Valeros

Telirix Sporestorm's page

309 posts. Organized Play character for therealthom.


Full Name

Telirix Sporestorm

Race

Init +7 Percept +14 SenseMotive +14+ 1d6 // F +6 R +10 W +10 (+4 on fort for a variety of saves) //

Classes/Levels

EAC 25 KAC 30 ; Stamina 89/89 HP 71/71 Resolve 9/9

Gender

Male Lashunta(Damaya) Envoy 10 Soldier 1 //

About Telirix Sporestorm

Telirix
Male lashunta (damaya) mercenary envoy 10 / soldier 1 Archetypes Steward Officer,
None Medium humanoid (lashunta)
Init +7; Senses Perception +14

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DEFENSE
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EAC 25; KAC 30 (powered armor)
SP 81 HP 65 RP 9
Fort +6, Ref +9, Will +9
, +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation., +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.
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OFFENSE
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Speed Walk 40'
Melee knife, survival +11 (1d4+7 , critical -; Analog, operative)
Ranged frag grenade i +10 (1d6, critical ; DC 13, Explode (1d6 P, 15 ft.))
Ranged shock grenade i +10 (1d8, critical ; DC 13, Explode (1d8 E, 15 ft.))
Ranged smoke grenade +10 (, critical ; DC 13, Explode (smoke cloud 1 minute, 20 ft.))
dice= Hailcannon, Ultracold Cryo v EAC purple, get'em] 1d20 + 13 + 1 [/dice] ... dice= damage] 4d8 + 11 [/dice] C & P 80'
dice= Armor attack v red KAC] 1d20+12 [/dice] ... dice= damage] 1d10+4 [/dice]

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STATISTICS
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Str 14, Dex 16, Con 13, Int 16, Wis 12, Cha 18,
Base Atk +8; Grp+10
Feats Close Combat, Coordinated Shot, Powered Armored Proficiency, Toughness, Weapon Focus (Weapon Focus ~ Heavy Weapons)
Skills Acrobatics +16, Athletics +18, Bluff +17, Computers +13, Culture +13, Diplomacy +17, Disguise +8, Engineering +15, Intimidate +13, Medicine +7, Perception +14, Piloting +14, Profession (Mercenary) +8, Sense Motive +14, Sleight of Hand +8, Stealth +16, Survival +8
Languages Brethedan, Castrovelian, Common, Eoxian, Kasatha, Sarcesian, Shirren, Triaxian, Vercite, Vesk
Combat Gear
Other Gear clothing (travel), backpack (consumer), tool kit (engineering kit), tool kit (hacking kit), frag grenade i (2), knife, survival, shock grenade i, smoke grenade, 3159.0 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
Mercenary Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy
Theme Knowledge You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the dc of culture checks and profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics 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 athletics checks. In addition, you gain an ability adjustment of +1 to strength at character creation
Grunt You're used to long marches while carrying heavy equipment and can hoist most machinery with ease. Treat your strength as 1 higher for the purpose of determining your bulk limit (see page 167)

CLASS FEATURES:
Additional Skill Expertise Choose another skill in which you have at least 1 rank from the list of skills you can choose with the expertise class feature; you can use expertise with that skill. You can choose this talent up to three times, choosing a different skill each time
Demand Surrender As a full action, you can ready an action to attack a foe if it takes any actions other than the following: change grips (from two-handed to one-handed), combat banter, drop an item, drop prone, sheathe a weapon, or total defense; purely mental actions such as a lashunta's limited telepathy ability also do not trigger the attack. As part of the full action, you can attempt to demoralize that foe; if you successfully demoralize the foe, you also gain a +1 morale bonus to your attack roll if the readied action is triggered. If one of your allies attacks that foe before the readied action is triggered, you lose your readied action and your initiative count changes to the current initiative count for the remainder of the combat, as if the readied action had been triggered. Your allies can, however, also ready an action to attack your target without causing you to lose your readied action, provided that they choose the same trigger. If they do so and you have successfully demoralized the target, they also gain the +1 morale bonus to their attack rolls. At 14th level, you can use this ability as a standard action. Alternatively, you can use this ability as a full action, readying a full attack and an attempt to demoralize the target as part of the action
Diplomatic Training You gain culture and diplomacy as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, you learn to speak and read a new language. See page 41 of the starfinder core rulebook for a list of languages spoken in the pact worlds and beyond. You can use your diplomacy skill for intimidate checks to demoralize a target and your culture skill for life science checks to identify humanoids and monstrous humanoids. When you attempt a diplomacy check to change a creature's attitude but you fail the check, the creature's attitude worsens only if you fail the check by 10 or more
Envoy Improvisation You took an archetype that replaced this class feature removing envoy improvisations at levels 2, 4, 6, 12 and 18
Expertise You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a sense motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 resolve point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6. Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the skill focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results
Expertise Talent At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise. The list of expertise talents appears on pages 269-270
Skill Expertise At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: bluff (cha), computers (int), culture (int), diplomacy (cha), disguise (cha), engineering (int), intimidate (cha), and medicine (int)
Weapon Specialization You gain the weapon specialization feat as a bonus feat for each weapon type with which this class grants you proficiency
Get 'em As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. At 6th level, you can spend 1 resolve point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet
Hurry As a standard action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to take a guarded step, move up to her speed, or draw or sheathe a weapon. The ally can use her extra move action in between her other actions, and she can even use it before or after a full action. A character can use no more than one extra action from hurry in a single round
Improved Get 'em Your morale bonus from get 'em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get 'em against that target (applying these effects before making the attack roll). As with get 'em, you can spend 1 resolve point to grant the benefits against all enemies within 60 feet. You must have the get 'em envoy improvisation to choose this improvisation
Military Training You gain one of the following feats as a bonus feat (you must meet all the prerequisites of the chosen feat): advanced melee weapon proficiency, improved unarmed strike, or longarm proficiency. At 6th level, if you chose improved unarmed strike at 4th level, you gain improved combat maneuver. Otherwise, you gain the weapon specialization feat as a bonus feat for the same weapon type to which the bonus feat you gained at 4th level applies. If you already have all the listed feats, you can choose a bonus combat feat instead
Slick Customer When you attempt a diplomacy check, you can choose not to roll your expertise die until later. After you determine what the check's result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 resolve point to both reroll the check and add the result of your expertise die
Primary Fighting Style 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. Descriptions of the fighting styles you can choose from appear on pages 112-115
Blitz The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes
Primary Style Technique At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style
Rapid Response You gain a +4 bonus to initiative checks and increase your land speed by 10 feet

