Alba Divenaar

Vyviane Isafira's page

663 posts. Organized Play character for Sedoriku.


Full Name

Vyviane 'the Every-halfling' Isafira

Race

| SP 56/56 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4; Ref +12; Will +7 (+2 vs. fear, +2 vs mind-affecting, pain, and charm) | Init: +8 | Perc: +16 (+20 to search), SM: +8

Classes/Levels

| Speed 40 ft | | Active conditions: none

Gender

Female CN Halfling Corporate Agent Operative (Spy) Commando 7

Size

Small

Age

41

Alignment

CN

Deity

Weydan

Strength 9
Dexterity 22
Constitution 12
Intelligence 14
Wisdom 12
Charisma 20

About Vyviane Isafira

SFS info:
===================
108507-704
Experience: 18 normal progression,
Slotted Faction Wayfinders
Wealth ???

Reputation 33 global reputation
Reputation with Acquisitives: 0
Reputation with Dataphiles: 1
Reputation with Exoguardians: 0
Reputation with Second Seekers (Ehu Hadif): 1
Reputation with Second Seekers (Luwazi Elsebo): 1
Reputation with Wayfinders: 30

===================
Character sheet:
===================
Halfling Corporate Agent Operative (Spy) Commando 7
CN Small Humanoid (Halfling)

Init: +8; Senses: Perception +16 (+20 when searching), Sense motive +8
===================
Defense
===================
KAC 26, EAC: 25

HP: 44; SP: 56

RP: 9

Fort: +4, Ref: +12, Will: +7 (+2 racial vs. Fear effects, +2 circ. vs. Mind-Affecting effects, Pain and Charm effects)

===================
Offense
===================
Speed: 40 ft.

Melee: +11 (1d4+2 S Sword Cane, Critical: Bleed 1d3)

Ranged: +12 (1d8+3 So Thunderstrike Sonic Pistol, Critical: Deafen, OR 1d6+3 E Static Arc Pistol, Critical: Arc 2)

===================
Statistics
===================
Str 9, Dex 22, Con 12, Int 14 (Halfling Admittance Boon,) Wis 12, Cha 20

Base Attack Bonus: +5;

Feats: Divine Blessing (Weydan), Weapon Focus (Small arms), Mobility

===================
Skills and Languages:
===================
Trained Skills (70 skill ranks, specialization, Operative’s edge)
*Acrobatics (7 ranks): +19
*Bluff (Specialization skill, 7 free ranks, Skill adept, Cunning): +20
*Culture (7 ranks): +15
*Computers (7 ranks): +15
*Diplomacy (7 ranks, theme knowledge): +18
*Disguise (Specialization skill, 7 free ranks, Skill adept): +18
*Engineering (7 ranks): +15
*Intimidate (7 ranks): +18
*Perception (7 ranks, keen senses, Broad spectrum scanning kit): +16, +20 to search
*Piloting (1 rank): +13
*Profession (Corporate Recruiter, Cha, 7 ranks): +20 (+24 to day job checks)
*Sense Motive (1 rank): +8
*Sleight of Hand (6 ranks, Cunning): +20
*Stealth (6 ranks, Sneaky): +20

Untrained skills
*Athletics (ACP): +1
*Survival: +4

Starship-Combat Version of Skills
Vyviane is more than happy to captain a ship!
Diplomacy: +18
Bluff: +20
Intimidate: +18

Languages: Common, Halfling, Vesk, Brethedan, Castrovelian, Kasathan, Shirren, Akitonian, Dwarven, Orcish

===================
Equipment:
===================
Weapons and Armor:
Sword Cane (Tactical, w/ 20 feet retractable titanium alloy cable), Thunder strike Sonic Pistol, Static Arc pistol (W/ called weapon fusion), Advanced Lashunta Tempweave, Rounds (Small Arm), 3 batteries,

Magic Items
Falcon Boots

Consumables
Field Rations (1 week),

Other Gear
1 Everyday outfits, 1 Professional outfit, 1 travel outfit, Comms unit personal, Common backpack, Hygiene kit, Disguise Kit, Professional kit, Engineering kit, Hacking kit, broad spectrum scanning kit, Ability Crystal (mk2, Dex; mk1, Cha)

Monetary
Credstick with credits on it.

