Shirren

Ve'Shek's page

66 posts. Organized Play character for Dooser.


Full Name

Ve'Shek

Race

Shirren

Classes/Levels

Priest / 7th

Stats:
SP: 56/56, HP: 48/48, RP: 9/9 | EAC: 21, KAC: 21 | F: +6, R: +6, W: +11 | Init +8, BS, V30' | [dice=Telekinetic Projectile Spell]1d20+9[/dice] [dice=dmg]1d6[/dice][dice=Mystic Cure]1d8+5[/dice]

Gender

Male

Deity

Sarenrae

Languages

Aklo, Auran, Castrovelian, Celestial, Common, Ghibran, Eoxian, Kasatha, Sarcesian, Shirren, Vesk

About Ve'Shek

Stats:

Ve'Shek
Male Shirren Priest Mystic 7
LG Medium Humanoid (Shirren)
Initiative: +8; Senses: Blindsense (Vibration) 30 ft.; Perception +16
--------------------
Defense: SP: 56; HP: 48; RP: 9
Resistances: Electricity 5
--------------------
EAC: 21; KAC: 21
(Armor does 1d6 electricity damage when hit with melee weapon)
Fort: +6; Ref: +6; Will: +11
--------------------
Offense
--------------------
Speed: 30 ft.
Ranged: Pulsecaster Pistol +9 (1d4+3 E Nonlethal)
Ranged: Sonic pistol, Thunderstrike +9 (1d8+3 S, Deafen - Fort DC:15)

Mystic Spells Known: (CL: 7th; Ranged +9, 30')(Save DC: 16/17/18/19)
. . . 0 Level (at will)(6 Known)
Detect Affliction
Detect Magic
Psychokinetic Hand
Stabilize
Telekinetic Projectile (1D6 Dmg),
Token Spell
. . . 1st Level (4+2/day)(+1 Bonus)(5 Known)
(___)(___)(___)(___)(___)(___)(___)Detect Radiation
(___)(___)(___)(___)(___)(___)(___)Life Bubble (1 Creature/Lvl for 1 Day/Lvl),
(___)(___)(___)(___)(___)(___)(___)Mind Thrust (2D10 Dmg),
(___)(___)(___)(___)(___)(___)(___)Mystic Cure(1D8+6 HP),(Bonus)
(___)(___)(___)(___)(___)(___)(___)Lesser Remove Condition
(___)(___)(___)(___)(___)(___)(___)Reflecting Armor
. . . 2nd Level (4+2/day)(+1 Bonus)(4 Known)
(___)(___)(___)(___)(___)(___)(___)Force Blast (2d6 Dmg)
(___)(___)(___)(___)(___)(___)(___)Hurl Forcedisk (3d6 Dmg)
(___)(___)(___)(___)(___)(___)(___)Lesser Restoration
(___)(___)(___)(___)(___)(___)(___)Mystic Cure(3D8+6 HP),(Bonus)
(___)(___)(___)(___)(___)(___)(___)See Invisibility
. . . 3rd Level (2+1/day)(+1 Bonus)(2 Known)
(___)(___)(___)(___)Remove Affliction (Bonus)
(___)(___)(___)(___)Dispel Magic
(___)(___)(___)(___)Slow

--------------------
Statistics
--------------------
Str: 10 (+0); Dex: 18 (+4); Con: 14 (+2); Int: 14 (+2); Wis: 22 (+6); Cha: 9 (-1)

Skills: Acrobatics +4, Athletics 0, Bluff -1, Computers +6 (4 Ranks), Culture +14 (7 Ranks), Diplomacy +10 (6 Ranks), Disguise -1, Intimidate 2, Life Science +10 (5 Ranks), Medicine +14 (7 Ranks), Mysticism +18 (7 Ranks), Perception +16 (7 Ranks), Physical Science +7 (4 Ranks), Piloting +4, Profession (Botanist) +21 (7 Ranks), Sense Motive +9 (1 Rank), Stealth +4, Survival +10 (1 Rank);
(Reduce the DCs of Culture and Mysticism checks by 5 when recalling knowledge about religious traditions, religious symbols, and famous religious leaders)

