Shirren

Tel'kk's page

26 posts. Organized Play character for Black Dow.


Race

Shirren

Classes/Levels

[Guard] Soldier 1 | Init▸ +2 | EAC▸ 15 KAC▸ 18 CMAC▸ 26 | SP▸ 8/8 HP▸ 13/13 Resolve▸ 3/3 | Saves Fort▸ +3 Ref▸ +2 Will▸ +3 | Movement▸ 20ft | Perc▸ +5; Blindsense 30ft.

Gender

4669-705 | Host

About Tel'kk

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“Soldiers are issued armour for their flesh and bones, but they must fashion their own for their souls. Piece by piece.” ― Steven Erikson

The heart of the Warrior is a protective heart. The Warrior shields, defends, stands between, and guards…” ― Stu Weber, Tender Warrior: God's Intention for a Man

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HOST SHIRREN SOLDIER 1

Lawful Good Medium Humanoid [Shirren]

PACT WORLD PROFILE ▽:

SFS #▸ 4669-705
FULL NAME▸ Tel'kk
KNOWN ALIASES
RACE▸ Shirren
GENDER▸ Host
REGISTERED PROFESSION▸ Starfinder
HOMEWORLD▸ Absalom Station
ALIGNMENT▸ Lawful Good
FAITH▸ Follower of
STATUS▸ Pact World citizen with zero rated criminal record. Registered member of Starfinder Society.
AFFILIATIONS▸ Exo-Guardians Faction of SFS.
STARSHIP▸ Currently affiliated to none.
AGE▸ 57 YEARS
HEIGHT▸ 5'9"
WEIGHT▸ 133 LBS.
SKIN COLOURATION▸ Green
EYE COLOURATION▸ Amber Compound
DISTINGUISHING FEATURES/MARKS
SALIENT RECORDS

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SFS ID NUMBER▸ # 4669-705

FACTIONExo-Guardians

CHRONICLES ▽:

SFS 1-32 Acts of Association▸ XP: +1, Fame: +2, Credits: +720

TOTAL EARNED▸ XP: 1, Fame: 2, Credits: 720

FACTION REPUTATION ▽:

Reputation with Acquisitives▸ -
Reputation with Dataphiles▸ -
Reputation with Exo-Guardians▸ 2
Reputation with Second Seekers (Luwazi Elsebo)▸ -
Reputation with Wayfinders▸ -

AVAILABLE BOONS ▽:

Exo-Guardians Champion [FACTION]You’ve declared your allegiance to the Eco-Guardians and dedicate your missions to furthering the goals of that faction.
Benefit▸ This Faction boon allows the character to gain Reputation with the Exo-Guardians faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario.
Normal▸ A character gains no Reputation unless he has a Faction boon slotted.

Distinguished Ambassador [SOCIAL, LIMITED USE □ □ □]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.
Benefit▸ 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.

SLOTTED BOONS ▽:

Ally
Faction▸ Exo-Guardians Champion
Personal
Promotional
Social
Starship
Slotless

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DEFENCE ▽:

EAC15 [10; +3 Iridishell, Basic Armour; +2 DEX Mod]
KAC18 [10; +6 Iridishell, Basic Armour; +2 DEX Mod]
AC [vs Combat Manoeuvres]▸ 26 [8+KAC]

*+1 Racial bonus to AC when wearing armour

HP▸ 13 [7 Class +6 Race]
SP▸ 8 [7 Class + 1 CON]
SAVES▸ Fort +3 Ref +2 Will +3
CMD▸ 15 [10+1BAB+2StrMod+2DexMod+0SizeMod+0MiscMods]

MOVEMENT & SENSES ▽:

SPEED▸ 20ft. (30ft. -5ft. Armour Penalty)
SENSES▸ Perception +5; Blindsense 30ft.

OFFENSE ▽:

Initiative▸ +2
Base Attack Bonus [BAB]▸ +1

Melee Attack+3 = [+1 BAB+2 STR Mod+Misc Mod]
Ranged Attack+3 = [+1 BAB+2 DEX Mod+Misc Mod]
Thrown Attack+3 = [+1 BAB+2 STR Mod+Misc Mod]

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WEAPONS

NUMBING BEAM, TACTICAL | Level▸ 1 | Attack Bonus▸ +3 | Damage▸ 1d6 C | Critical▸ Staggered | Range▸ 50ft. | Type▸ Longarm | Ammo/Usage▸ 20 Charges/Usage 1 | Special▸ Nonlethal.

SINGING DISK, SOPRANINO | Level▸ 1 | Attack Bonus▸ +3 | Damage▸ 1d4+2So | Critical▸ Confuse | Range▸ 20ft | Type▸ Advanced Melee | Ammo/Usage▸ - | Special▸ Analog & Thrown (20ft).