Encumbrance
3 bulk w/ 6 light (4 bulk 6 light if carrying backpack) of 5 bulk encumbrance total

===================
Class Abilities:
===================
OPERATIVE’S EDGE (EX)
Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.

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. 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).

Chosen specialization: Spy
You can steal or adopt new identities as easily as most people change clothes, allowing you to infiltrate nearly any circle.

Associated Skills: Bluff and Disguise. When you use Bluff to make a trick attack, you gain a +4 bonus to the skill check.

TRICK ATTACK (EX)
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.

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 × your operative level + your Dexterity modifier. You cannot learn the same exploit more than once unless it specially says otherwise

UNCANNY AGILITY - 7th level
You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you

ARCHETYPE
COMMANDO
Replaces 4th, 6th and 12th level exploits as well as optionally 9th level 1d8 trick attack damage boost and 18th level exploit

COMMANDO CONDITIONING (Ex) - 4th Level
You have learned how to steel yourself against a specific type of hostile environment. Choose one conditioning style from those listed below. You gain a +2 insight bonus to saving throws against the types of effects listed in any conditioning styles you have selected from this archetype. This is your conditioning bonus. If your conditioning bonus would apply multiple times to a single saving throw, instead increase your conditioning bonus by +1 for every time after the first that it would apply.
Mental Fortress: Your conditioning bonus applies against mind-affecting effects.
Counter-Interrogation: Your conditioning bonus applies against charm and pain effects.

EXCEPTIONAL ENDURANCE (Ex) - 6th Level
Your field training makes you exceptionally tough. Choose an additional conditioning style. In addition, you add your class level to your total Stamina Points.

===================
Racial Abilities:
===================
SIZE AND TYPE
Halflings are Small humanoids with the halfling subtype.

HALFLING LUCK
Halflings receive a +1 racial bonus to all saving throws. This bonus increases to +3 against fear effects.

KEEN SENSES
Halflings receive a +2 racial bonus to Perception skill checks.

SNEAKY
Halflings receive a +2 racial bonus to Stealth checks. In addition, halflings reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10.

SURE-FOOTED
Halflings receive a +2 racial bonus to Acrobatics and Athletics skill checks.

CUNNING
Halflings have a reputation for larceny and guile, and sometimes this reputation is deserved. Halflings with this racial trait gain a +2 bonus to Bluff and Sleight of Hand checks, and Sleight of Hand is a class skill for them.

This replaces sure-footed.

===================
Theme Abilities:
===================
THEME KNOWLEDGE
You are deeply connected to the world of corporate culture, and know all the movers and shakers. When attempting a Profession or Culture check to recall knowledge about corporations and their executives, reduce the DC by 5. 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.

NETWORKING (6th Level)
If your corporate database doesn’t have a piece of information you are searching for, you probably know someone who does. It takes you only 10 minutes to attempt a Diplomacy check to gather information, as long as you have connection to a local infosphere or a quick way to communicate with contacts in a settlement that is at least technologically average (see Starfinder Core Rulebook 406). Additionally if you have access to a local infosphere, you can take 20 on a skill check to recall knowledge in half the normal time (typically 1 minute).

===================
Feats:
===================
DIVINE BLESSING (WEYDAN)
Weydan: Whenever you first arrive on a new planet, you can select an appearance for yourself when you are on that planet. This becomes your natural appearance when on that planet (though you can use Disguise to alter this new appearance normally). This new appearance must be of the same type and subtype as your race, but you can change any other details. Anyone attempting to recognize you based on some other appearance must succeed at a Perception check with a DC equal to 20 + 1-1/2 × your character level.

WEAPON FOCUS: SMALL ARMS
You gain a +1 bonus to attack rolls with the selected weapon type. If your base attack bonus is at least 3 lower than your character level, you gain a +2 bonus instead.

MOBILITY

SHOT ON THE RUN
You can move, make a ranged attack, and move again before your foes can react.

Prerequisites: Dex 15, Mobility, base attack bonus +4.

Benefit: As a full action, you can move up to your speed and make a single ranged attack at any point during your movement. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack with a ranged weapon (instead of only before).

