ex): Your Diplomacy checks to change a creature’s attitude are not language-dependent. This allows you to use Diplomacy to change the attitude of a creature with whom you do not share a common language, as well as a creature with an Intelligence score of 1 or 2 (creatures with no Intelligence score can’t have their attitudes improved using the Diplomacy skill unless the GM says otherwise).


Ally: Dream Whispers
Faction: Wayfinders Champion
Personal: Scoured Stars Survivor
Promotional: Promotional Bonus [PFS Pin]
Social: Inside Manufacturer
Slotless: Private Vault

All Boons and Descriptions:

Scoured Stars Survivor: Once per day as a free action, you can reduce the number of Resolve Points required to stabilize by 1 (to a minimum of 0 RP.) When you use this ability to stabilize, you also immediately gain 1d6 Hit Points for every 2 character levels you have.


Scoured Stars Veteran: This character started at 2nd level.

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).


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.


Wayfinders Champion: Represent this faction.


Promotional Bonus [PFS Pin] (Promotional Boon): 1/scenario, add 2d4 to a Culture skill check. Treat this check as though you were trained.

Promotional Record Keeper (Promotional Boon): Get one of the bonuses once per session.
Reduce RP cost of resting to regain stamina by 1 (to 0 RP) or reduce the DC of any single starship combat check by 4 (before making the check).