Mordant Spire Elf

Tullovaeyn's page

No posts. Alias of Black Dow.


About Tullovaeyn

“There are different types of soldier. Some men are trained to stand under fire, waiting for their turn to inflict death. Others are like hunters, slipping from cover to cover.” ― Miles Cameron, The Red Knight

"I love this place at night, the stars. There's no right or wrong in them. They're just there." — Sgt. Elias, Platoon

“The idea of wilderness needs no defense, it only needs defenders.” ― Edward Abbey

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▷ MALE HALF-ELF SOLDIER 1
▷ Chaotic Good Medium Humanoid [Elf + Human Subtypes]

▷ RACE: HALF-ELF ▽:

Half-elves are the interracial children of human and elven parents or the descendants of such children. Despite being seen as generally attractive by both races, half-elves often feel like outsiders in both societies, always exoticized and never quite accepted as part of either group. As cultural chameleons, half-elves slide easily into other societies, adapting smoothly to alien mindsets.

Many half-elves are fond of wandering, with a strong desire to prove themselves, seeking out new worlds in the Vast for fame and glory or in the hope of establishing new colonies. With their extreme versatility, half-elves are a perfect fit for nearly any profession, though in recent years an unusually large number have become operatives or soldiers.

ABILITY ADJUSTMENTS▸ +2 to any one ability score. [DEX selected]
HIT POINTS▸ 4 HP
SIZE AND TYPE▸ Half-elves are Medium humanoids with both the elf and human subtypes.
ADAPTABILITY▸ Half-elves receive Skill Focus as a bonus feat at 1st level.
ELVEN BLOOD▸ Half-elves are immune to magic sleep effects and receive a +2 racial bonus to saving throws against enchantment Spells and effects.
KEEN SENSES▸ Half-elves receive a +2 racial bonus to Perception skill checks.
LOW-LIGHT VISION▸ Half-elves can see dim light as if it were normal light.

▷ THEME: WILD WARDEN ▽:

You believe that the trappings of civilization have made others soft, so you eschew them to live in the wilds, such as the jungles of Castrovel. You don’t necessarily avoid technology, as it can help you survive in some of the harsher, more extreme environments, but you tend to adorn your equipment with furs and leaves. This might make you seem like a backwards primitive to some people, but you know that nature—in all its forms—will be around long after all societies have collapsed and turned to dust.

ABILITY BONUS▸ +1 WIS

THEME KNOWLEDGE [1ST]n the course of your explorations of various biomes, you have studied all manner of flora and fauna. Reduce the DC to identify creatures of the animal, plant, and vermin types using Life Sciences by 5. Survival 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 Survival checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

▷ CLASS: SOLDIER ▽:

Thoroughly familiar with weapons of war, the soldier is ready to wreak havoc when force is called for, and specializes in a particular fighting style.

STAMINA POINTS▸ 7 + CON Bonus
HIT POINTS▸ 7 HP
ARMOUR PROFICIENCIES▸ Light & 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 STYLE TECHNIQUE [1ST]▸ At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.

▷ PRIMARY FIGHTING STYLE: SHARPSHOOT ▽:

The sharpshoot fighting style enables you to excel at making accurate attacks, usually with ranged weapons at a long distance. You can ignore cover and other impediments to your shots, and your attacks are improved by your intense focus.

SNIPER'S AIM [EX] [1ST]▸ When you make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. You can’t use sniper’s aim against an enemy with total cover.

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▷ MOVEMENT & SENSES ▽:

Speed▸ 30ft.
Initiative▸ +3
Senses▸ Perception +0; Low-Light Vision

▷ HEALTH & RESOLVE ▽:

SP▸ 7 [Stamina Points: 7 Class Value +0 CON Mod]
HP▸ 11 [Hit Points: 7 Class Value +4 Race Mod]
RP▸ 4 [Resolve Points: 1 Starting +3 Key Ability (DEX) Mod]

▷ ARMOUR CLASS ▽:

EAC▸ 13 [Energy Armour Class: 10 +X Armour Mod +3 DEX Mod+Misc Mod]
KAC▸ 14 [Kinetic Armour Class: 10+ X Armour Mod +3 DEX Mod+Misc Mod]
Armour Class vs Combat Manoeuvres▸ 22 [8+KAC]
DR▸ N/A [Damage Resistance]
Resistances▸ Half-elves are immune to magic sleep effects and receive a +2 racial bonus to saving throws against enchantment spells and effects.