===================
Operative Exploits:
===================
CONCEALED WEAPONRY (Ex)
You are adept at concealing your weapons and other items. Double your operative’s edge bonus to Sleight of Hand checks when attempting to hide a small object on your body. Additionally, you can draw a hidden weapon as quickly as a non-hidden weapon.

MASTER OF DISGUISE
You can take on the appearances of other creatures and even specific individuals. This functions as the quick disguise exploit, but the duration increases to 10 minutes per operative level. Alternatively, for 1 minute per operative level, you can take on the appearance of a specific individual that you have seen before. If you have heard the individual talk and can speak her language, you can also modulate your speech to match hers. This disguise is so convincing that creatures familiar with the individual must succeed at a Will saving throw before they can attempt a Perception check to pierce the disguise. You must have the quick disguise exploit to learn this exploit.
For ease of access, the quick disguise exploit and disguise self spell:

Spoiler:

QUICK DISGUISE
Once per day as a standard action, you can quickly change your appearance. This functions as disguise self and lasts for 1 minute per operative level. You can use this exploit an additional time per day at 6th level, and again at 10th level.

Disguise Self
You make yourself—and any clothing, armor, weapons, and equipment on you—look different. You can seem up to 1 foot shorter or taller, thin, fat, or in between. You can’t change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could merely add or obscure a minor feature, or you could look like an entirely different person or gender.

The spell does not provide the abilities or mannerisms of the chosen form nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you gain a +10 circumstance bonus to the Disguise check (since it counts as altering your form). A creature that interacts with you directly can attempt a Will saving throw to recognize your appearance as an illusion.


===================
Consumables & other tracking:
===================

Thunderstrike Sonic pistol charges 20/20
Static Arc pistol Charges 20/20
Batteries 3/3

Resolve 9/9

===================
Chronicles and Tracking:

===================
>>All Chronicles and Item Tracking Here<<

===================
Boon A: Legacy Heritage

The Chronicle!

===================
Boon B: Halfling Admittance 1-10, Earned by 705

The Chronicle!
This Chronicle offers no experience, credits, reputation or fame to Vyviane, She only gets access to the Halfling Admittance boon, increasing her Int to 14.

===================
Chronicle 1: Into the Unknown

Chronicle

Purchases, Sales:

Spoiler:
Bought
Sword Cane (Tactical, w/ 20 feet retractable cable, Pact worlds) 250 credits, +10
Semi-Auto Tactical Pistol 260
Called weapon fusion, 120
Second Skin Armor, 250
Rounds (Small Arm), 40
Serum of Healing Mk. 1, 50
Field Rations (1 week), 1
1 Everyday outfit, 1
1 Professional outfit, 5
1 travel outfit, 10
Comms unit, personal, 7
Common back pack, 3
Hygiene kit 3
Disguise Kit 20

Sold:
Serum of healing mk 1, 50

===================
Chronicle 2: 1-07 The Solar Sortie

Chronicle

Purchases, Sales:
None

===================
Chronicle 3: 1-16 Dreaming of the Future

Chronicle

Purchases, Sales:

Spoiler:
Bought
Static Arc Pistol
Sold
Tactical pistol

===================
Chronicle 4: 2-03 The Withering World

Chronicle
Purchases, Sales:
None

===================
Chronicle 5: 2-07 Four for the First

Chronicle
Purchases, Sales:
None

===================
Chronicle 6: 1-32 Acts of Association NANOCYTE PREGEN

Chronicle

NOTE: This chronicle was applied at level 2, EARNED CREDITS IS INCORRECT, 720 is the correct amount
Purchases, Sales:
None

===================
Chronicle 7: 3-09: Frozen Ambitions: Freeing the Herd

Chronicle

Purchases, Sales:

Spoiler:
Bought
Estex Suit II (2,700)
Professional Tool Kit (20)
Serum of Healing mk. 1 (50)

Sold
Second Skin (25)

===================
Chronicle 8: 3-13 Silence at Outpost 634

Chronicle

Purchases, Sales:
None

===================
Chronicle 9: 3-15: Frozen Ambitions: The Preluria Connection

Chronicle

Purchases, Sales:

