Raia

Telwyn's page

232 posts. Organized Play character for Lupulus.


Full Name

Telwyn

Race

EAC 19, KAC 19, CMD 27 | F+2, R+8, W+3 | Init +7, Perc +10 | Damaya Lashunta Operative 3

Gender

SP 15/15 | HP 22/22 | RP 5/6 | Detect Thoughts SLA 0/1 |

Alignment

-20 credits for rider's kit

Homepage URL

Inventory Tracking

About Telwyn

Telwyn
Female lashunta (damaya) xenoarchaeologist operative 3
CG Medium humanoid (lashunta)
Init +7; Senses darkvision (60'); Perception +10

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DEFENSE
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EAC 19; KAC 19
SP 15 HP 22 RP 6
Fort +2, Ref +8, Will +3

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OFFENSE
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Speed Walk 40'
Melee knife, survival +7 (1d4+1 , critical -; Analog, operative)
Ranged semi-auto pistol, tactical +5 (1d6+1, critical -; Analog)
Ranged arc pistol, static +7 (1d6+1, critical Arc 2; Stun)

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STATISTICS
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Str 10, Dex 20, Con 9, Int 14, Wis 10, Cha 12,
Base Atk +2; Grp+2
Feats Divine Blessing Of Desna, Great Fortitude, Skill Focus (Engineering, Slight of Hand)
Skills Acrobatics +13, Athletics +6, Bluff +8, Computers +8, Culture +9, Diplomacy +6, Disguise +7, Engineering +14, Intimidate +8, Medicine +10, Perception +10, Piloting +13, Profession (Con Artist) +11, Sense Motive +6, Sleight of Hand +14, Stealth +13, Survival +6,
Languages Akitonian, Castrovelian, Common, Elven, Goblin, Vercite, Vesk
Combat Gear serum of healing mk 1 (3),
Other Gear semi-auto pistol, tactical, arc pistol, static, lashunta tempweave, basic (infrared sensors), binders, tool kit (profession (con artist)), tool kit (disguise kit), medpatch, battery, personal upgrade mk 1, tool kit (engineering kit), medkit (basic), ion tape, knife, survival, 1795.0 gp

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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Lashuntas are medium humanoids with the lashunta subtype
Dimorphic All lashuntas gain +2 charisma at character creation. Korasha lashuntas are muscular (+2 strength at character creation) but often brash and unobservant (-2 wisdom at character creation). Damaya lashuntas are typically clever and well-spoken (+2 intelligence at character creation) but somewhat delicate (-2 constitution at character creation)
Lashunta Magic [not implemented]lashuntas gain the following spell-like abilities: at will: daze, psychokinetic hand 1/day: detect thoughts see spell-like abilities on page 262. The caster level for these effects is equal to the lashunta's level
Limited Telepathy Lashuntas can mentally communicate 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 speaking
Student Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice

THEME BENEFITS
Xenoarchaeologist You are driven to explore the ruins of bygone civilizations, whether they are millennia old or recently collapsed. You might seek to explore the interior of apostae or travel the galaxy to discover lost settlements, and your motives might be purely academic or simply profiteering. You often employ modern technology to aid in your explorations, but you are no stranger to unusual and ancient machinery, sometimes using them in the field when in a pinch
Theme Knowledge You have trained yourself to have few presuppositions about the foreign devices you uncover. Reduce the dc to identify rare, ancient, or alien tech by 5. Engineering 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 engineering checks. In addition, you gain an ability adjustment of +1 to intelligence at character creation
Trap Spotter You often encounter ancient, exotic traps and security devices, varying from mechanical defenses to magical wards. You have honed your senses to pick out warning signs of traps of any kind. When you come within 10 feet of a trap, you can immediately attempt a perception check to notice the trap, which should be rolled in secret by the gm
Master Translator Your notable exposure to ancient and foreign writing systems allows you to gain the general meaning of new languages with ease, even if you have never been exposed to the language previously. You can attempt a culture check to decipher writing of up to 250 words of text as a move action, and you have no chance of entirely misconstruing its meaning. Additionally, as long as you have any computer equipment (including just a comm unit), you are assumed to have the necessary data set to take 20 on culture checks to decipher writing, which you can do even if you are not trained in the computers skill. It normally takes you 20 minutes to take 20 on text up to 250 words
Archaeological Revelation Up to twice per day, when you document a new artifact from an ancient or unknown culture, you regain 1 resolve point. When you discover an item on an unexplored planet, this process usually takes 10 minutes at most (and doesn't count as resting to regain stamina points), but even on known planets, you might be able to find new artifacts in 1d4 hours (or less) in old ruins or remote sections of cities with long histories or a high degree of trade with foreign cultures