▷ SAVING THROWS ▽:

FORTITUDE▸ +2 [Constitution: +2 Base Save +0 CON Ability Mod+Misc Mod]
REFLEX▸ +3 [Dexterity: +0 Base Save +3 DEX Ability Mod+Misc Mod]
WILL▸ +3 [Wisom: +2 Base Save +1 WIS Ability Mod+Misc Mod]

▷ ATTACK BONUSES ▽:

BAB▸ +1

MELEE ATTACK▸ +2 [Strength: +1 BAB +1 STR Mod+Misc Mod]
RANGED ATTACK▸ +4 [Dexterity: +1 BAB +3 DEX Mod+Misc Mod]
THROWN ATTACK▸ +2 [Strength: +1 BAB +1 STR Mod+Misc Mod]

▷ WEAPONS ▽:

HUNTING RIFLE[Level 1 Longarm] [Attack: +4] [Damage: 1d8P] [Critical: - ] [Range: 90ft.] [Ammo/Usage: 6/1] [Special: Analog ]

KNIFE, SURVIVAL[Level 1 Basic 1-H Melee] [Attack: +4] [Damage: 1d4+1S] [Critical: - ] [Range: - ] [Ammo/Usage: - ] [Special: Archaic, Operative ]

FLARE GUN, SURVIVAL[Level 1 Smallarm] [Attack: +3] [Damage: 1d3F] [Critical: - ] [Range: 30ft.] [Ammo/Usage: 1/1] [Special: Analog, Bright ]

STICKYBOMB GRENADE 1[Level 1 Grenade] [Attack: +3] [Damage: Special] [Critical: - ] [Range: 20ft.] [Ammo/Usage: 1 Use] [Special: Explode (entangled 2d4 rounds, 10 ft.)

Analog▸ This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.
Archaic▸ This weapon deals 5 fewer damage unless the target is wearing no armour or archaic armour.
Bright▸Attacks with bright weapons illuminate the area within 20 feet of you and your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light.
Entangle▸ A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon’s item level + the attacker’s Dexterity modifier) or a Strength check (DC = 15 + weapon’s item level + the attacker’s Dexterity modifier). An entangled creature can attempt such a check as a move action. Some weapons (such as stickybomb grenades) have a maximum duration for this effect. See the entangled condition.]
Explode▸ Explosives have the explode special property, which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion. When you attack with this type of weapon or ammunition, aim at a grid intersection. Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw. Some exploding weapons, such as smoke grenades, don’t deal damage, so they don’t include the damage and damage type entries.
Nonlethal▸ This weapon deals nonlethal damage.
Operative▸ An operative can use the trick attack class feature with a weapon that has this special property. Any character can add her Dexterity modifier rather than her Strength modifier on melee attack rolls with weapons with this special property.

▷ ABILITY SCORES ▽:

STR▸ 12 [+1] DEX▸ 16 [+3] CON▸ 10 [+0] INT▸ 12 [+1] WIS▸ 13 [+1] CHA▸ 10 [+0]

Ability Score Buy

▸ +2 DEX [RACE]
▸ +1 WIS [THEME]
▸ +2 STR [2 Points 2/10] ▸ +4 DEX [4 Points 6/10] ▸ +2 INT [2 Points 8/10] ▸ +2 WIS [2 Points 10/10]

▷ FEATS ▽:

SKILL FOCUS: STEALTH [General]You are particularly Adept at a certain skill.
Benefit▸ Choose a 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.

WEAPON FOCUS: LONGARMS [Combat]You have increased training in a particular weapon type, making it easier to hit your target.
Prerequisites▸ BAB +1
Benefit▸ Chose 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.