BATON, TACTICAL | Level▸ - | Attack Bonus▸ +3 | Damage▸ 1d4+2B | Critical▸ - | Range▸ - | Type▸ Basic Melee | Ammo/Usage▸ - | Special▸ Analog & Operative.

UNARMED ATTACK | Level▸ - | Attack Bonus▸ +3 | Damage▸ 1d3+2B | Critical▸ - | Range▸ - | Type▸ Basic Melee | Ammo/Usage▸ - | Special▸ Nonlethal.

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ABILITY SCORES ▽:

STR▸ 14 [+2] DEX▸ 14 [+2] CON▸ 12 [+1] INT▸ 12 [+1] WIS▸ 12 [+1] CHA▸ 09 [-1]

ABILITY POINTS BUY

[RACE]▸ +2 CON, +2 WIS & -2 CHA
[THEME]▸ +1 DEX
[POINTS]▸ +4 STR [4 Points, 4/10]; +3 DEX [3 Points, 7/10]; +2 INT [2 Points, 9/10] & +1 CHA [1 Points, 10/10]

RACE: SHIRREN ▽:

Once part of a ravenous hive of locust-like predators, the insectile shirrens only recently broke with their hive mind to become a race of telepaths physically addicted to their own individualism, yet dedicated to the idea of community and harmony with other races.

ABILITY ADJUSTMENTS▸ +2 CON; +2 WIS; -2 CHA
HIT POINTS▸ 6 HP
SIZE AND TYPE▸ Shirrens are Medium humanoids with the shirren subtype.
BLIND SENSE▸ Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flatfooted against attacks from creatures it can’t see.
COMMUNALISM▸ Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.
CULTURAL FASCINATION▸ Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.
LIMITED TELEPATHY▸ Shirrens 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.

THEME: GUARD ▽:

You are a guard, lookout, or forward scout, and it’s your job to keep a constant eye out. You might be an independent contractor whose clients change regularly, a lookout for a criminal organization, an elite military agent assigned to visiting political leaders or rich celebrities, or a permanent employee protecting a secure facility, a VIP, or even a friend. Regardless, you’re trained to identify threats and keep your client and their property safe.

ABILITY BONUS▸ +1 STR or +1 DEX

THEME KNOWLEDGE [1ST]You are well versed in security systems, how to spot them, and how to use them to keep people and places safe. Reduce the DC for Engineering checks to identify technology and Mysticism checks to identify a magic items by 5, provided the item is a security system, surveillance equipment, or trap. In addition, Perception becomes 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 Perception checks. In addition, you gain an ability adjustment of either +1 to Strength or +1 to Dexterity (your choice) at character creation.

CLASS: SOLDIER ▽:

Conflict is an inevitable result of life. On every world that harbors complex living organisms, creatures battle one another for dominance, resources, territory, or ideals. Whether you’ve taken up arms to protect others, win glory, exact revenge, or simply earn a living, you are the perfect embodiment of this truth. You’re an expert at combat of all types but tend to prefer heavy armor and weapons—the bigger, the better. You may be a career soldier, a fresh mercenary recruit, or a lone wolf who rejects authority, but whether rushing in for hand-to-hand combat or firing tactical barrages, you’re a consummate warrior, never hesitating to put yourself in the line of fire to protect your friends.

STAMINA POINTS▸ 7 + CON Modifier
HIT POINTS▸ 7 HP
KEY ABILITY SCORE [STR/DEX]▸Your Strength helps you attack up close in melee and carry heavier weapons and armor, while your Dexterity helps you fire weapons from a distance and dodge returning fire, so you should choose either Strength or Dexterity as your key ability score. Once made, this choice cannot be changed.
ARMOUR PROFICIENCIES▸ Light Armour and Heavy Armour.
WEAPON PROFICIENCIES▸ Basic and Advanced Melee Weapons, Small Arms, Longarms, Heavy Weapons, Sniper Weapons, and Grenades.
PRIMARY FIGHTING STYLE [1ST]You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
PRIMARY FIGHTING TECHNIQUE [1ST]▸ At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.

FIGHTING STYLE: GUARD ▽:

The guard fighting style focuses on defense. You become adept at wearing armour, protecting against attacks, and enduring damage and other setbacks from attacks that get through your defences.

ARMOUR TRAINING (EX) [1ST]▸ You reduce the armor check penalty of armour you wear by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armour by 1.

FEATS ▽:

BODYGUARD (Combat)You can attempt to ward off attacks that target nearby allies.
Benefit▸ As a reaction when an adjacent ally is attacked, you can grant that ally a +2 circumstance bonus to its AC against that attack. If you do so, you take a –2 penalty to your own Armor Class until the beginning of your next turn.