Spoiler:
Bought
Mk 1 Ability Crystal (Dex, 1400)
Thunderstrike Sonic Pistol (2300)
Engineering Kit (20)
Hacking Kit (20)
Broad spectrum scanning Starfinder Armory Kit (200)

Sold
None

===================
Chronicle 10: 3-21 Frozen Ambition: Renewal’s Blight

Chronicle

Purchases, Sales:
None

===================
Chronicle 11: 3-11 Into the Veskarium

Chronicle

Purchases, Sales:
None

===================
Chronicle 12: 2-19 Truth Keepers

Chronicle

Purchases, Sales:
None

===================
Chronicle 13: 4-06 Combat’s Concerto: Prelude to Revolution

Chronicle pending

Purchases, Sales:

Spoiler:
Falcon Boots
Sold:
Nothing

===================
Chronicle 14: 3-04 The Vast Experiment: Falling into Deliverance

Chronicle

Purchases, Sales:
None

===================
Chronicle 15: 3-12 The Vast Experiment: First Flight

Chronicle

Purchases, Sales:
None

===================
Chronicle 16: One Shot: The Great Grav-Train Robbery

Chronicle

Purchases, Sales:
None

===================
Chronicle 17: 3-16 The Vast Experiment: Fast Choices

Chronicle

Purchases, Sales:

Spoiler:
bought
Advanced Lashunta Tempweave
Personal Upgrade (mk 1 to mk 2)
Mk1 Personal Upgrade
Sold:
Estex Suit II

===================
Chronicle 18: 1-25 The Beacon Code Dilemma

Chronicle

Purchases, Sales:

Spoiler:
Batteries, standard (3)
Mk.II Healing serum

===================
Chronicle 19: The Vast Experiment (Final)

Chronicle pending

Purchases, Sales:

Spoiler:
MkII Forcesoles (From Chronicle 14)
Turquoise Cube Aeon Stone

===================
Boons!:
===================
Boons Slotted this Adventure
===================
Ally: Dream Whispers
Faction: Wayfinders Champion
Personal: Legacy Heritage
Promotional:
Social:
Starship: Hero of the Stars
Slotless: Private Vault, Starfinder Insignia

All Boons

Spoiler:

WAYFINDERS CHAMPION (Faction Boon)
You’ve declared your allegiance to the Wayfinders and dedicate your missions to furthering the faction’s goals.
Prerequisites: Wayfinder Tier 0
Cost: 2 Fame
Benefit: This Faction boon allows the character to gain Reputation with the Wayfinders 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.

LEGACY HERITAGE (Personal Boon)
Benefit You belong to a species with a legacy that stretches into the long and obscured past of the Golarion system. You may play a character of an uncommon race, beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outline in the Starfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed below to all sessions in which you play this character as if access to this race selection were granted by the Additional Resources list.

HERO OF THE STARS (Starship Boon; Limited Use)
You defeated the dreaded Besmaran pirate ship, Lawblight, showcasing your determination during an intense starship combat.
BenefitThis boon activates anytime your starship is reduced to 0 or fewer Hull Points. Your starship immediately regains a number of Hull Points equal to its tier × 5. A starship can never regain more than 30 Hull Points in this manner. A starship can never have more than one of these boons attached to it. When this boon activates, cross it off your Chronicle sheet.

STARFINDER INSIGNIA (Slotless Boon)
Venture-Captain Arvin presented you with a commemorative insignia in gratitude for your services to the Starfinder Society.
Benefit Although it appears to be an ordinary medal showing the symbol of the Starfinder Society, this insignia can store as much information as a common tier-1 datapad. Unless told about this secret, a non-Starfinder must succeed at a DC 20 Perception or Sense Motive check to realize the insignia is a storage device. This insignia is worth 0 credits and cannot be sold.

DREAM WHISPERS (Ally Boon)
Benefit Because you researched its dreamspun tales, the Liavaran Dreamer known as Whisperer of Solar Winds has taken an interest in you. When you slot this boon, the Dreamer imparts some knowledge to you in the form of a cryptic comment that may prove helpful later in your mission. Once per adventure, anytime you miss an attack or fail a saving throw, you can call upon the Dreamer’s mysterious message. You immediately count your roll as being 2 higher, which may allow you to hit your target or to succeed on your save. If you roll a natural 1 on your attack or save, you cannot use this ability.