▷ SKILLS ▽:

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

SKILL RANKS per LEVEL5 [4 SOLDIER Class; +1 INT]

ACROBATICS▸ +3 [0 Ranks; +3 DEX]
ATHLETICS▸ +5 [1 Rank; +1 STR; +3 Class]
LIFE SCIENCE▸ +2* [1 Rank; +1 INT]
MEDICINE▸ +5 [1 Rank; +1 INT; +3 Class]
PERCEPTION▸ +3 [0 Ranks; +1 WIS; +2 Race]
PROFESSION [RANGER]▸ +6 [1 Rank; +1 WIS; +3 Class; +1 Clothing]
STEALTH▸ +6 [0 Ranks; +2 DEX; +3 Feat]
SURVIVAL▸ +6** [1 Rank; +1 WIS; +3 Class; +1 Theme]

* Theme Benefit▸ Reduce the DC to identify creatures of the animal, plant, and vermin types using Life Sciences by 5.
** Theme Benefit▸ +1 bonus to Survival checks .

▷ LANGUAGES ▽:

Common, Elven, Castrovelian, Gnome

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▷ EQUIPMENT ▽:

STAFF, BATTLE ◁ [LEVEL▸ 1, BULK▸ 1]
RIFLE, PULSECASTER ◁ [LEVEL▸ 2, BULK▸ 1]
STARKNIFE, TACTICAL ◁ [LEVEL▸ 1, BULK▸ L]
KNIFE, SURVIVAL ◁ [LEVEL▸ 1, BULK▸ L]
ARMOUR, SECOND SKIN ◁ [LEVEL▸ 1 BULK▸ L]
CYBERNETIC AUGMENTATION: VOCAL MODULATOR ◁ [LEVEL▸ 1 BULK▸ N/A]
PERSONAL COMM UNIT ◁ [LEVEL▸ 1 BULK▸ L] [Handheld]
RESTRAINTS, BINDERS [3] ◁ [LEVEL▸ 1 BULK▸ N/A]
FLASHLIGHT ◁ [LEVEL▸ 1 BULK▸ L]
LANTERN ◁ [LEVEL▸ 1 BULK▸ L]
BACKPACK, CONSUMER ◁ [LEVEL▸ 1 BULK▸ 1]
TOOLKIT, DISGUISE ◁ [LEVEL▸ 1 BULK▸ L]
MEDKIT, BASIC ◁ [LEVEL▸ 1 BULK▸ L] [Requires 2 Hands]
CLOTHING, PROFESSIONAL [BOUNTY HUNTER] ◁ [LEVEL▸ 1 BULK▸ L]
FIELD RATIONS [1 WEEK] ◁ [LEVEL▸ 1 BULK▸ L]
SERUM OF HEALING [MK 1] ◁ [LEVEL▸ 1 BULK▸ L]
CREDSTICK ◁ [LEVEL▸ N/A BULK▸ N/A]

TOTAL BULK CARRIED▸ 3.0

CARRYING CAPACITY [Unencumbered]≤7 [Encumbered][/b]▸ 7-14 [Overburdened][/b]▸ >14

[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 ▽:

CREDSTICK▸ 1000CR [0891]

[smaller]SPENDING▸ 240 Hunting Rifle; 095 Survival Knife; 075 Rifle Rounds (25); 090 Flare Gun, Survival; 025 Flares (5); 050 Binoculars; 007 Comms Unit; 001 Flashlight; 001 Lantern; 001 Field Rations (1 Week); 025 Industrial Backpack; 002 Tent, Mass Produced; 030 Professional Clothing c/w Environmental (Heat Climes); 000 Credstick;

250 SECOND SKIN ARMOUR

642/1000CR

When Duravor Kreel, travelled to the Canderes on Castroval, the Starfinder agent’s objective was a simple one: monitor Astral Extractions corpsicum mining operations in the region. Upon his arrival he for a local fixer arranged a guide and wilderness ranger to assist, protect and scout for the dwarf. Tullovaeyn

When the dwarven Starfinder agent Duravor Kreel travelled to Castrovel to monitor Astral Extractions corpsicum mining operations in Candares, Caed was assigned as the Starfinder agent’s wilderness guide.

Somewhat jaded Tullovaeyn considered options in Ukulam or potentially returning to his home city of Jabask in the North. However he recalled Duravor’s proposition, and with nothing to lose, contacted the itinerant dwarf to visit upon him and his Starfinder Society.