FEATS:
Close Combat When you are attacking a foe in melee, you know how to maneuver to make it more difficult for other foes to target you When you hit an adjacent foe with a melee attack, as long as you are adjacent to that target, you gain a +2 circumstance bonus to your ac against attacks from other creatures that are not adjacent to you until the beginning of your next turn
Coordinated Shot You can maneuver a foe to be in the direct line of an ally's fire When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe
Powered Armored Proficiency You know how to use powered armor You gain proficiency in powered armor (see armor proficiency on page 242)
Toughness You have enhanced physical resilience, and harsh conditions or long exertions don't easily tire you For every character level you have (and whenever you gain a new level), you gain 1 stamina point. In addition, you gain a +4 bonus to constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation
Versatile Specialization You know how to get full value out of weapon types your class doesn't normally use You gain specialization (see page 243) in all weapons with which you are proficient that can be selected with weapon specialization
Weapon Focus (weapon Focus ~ Heavy Weapons) You have increased training in a particular weapon type, making it easier to hit your target Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic's class level, if you are a drone), you gain a +2 bonus instead

Special Gear:
Hover Suit
Source SFS Scenario #3–04: The Vast Experiment: Falling into Deliverance pg. 31
Item Level 9; Price 13,300
EAC Bonus 12; KAC Bonus 17
Max Dex Bonus 3; Armor Check Penalty -4; Speed 30 feet, fly 30 feet (average)
Strength 18 (+4); Damage 1d10 B; Size Large (5-foot reach)
Capacity 100; Usage 1/minute
Weapon Slots 2; Upgrade Slots 2; Bulk 28
The powered armor is a hover suit, a miniaturized version of the more powerful flight frame armor better suited to maneuvering and performing heavy repairs.

Infrared Sensors
Source Starfinder Core Rulebook pg. 205
Item Level 1; Price 200
Slots 1; Armor Type Any; Bulk L
You gain darkvision with a range of 60 feet.

Name Category Level Price Damage Range Critical Capacity Usage Bulk Special
SFS Legal Hailcannon, Ultracold Cryo 9 14,300 4d8 C & P 80 ft. staggered 40 charges 4 2 automatic

When you make a full attack with a weapon in automatic mode, you can attack in a cone with a range of half the weapon’s range increment. This uses all the weapon’s remaining ammunition. Roll one attack against each target in the cone, starting with those closest to you. Attacks made with a weapon in automatic mode can’t score critical hits. Roll damage only once, and apply it to all targets struck. Each attack against an individual creature in the cone uses up the same amount of ammunition or charges as taking two shots, and once you no longer have enough ammunition to attack another target, you stop making attacks.

For example, if you were using a tactical X-gen gun with 27 rounds remaining, you would target the nearest 6 creatures in the cone and use up all 27 rounds.

If more than one creature is equidistant and you don’t have enough cartridges remaining to shoot at all equidistant creatures, determine randomly which one you target. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once, even if you have enough cartridges to fire more shots than you have targets. Attacks in automatic mode take the same penalties as other full attacks.

Semi-Auto Pistol, Elite v KAC, blue: 1d20 + 10 ⇒ (1) + 10 = 11... damage: 3d6 + 5 ⇒ (6, 3, 6) + 5 = 20 P; Range 60 ft.; Critical...