SKILLS ▽:

SOLDIER▸ 5 Skill Ranks per level [4 Class; +1 INT]

Soldier Class Skills List▸ Acrobatics (Dex), Athletics (Str), Engineering (Int), Intimidate (Cha), Medicine (Int), Piloting (Dex), Profession (Cha, Int, or Wis), Survival (Wis). Perception (Wis) gained through Theme.

ATHLETICS +06▸ 1 Rank; +2 STR; +3 Class; -X Armour
DIPLOMACY +01▸ 0 Ranks; -1 CHA; +2 Race
ENGINEERING +05▸ 1 Rank; +1 INT; +3 Class
INTIMIDATE +03▸ 1 Rank; -1 CHA; +3 Class
MEDICINE +05▸ 1 Rank; +1 INT; +3 Class
PERCEPTION +05▸ 1 Rank; +1 WIS; +3 Class

* THEME BENEFIT▸ Reduce the DC for Engineering checks to identify technology and Mysticism checks to identify a magic items by 5, provided the item is a security system, surveillance equipment, or trap.

LANGUAGES ▽:

COMMON, SHIRREN & YSOKI

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EQUIPMENT & CARRYING CAPACITY ▽:

Numbing Beam, Tactical▸ [Level 1] [1 Bulk]
Heavy Armour, Ceremonial Plate, Troop▸ [Level 1] [3 Bulk]
Singing Disk, Sopranino▸ [Level 1] [L Bulk]
Baton, Tactical▸ [Level 1] [L Bulk]
Backpack, Industrial▸ [Level 1] [1 Bulk]
Clothing, Uniform (Starfinder Society)▸ [Level 1] [L Bulk]
Battery, Standard▸ [Level 1] [- Bulk] (20/20 Charges)
Battery, Standard▸ [Level 1] [- Bulk] (20/20 Charges)
Comm Unit, Personal▸ [Level 1] [L Bulk]
Flashlight▸ [Level 1] [L Bulk]
Medkit, Basic▸ [Level 1] [1 Bulk]
Antennae Hygiene Kit▸ [Level 1] [L Bulk]
Mess Kit▸ [Level 1] [L Bulk]
Gear Maintenance Kit▸ [Level 1] [L Bulk]
Serum of Healing Mk 1▸ [Level 1] [L Bulk]
Credstick▸ [Level -] [- Bulk]

TOTAL BULK CARRIED▸ 7.0

CARRYING CAPACITY [Unencumbered]≤9
CARRYING CAPACITY [Encumbered]>9-18 *
CARRYING CAPACITY [Overburdened]>18 **

* [While encumbered, you reduce each of your movement speeds by 10 feet, reduce your maximum Dexterity bonus to AC to +2, and take a –5 penalty to Strength- and Dexterity-based checks.]
** [If you have the overburdened condition, you reduce each of your movement speeds to 5 feet, reduce your maximum Dexterity bonus to AC to +0, and take a –5 penalty to Strength- and Dexterity-based checks.]

CREDITS + VALUABLES ▽:

TOTAL CREDITS▸ 30

Starting Credits▸ 1000

INITIAL SPENDING▸ 886/1000▸ 54CR Remaining

110 CEREMONIAL PLATE, TROOP HEAVY ARMOUR
370 NUMBING BEAM, TACTICAL
115 SINGING DISK, SOPRANINO
090 BATON, TACTICAL
060 BATTERY, STANDARD (x2)
025 INDUSTRIAL BACKPACK
005 CLOTHING, UNIFORM (STARFINDER SOCIETY)
003 ANTENNAE HYGIENE KIT
007 COMM UNIT, PERSONAL
100 MEDKIT, BASIC
001 FLASHLIGHT

EARNED SPENDING▸ 720/720▸ 0CR Remaining
755 IRIDISHELL, BASIC, HEAVY ARMOUR

SALE OF EQUIPMENT▸ 11CR Added
11 CEREMONIAL PLATE, TROOP, HEAVY ARMOUR

IN-ADVENTURE EXPENSES▸ 0CR

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TEL'KK BOT ▽:

▸ In combat Tel'kk will always default to non-lethal damage and weaponry. Only when there is no option or the lives of others depend on it will they resort to lethal force.
▸Tel'kk will typically avoid melee and front line as much as possible. They recognise that their abilities and most of their non-lethal attacks are ranged. Tel'kk will however remain close to allies who are vulnerable or wounded, or any non-combatants.
▸ Tel'kk will attack with best ranged weapon available.
▸ In an adjacent ally or friendly non-combatant is targeted by an attack, Tel'kk will use their Bodyguard feat to bolster that individuals defences.
▸ When faced with no other option Tel'kk will engage in melee combat.