PRIVATE VAULT (Slotless Boon; Vanity)
Benefit The staff of the Communion Vaults takes note of your actions in helping to resolve Whisperer of Solar Winds’ dreamspun tales. The staff provide you with a reasonable space of your own within the Communion Vaults. This 20-by-20-foot square chamber can be used to store any major magical finds you’ve recovered or purchased during your travels. You can bring any number of creatures into this space whenever you like. While this chamber is mostly a personal accomplishment and an area you can show off to others, it does have one tangible benefit: the entire area within your vault is warded by a nondetection effect (caster level 10th).

ENVAR’S ATTENTION (Ally Boon):
Benefit During your mission to the space station Brilliance, you managed to impress Arch Energy’s notorious procurement officer, Envarr Tamm. How this influence will play out is not clear, but you have nevertheless ingratiated yourself with Envar Tamm—for good or for ill. You will be told if this boon is important to a future scenario prior to slotting your boons.

SOLAR POWERED WEAPON SYSTEM (Starship Boon)
Benefit The files you retrieved from Brilliance also included blueprints for experimental innovations by the Arch Energy Consortium. When you slot this starship boon, select a single weapon on your starship with the word “laser” in its title; you gain a +1 bonus to damage rolls with that weapon. A gunner can spend a Resolve Point prior to firing the selected weapon to increase the bonus to 4 for 1 round. A starship weapon can be improved only by a single copy of this boon, but copies of this boon can be applied to different weapons.

===================
Bot Me!:
===================
Vyviane has a bad habit of bluffing people out in combat. There has been more than one person tricked by her calls of “OMG, it’s the SecFor! Run!” or “Did you just imagine me naked? You letch!” She then takes the opportunity to shoot them in the legs or wherever presents itself.

[dice=Trick Attack, Bluff]1d20+24-20[/dice] [ooc ]=CR tricked[/ooc]

[dice=Boom, Holla, BOOM! (Thunderstrike pistol) vs. EAC]1d20+12[/dice]
[dice=Sonic Damage]1d8+3[/dice]
[ooc ]If hit, Off-target/Flat-footed for one round[/ooc]
[ooc ]Bluff Trick; Take 10 for 14 CR[/ooc]
[dice=Extra damage]4d8[/dice]

[dice=Little Zap-Zap (Static Arc-Pistol) vs. EAC]1d20+12[/dice]
[dice=Electric Damage]1d6+3[/dice]

[dice=Sword Cane vs. KAC]1d20+11[/dice]
[dice=Sashing Damage]1d4+1[/dice]

In ship combat, she has developed a love for the Captain’s chair, and fights tooth and nail for the honor. If she is outclassed on every front as a leader, she does, grudgingly, know how to fire a space gun or run a computer.

===================
NOTES/MEMOS:

===================
General avatar: Core rulebook Halfling
Avatar for Absalom: Hoop-earring red scarf Halfling fighter
Avatar for Aballon: Archeologist with dreads and glasses
Avatar for Ulmarid: Fire Hair Sarenrae
Gladiator-running, Envar Tamm-knowing personality: FRANCHESKA VON CHESCHA! (big frumpy purple hair, cloying perfume, clunky jewelry, shallow but cunning)
Izzil 4: Intimidating Halfling with the odd ponytail
Athaeum: Angela red hair image
Kalcijet 5: Halfling woman white headband triangle earrings
THIS PLANET Chronicle 10: Mediator middle aged woman
Ghorus Prime: Green haired Changeling with a surprised look
Vesk-2: Ceric of Geyron
Vesk-4: Hair twists, purple lips technomancer
Vesk-6: Duchess Anelisha (white haired witch with the eye liner)
Vesk-Prime: Graxus (male in plate armor)
Siygess-4: Alba Divenaar (partially grey-haired Dwarf with hair thingie)

HIRELING (Medicine, Cutlure and Survival) Amateur/Professional?: Kelvad, a Dromada who stays on the ship and doesn't physically join the group. +8

===================
Blank Chronicle form:

===================
Chronicle X: Blank form

[url= ] Chronicle [/ url]

Purchases, Sales:

Spoiler:
[url= Bought[/ url]

[url= Sold[/ url]

===================