Class Features:
Communalism (1/Day within 10' of Ally, roll attack or skill check twice & take better)
Connection - Healer (Enemy Save DC: 19 or Skill DC: 26)
Channel Skill +2 (Insight to Medicine & Mysticism)
Healing Channel: Spend 1 RP to heal self as Move, heal ally touched as standard or heal all allies within 30' as full action. (Heals 6d8 HP)
Healing Touch: 1/day spend 10 min to heal ally 5 HP/Lvl.
Healer's Bond: As a standard action, you can form a bond with up to three allies, allowing you to constantly sense their condition as per the status spell. This bond lasts until dispelled or until you create a new healer’s bond, which immediately ends the previous one. At 11th level, when you gain the telepathic bond class feature, you also gain the effects of status on all creatures linked by your telepathic bond. You are aware of the direction of and distance to the creatures and any conditions or states affecting them: confused, diseased, dying, nauseated, panicked, poisoned, staggered, stunned, unconscious, unharmed, wounded and out of Stamina points, and the like. Once the spell has been cast upon the targets, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence.
Lifelink: At the start of each turn, you can choose an ally within 30 feet who has taken Hit Point damage and transfer her wounds to yourself, dealing an amount of damage up to your mystic level to your Hit Points (bypassing any Stamina Points you may have) and healing the ally’s Hit Points an equal amount. This doesn’t require any action on your part. You can’t prevent or reduce the damage you take from lifelink.

Proficiencies Light Armor, Basic Melee Weapons, Small Arms.

Feats: Harm Undead, Weapon Specialization, Improved Initiative,

Languages: Auran, Castrovelian, Celestial, Common, Eoxian, Kasatha, Sarcesian, Shirren, Vesk; Limited Telepathy 30 ft.

Other Abilities: Lifelink (At start of turn, choose ally within 30' & transfer up to Lvl HP Dmg to you & heal them.), Mindlink.

Combat Gear: Mk I Serum of Healing, Ysoki Refractor Suit with Jump Jets (8/10) & Mk 1 Electrostatic Field, Pulsecaster Pistol with 1 battery (20 charges), Sonic Pistol, Thunderstrike with 1 battery (19/20 charges);

Other Gear: Field Rations (1 week), Hygiene Kit, Industrial Backpack, Personal Comm Unit, Professional's Tools, Basic Medkit, Hacking Kit, Trapsmith Tools, Bag of (20) Ball Bearings, Professional's Clothes, Personal Upgrade Mk1, Advanced Medkit, Extra Battery (20 Ch), Black Nanite Hypopen - Lesser restoration, Purple Nanite Hypopen - Remove condition, Ring of Resistance Mk 2, Credstick (4,614 credits)

Figurine of Wonderous Power - Obsidian Electrovore
ELECTROVORE CR 2
XP 600
N Small magical beast
Init +4; Senses darkvision 60 ft., low-light vision;
Perception +12
DEFENSE HP 23 RP 1
EAC 14; KAC 14
Fort +3; Ref +7; Will +1
Immunities electricity
OFFENSE
Speed 30 ft., fly 30 ft. (Ex, average)
Melee tail slap +9 (1d4+3 B; critical siphon)
Offensive Abilities electrical discharge (1d6+2 E plus
staggered, Reflex DC 13 half)
STATISTICS
Str +1; Dex +4; Con +1; Int –4; Wis +2; Cha –1
Skills Acrobatics +7, Athletics +7, Stealth +12, Survival +12
ECOLOGY
Environment any
Organization solitary, pair, nest (3–12), or colony (13+)
SPECIAL ABILITIES
Electrical Discharge (Ex) As a standard action, an
electrovore can spend 1 Resolve Point to discharge some
of its stored electrical energy as a powerful attack. All
creatures within 10 feet of the electrovore take 1d6+2
electricity damage and are staggered for 1 round. A
target can attempt a DC 13 Reflex save to take half this
damage and negate the staggered effect.
Siphon (Ex) Whenever an electrovore scores a critical
hit against a living creature, a construct with the
technological subtype, or a technological piece of gear,
it siphons off a portion of the target’s electrical energy.
This restores 1 Resolve Point (up to its maximum of 3).