With the last of his termination stipend Caed purchased necessary equipment, and most pointedly, shuttle passage to the home of both Duravor and the Starfinder Society - Absalom Station…

[/spoiler]

Though the two came from very different backgrounds and vocations, their time in the hostile wilderness - trekking from one observation site to the next, forged a bond of mutual appreciation and respect between doughty dwarf and intrepid lashunta.

It was over the course of their campfire debates that [INSERT NAME] learned of the Starfinder Society, and in particular the specialist Forerunners within the organisation. It was a role that Duravor felt the young korasha would be ideally suited for, and he encouraged [INSERT NAME] to contact him should the ranger ever seek a new challenge or path to explore.

Scant 6 months later funding for local conservation projects mysteriously began to dry up - exactly as Duaravor had grimly forewarned. With budgets slashed, gamekeeping rangers such as Tullovaeyn found their contracts terminated. While it would never likely be proven, Xenowarden protests implicated Astral Extractions conducting clandestine dealings, a modus operandi that Duravor had grimly prophesied to the half-elf during their jungle discussions.

Jaded, the young eco-soldier reluctantly considered opportunities in Ukulam, or potentially returning to his home city of Cordona in the elf state of Sovyrian. However, he recalled Duravor’s proposition, and seeing nothing to lose, contacted the itinerant dwarf to visit upon him and his Starfinder Society.

Though the two came from very different backgrounds and vocations, their time in the hostile wilderness - trekking from one observation site to the next, forged a bond of mutual appreciation and respect between doughty dwarf and intrepid half-elf.

It was over the course of their campfire debates that Tullovaeyn learned more of the famed Starfinder Society, and in particular the specialist Forerunners within the organisation. It was a role that Duravor felt the young eco-warrior would be ideally suited for, and he encouraged Tullovaeyn to contact him should the ranger ever seek a new challenge or path to explore.

A year ago the Starfinder agent Duravor Kreel travelled to Candares on the Pact World of Castrovel. His mission objective was a simple one: monitor and document the corpsicum mining operations in the region being implemented by the powerful conglomerate Astral Extractions.

Upon arriving planet-side Kreel procured a local fixer to assign him a wilderness ranger to act as his guide, protector and assistant for the assignment’s duration. The half-elf scout came recommended despite his relative youth,

Somewhat jaded Tullovaeyn considered options in Ukulam or potentially returning to his home city of Jabask in the North. However he recalled Duravor’s proposition, and with nothing to lose, contacted the itinerant dwarf to visit upon him and his Starfinder Society.

With the last of his termination stipend Caed purchased necessary equipment, and most pointedly, shuttle passage to the home of both Duravor and the Starfinder Society - Absalom Station…

Though the two came from very different backgrounds and vocations, their time in the hostile wilderness - trekking from one observation site to the next, forged a bond of mutual appreciation and respect between doughty dwarf and intrepid lashunta.

It was over the course of their campfire debates that [INSERT NAME] learned of the Starfinder Society, and in particular the specialist Forerunners within the organisation. It was a role that Duravor felt the young korasha would be ideally suited for, and he encouraged [INSERT NAME] to contact him should the ranger ever seek a new challenge or path to explore.

Scant 6 months later funding for local conservation projects mysteriously began to dry up - exactly as Duaravor had grimly forewarned. With budgets slashed, gamekeeping rangers such as Tullovaeyn found their contracts terminated. While it would never likely be proven, Xenowarden protests implicated Astral Extractions conducting clandestine dealings, a modus operandi that Duravor had grimly prophesied to the half-elf during their jungle discussions.

Jaded, the young eco-soldier reluctantly considered opportunities in Ukulam, or potentially returning to his home city of Cordona in the elf state of Sovyrian. However, he recalled Duravor’s proposition, and seeing nothing to lose, contacted the itinerant dwarf to visit upon him and his Starfinder Society.

Most elves have four names: a personal or given name, a hidden or intimate name (usually known only to close family), an everyday name chosen by the elf, and a family name. Names are almost always polysyllabic, generally with an iambic meter and sometimes with an internal rhyme. But to confuse matters, elves can be named after ancestors or elven heroes of either sex, which leads to traditionally cross-gendered naming. This carries no particular stigma, as elves familiar with their own history recognize the allusions.
An elf rarely bothers mentioning more than his or her everyday name at informal introductions.