Alien

Vreelin's page

28 posts. Organized Play character for AFlashInTime.


Race

Quorlu

Classes/Levels

Diplomat Envoy 1; SP 7/7, HP 12/12, RP 4/4, EAC/KAC 10/11, Resist: Fire 5, F +1, R +1, W +1, Per +6, Init +3; Ammo

Spoiler:
20/20, Spare Battery 20/20, Spare Battery2 20/20

Gender

Male

Size

M

About Vreelin

Reelin, 1st level Envoy (Diplomat) Starfinder Society #: 8601-711

Faction: SS(J) HP/SP: 7/12 Move: 25 feet (base) Senses: Darvision (60), Low-light
Init: +3 (-1 Dex, +4 feat) Race: Quorlu Resolve points: 4 Home world: Absalom Station
EAC: 10 (10, +1 Armor, -1 Dex) KAC: 11 (10, +2 armor, -1 Dex) Resistances: Fire (5)
Alignment: NG BAB: +0 Religion: Shelyn
Age: 25 Height: 4’5” Weight: 340 lbs
Languages: Common, Quorlu, Castrovelian, Ysoki

Abilities:
• Str: 10 (+0) (0)
• Dex: 8 (-1) (-2 racial)
• Con: 12 (+1) (+1 racial)
• Int: 13 (+1) (3)
• Wis: 14 (+2) (4)
• Cha: 16 (+3) (3, +2 racial, +1 theme)

Saves: Quorlus gain a +2 racial bonus to saving throws against bleed, disease, and poison effects, and they can’t benefit from drugs, medicinals, or similar nonmagical substances. In addition, quorlus don’t breathe or suffer the normal environmental effects of being in a vacuum.
• Fort: +1 (+1 Con, +0 class)
• Ref: +1 (-1 Dex, +2 class)
• Will: +4 (+2 Wis, +2 class)

Skills (9):
• Bluff +7 (1 rank, +3 class, +3 Cha)
• Computers +5 (1 rank, +3 class, +1 Int)
• Culture +5 (1 rank, +3 class, +1 Int)
• Diplomacy +7 (1 rank, +3 class, +3 Cha)
• Disguise +7 (1 rank, +3 class, +3 Cha)*
◦ *+1d6 expertise
• Perception +6 (1 rank, +3 class, +2 Wis)
• Profession (musician) +11 (1 rank, +3 class, +3 Cha, +4 tool kit)
• Sense Motive +6 (1 rank, +3 class, +2 Wis)
◦ *+1d6 expertise
• Sleight of hand +3 (1 rank, +3 class, -1 Dex)

Feats/Theme:
• Improved Initiative (1st level)
• Diplomat (Theme) – You believe a truthful statement contains deceptions or that a lie is a truthful state only when you fail a Sense Motive check to detect a deception by 10 or more. Diplomacy 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 Diplomacy checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Equipment/attacks:
• Azimuth laser pistol -1 (+0 BAB, -1 Dex), 1d4F, 80 ft, 20 charges (1 charge/shot), Burn 1d4, N/A
• Tactical baton +0 (+0 BAB, +0 Str), 1d4B, N/A, N/A, N/A, N/A, Analog

Racial Abilities:
• Size and Type
◦ Quorlus are Medium monstrous humanoids.
• Endothermic
◦ A quorlu has resistance 5 to fire that stacks with one other source of fire resistance.
• Lithic
◦ Quorlus gain a +2 racial bonus to saving throws against bleed, disease, and poison effects, and they can’t benefit from drugs, medicinals, or similar nonmagical substances. In addition, quorlus don’t breathe or suffer the normal environmental effects of being in a vacuum.
• Multiarmed (3)
◦ The creature has the number of arms listed. This allows it to wield and hold up to that many hands’ worth of weapons and equipment. While this increases the number of items it can have at the ready, it doesn’t increase the number of attacks it can make during combat.
• Ponderous
◦ Quorlus have a land speed of 25 feet.
• Stable
◦ A quorlu gains a +4 racial bonus to AC against combat maneuvers to bull rush, reposition, or trip.
• Quorlu Senses
◦ Quorlus have darkvision with a range of 60 feet and lowlight vision.
• Susceptible to Cold
◦ When a quorlu takes cold damage, it becomes fatigued for 1 round. This effect doesn’t cause a fatigued quorlu to become exhausted.
• Tunneler
◦ A quorlu can dig through soil at a rate of 5 feet per minute. A quorlu can use this ability combined with its internal heat to dig through stone at a rate of 1 foot per minute. When it digs, a quorlu can leave a tunnel behind.
• Unflankable
◦ Flanking the creature does not grant any bonuses, and abilities that function only against a creature that is flanked do not function against it.

Class Abilities:
• Envoy Improvisations
◦ 1st: Inspiring Boost (heals 5 stamina to ally within 30 feet)

Total carried: Bulk:
• Azimuth laser pistol (worn: belt) L
• Tactical Baton (worn: belt) L
• Industrial Backpack (worn) L
◦ Travel clothes L
◦ Everyday clothes L
◦ Serum of healing mk 1 L
◦ Serum of healing mk 1 L
◦ Battery, spare L
◦ Field rations (1 week) 1
◦ Tool kit, professional L20
◦ Tool kit, disguise L20
◦ Tool kit, hacking L20
• Everyday clothes (worn) L
• Second skin armor (worn under clothes) L

Total Bulk Carried: 2 (5L)
With backpack, can effectively carry bulk as Str. 12