Boons:

Slotted:
Promotional Boon: T-shirt Reroll
Faction Boon: Exo-Guardians Champion - Tier 3 (30)
Personal Boon: Sudden Attunement
Ally Boon: Collector and Examiner (aberration, fey or ooze) gain an insight bonus to Engineering, Life Science and Mysticism checks to identify creatures corresponding to creatures of the types you have collected. (+1 Fey)
Social Boon: Yaressa's Wisdom gain +1 bonus to all skill checks to recall knowledge. +2 to influence followers of Yaressa. 1/Adventure reroll knowledge check.
Starship Boon: Drift Maven
Slotless Boon: Marked Field Agent
Slotless Boon: Triunite Technotheurgy
Slotless Boon: Star Sugar Heartlove!!!

Exo-Guardians Champion (Faction Boon):

Spoiler:
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.

[__][__][__]Faction's Friend (Social Boon, Limited Use):

Spoiler:
By assisting various factions of the Starfinder Society, you have proven yourself as a dependable asset. By slotting this boon, if you would fail to earn Fame at the end of an adventure by failing to fulfill a success condition, you can check one of the boxes on this boon. Doing so reminds your current championed faction of your past exploits, and you still earn 1 reputation (but no Fame) with tht faction as if you had successfully fulfilled the condition. You can use this boon only if you would also gain at least 1 XP for completing the adventure.

Marked Field Agent (Slotless Boon):

Spoiler:
Having met the amalgam of intelligences known as Guidance, you have successfully completed your induction into the Starfinder Society. The Society offered you a subdermal implant as part of your commencement.

[__]Star Sugar Heartlove!!! (Slotless Boon, Limited Use):

Spoiler:
During your commencment missions, you had the chance to pick up your own copy of the latest album from sugar-pop sensation Strawberry Machine Cake. This album is already a Pact Workds hit and has quadrupled in price. You can resell the album for 200 credits prior to the start of your next adventure. If you sell the album, cross this boon off your Chronicle sheet. Alternatively, you can decide to keep the album, which might somehow prove useful in the future.

[__][__][__]Contractor's Respect (Social Boon, Limited Use):

Spoiler:
By successfully completing a mission to investigate an abandoned outpost in Near Space, you also earned the esteem of a prominent organization within the Pact Worlds. You can call upon the resources of this organization by slotting this boon. The organization loans you a set of armor or a nonconsumable weapon (but fully loaded with conventional ammunition) for the duration of the adventure. The loaned equipment must have an item level equal to or less than your character level +1, up to a maximum item level of 8. The item must be returned to the organization at the end of the adventure. Whenever you slot this boon, you must check one of the boxes.
This boon might have additional uses based on the organization you have influenced. How this influence will play out in the future is not yet clear. You will be told if this boon is important to a future scenario prior to slotting this boon, as your preferred standing with this organization. For tracking purposes, the name of the hiring organization is: Church of Desna.

Star Monster Slayer (Starship Boon):

Spoiler:
You defeated a spacefaring monster known as a Besmaran whelp. Since this battle, you've mastered the art of battling against living starship-sized enemies when operating a starship of your own. While this boon is slotted, you gain +2 bonus to all skill checks made in a starship combat against an enemy living starship. Any of your fellow crewmates who don't have this boon slotted instead gain +1 bonus to thier skill checks against enemy living starships-the direct result of your guidance during the battle.

Allies in the Aeon Empire (Ally Boon):

Spoiler:
During your mission to Wealdriad, you met with a group of shatoris from the Azlanti Star Empire. This group performed research outside of the Empire's purview, but they regularly operate within the Empire's borders. You can slot this boon at any point while operating with the Azlanti Star Empire to be able to make purchases following al of the normal rules for purchasing items. In addition, this boon might have other benefits in scenarios related to the Azlanti Star Empire, which your GM will make you aware of prior to slotting boons.