CLASS FEATURES:
Operative's Edge Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks
Specialization Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the skill focus feat (see page 161) in your specialization's associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill)
Gadgeteer You rely on your quick wits and a healthy dose of paranoia to always have the right device at hand.
Engineering and sleight of hand. You can attempt an engineering check with a +4 bonus to make a trick attack by using a customized device to momentarily distract your enemy.
Specialization exploit: utility belt
Trick Attack 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. [trick attack damage: 1d8]
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
Operative Exploit As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the dc is equal to 10 + half your operative level + your dexterity modifier. If it requires an enemy to attempt a skill check, the dc is equal to 10 + 1-1/2 x your operative level + your dexterity modifier. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise
Uncanny Mobility When you make a trick attack, if you choose the target of your attack before you move, your movement doesn't provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don't provoke attacks of opportunity from that creature for this movement
Quick Movement As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet
Weapon Specialization You gain the weapon specialization feat as a bonus feat for each weapon type with which this class grants you proficiency
+1 Skill Bonus (engineering, Sleight Of Hand) Gm awarded pc with +1 skill bonus
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[b]FEATS:
Divine Blessing Of Desna You gain power from your faithful worship of desna Desna: your deity sometimes grants you bursts of luck. Once per day, you can reroll any one failed skill check
Great Fortitude You are resistant to diseases, poisons, and other maladies You gain a +2 bonus to fortitude saving throws
Skill Focus (acrobatics, Athletics) You are particularly adept at a certain skill You gain a +3 insight bonus to checks involving the chosen skill.
Special: you can take this feat multiple times. Its effects don't stack. Each time you take this feat, it applies to a new skill
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Acrobatics should be 13, Athletics should be 6

XP 7/9
Reputations:
Fame 9
Acquisitives 14 (Tier 1)
Second Seekers (Luwazi Elsebo) 2
Exo Guardians 1
Dataphiles 1

[b]Boons Slotted:
Ally: Heart Friend Forever: +4 to influence Vesk, Skittermanders, and other residents of Veskarim
Faction: Acquisitives Champion: Reputation gains go to Acquisitives
Personal: Scoured Stars Survivor: 1/day reduce number of resolve points to stabilize by 1 and gain 1d6 per 2 levels
Promotional:
Social: Honorary Spider: While slotted, choose Intimidate or Sense Motive. Add half current Acquisitives Tier (min 1) + infamy to that check.
Starship: Defender of the Fleet: Pick one of: computer nodes+ or bonus +1; thruster speed +1; reroll 1's on weapon damage
Slotless: Starfinder Society Care Package (Tattoo of the Starfinder): After big hit or crit from spell or supernatural, gain 10 temp HP for 1 minute and regain 1 RP
Slotless: Star Sugar Heartlove!!!

Boons Available::
Ally:
Heart Friend Forever: +4 to influence Vesk, Skittermanders, and other residents of Veskarim
High Society: Have favor of influential people (Iteration-177, Naiaj, Royo, Ykriz, Zo!)

Faction:
Acquisitives Champion: Reputation gains go to Acquisitives
Second Seekers (Luwazi Elsebo) Champion: Reputation gains go to Second Seekers (Luwazi Elsebo)

Personal:
Scoured Stars Survivor: 1/day reduce number of resolve points to stabilize by 1 and gain 1d6 per 2 levels

Promotional:

Social:
Faction's Friend (0/3): Gain 1 Reputation even if you fail to gain Fame, so long as gained XP
Honorary Spider: While slotted, choose Intimidate or Sense Motive. Add half current Acquisitives Tier (min 1) + infamy to that check.
Budding Media Celebrity: Slot to gain icon theme's celebrity ability in place of own level 6.
AbadarCorp Augmentations (0/3): At end of scenario, check box to get a 20% discount on any Core Rulebook augmentation (10% on item level >=8)
Scoured Stars Memorial: Help be not dead anymore

Starship:
Defender of the Fleet: Pick one of: computer nodes+ or bonus +1; thruster speed +1; reroll 1's on weapon damage

Slotless:
Starfinder Society Care Package (Tattoo of the Starfinder): After big hit or crit from spell or supernatural, gain 10 temp HP for 1 minute and regain 1 RP
Star Sugar Heartlove!!!: Can sell before next adv for 200, or keep and may be useful later
Salvation's Delver: Discounted price for Synaptic Accelerator personal upgrade (1,200 instead of 1,400)
Claimant to Salvation: Qualify for extra reward at end of adventure returning to Salvation's End
Society Contract: Pregens can reroll a d20 once per adventure, and can expend to raise life on your pregen.
(for new char) Scoured Stars Veteran: Start a new character at level 2 with 3 XP, 2,160 credits, 5 fame and 5 rep with starting faction.

Unidentified:
Journey to the Scoured Stars (C4 1-05)
Tip of the Conspiracy (C8: 1-14):