Meyanda

Xera Driftspeaker's page

329 posts. Alias of Peet.


Full Name

Xera Driftspeaker

Gender

Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

Size

Medium

Age

12

Alignment

CG

Deity

Besmara

Languages

Common, Azlanti, Vercite, Celestial

About Xera Driftspeaker

Race: Android
Theme: Ace Pilot
Class: Mystic
Connection: Star Shaman

The Story of Xera:
Xera was born a slave in the Azlanti Star Empire. She worked in the military shipyards above the planet Kolos-7, where androids were used for work on the exteriors of spacecraft thanks to their ability to survive in a vacuum. But while outside the ships of the great starships, she would look outwards to the stars, and it was if the stars were speaking to her. Telling her to be free.

Gradually Xera realized the stars were speaking to her, though not with words. She suddenly found that she was aware of things she had never noticed before, and was inspired by certain things. She saw that the universe was pervaded with mystical energy, and that she could command it in certain ways. She could concentrate the life energy in an individual, causing wounds to heal. She could concentrate the energy in her voice, causing others to obey simple commands. She could even project energy that seemed to come from the stars themselves. And she could see the way that spacecraft moved through the void, and knew somehow that she would be able to pilot these ships without proper training.

No one can own the stars. The stars represented freedom. And they called to her.

When she revealed her ability to the other slaves, many were amazed and agreed that she must be chosen somehow. She convinced a group of other slaves to work together to escape.

She used her powers to force guards to drop their weapons, which were quickly snatched up by her fellow escapees. They killed guards and took weapons, code keys, and gear, and the movement grew. Then, they opened an airlock and left the space station they had been born in, drifting through vacuum. Androids were able to survive in space without the need for air. Xera was able to guide the androids to the airlock of a ship that was almost ready for flight - a small courier ship with an advanced drift engine. The androids opened the airlock and took the ship by force. Though many died, soon they were blasting free of the shipyard and into space, running past many patrolling Azlanti fighters. The courier ship took a beating but managed to escape into the drift.

Not knowing where to go from there, Xera followed the strongest drift beacon she could find. This led her to the Pact World system.

Once there, they were met by a Vercite ship and guided to Skydock where the Android refugees were able to claim asylum. They sold the battered hulk of their courier ship and divided the shares. Many settled on Verces, fascinated with life on an actual planet, the first any of them had ever seen. Others found employment at Skydock, or at Absalom station, their skills valuable for the shipyards there.

But Xera knew she had to return to space. Only among the stars could she truly be free, and other androids still lived in far flung worlds as slaves. Millions of them. If she could free some androids once, she could do it again. But she couldn't do it alone; she needed allies, allies that shared her hatred of slavery and were willing and able to go into space. She began to look around Absalom station for such potential friends.

Appearance:
Xera looks much like most female androids do; a healthy-looking but fairly bland figure and features, with greyish skin covered with faintly glowing lines of circuitry. Her long lavender hair is shaved on the sides of her head and she rarely smiles.

Her attire is practical but somewhat slovenly, and she normally wears a battered armored jacket, boots, gauntlets, and her prized possession is a helmet painted by hand; black with a big silver skull and crossbones on the front.

Personality:
Like most androids, Xera is rational and has little in the way of feelings. But she knows that reason is merely a tool to achieve an end, just as strength is a tool for moving objects manually and skill is a tool that allows you to perform specific tasks more effectively. Her reason is used by her as a tool towards one end: the liberation of other androids.

She takes the long view towards this end, knowing that she must gather allies and resources and information. She plans this like a military campaign, knowing that she needs to gather assets to be successful. While she often sees others as tools for her goals (something that seems perfectly rational to her), she has goodwill towards those that help or do not oppose her and shows appreciation for that which is done for her. She lacks the ability to manipulate others through charm and instead wishes to keep a balance of favors owed in her favor.

But she also realizes that fierceness is required of her, and she can feel the strength of her purpose like the warm hum of an engine when she enters battle. She is ruthless and aggressive in combat, confident in the skills she has been given. She does not fight for honor, glory, or wealth, but rather to win. Other androids think she is needlessly reckless, especially when flying a spacecraft, but when she grips that control stick and points her ship towards the enemy she feels the presence of the divine.

Vitals

STR 10 DEX 18 CON 10 INT 13 WIS 14 CHA 8

HP: 16
Stamina: 12
Resolve: 3
EAC: 16, KAC: 17
Base Saves:
Fort: +0, Reflex: +0, Will: +3
With Scores & Items:
Fort: +0, Reflex: +4, Will: +5
Attack Bonus: +1
Initiative: +4

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

Combat

Small Arms (+0 BAB, +2 DEX):
Tactical Semi-Auto Pistol: +5, 1d6 P, range 30 ft., 9 rounds, usage 1, bulk L, Analog
Azimuth Laser Pistol: +5, 1d4F, range 80 ft., Crit: burn 1d4, 20 charges, usage 1, Bulk L

Basic Weapons (+0 BAB, +0 STR):
Club: +1, 1d6 B Archaic
Tactical Baton: +5, 1d4B, Bulk L, Analog, Operative

Combat Gear:
105 cr Needler Pistol
_20 cr 25 Darts
750 cr Freebooter Armor I
__0 cr Club
found azimuth laser pistol w/ 15 charges
found tactical semi-automatic pistol
found 30 rounds of small arms ammunition
found tactical baton

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

Special Abilities

Race Abilities:
* Constructed: +2 to saves vs. disease, mind-affecting, poison, and sleep, unless they target constructs. No penalty to being in a vacuum.
* Exceptional Vision: Low-light and darkvision 60'.
* Flat Affect: -2 to sense motive. +2 to the DC of sense motive used against her.
* Upgrade Slot: single armor upgrade slot in body.

Theme Abilities:
* Theme Knowledge: reduce Culture DC to recall knowledge about starship and vehicle models and parts and famous pilots by 5. +1 Piloting.

Connection Powers:
* Walk the Void: Immune to harmful effects of outer space and vacuum. Fly speed of 20 when in space. Can determine precise location whenever stars are visible. Piloting is a class skill.
* Mindlink (Sp) You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.
* Channel Skill (Su): +1 Insight to Piloting & Perception

Healing touch: Heal by touch 10 HP once per day (10 minute ritual).

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

Magic:

Spells per day:
1st level (DC 14): 3

Spells Known:
0th level (5): detect magic, detect affliction, stabilize, telepathic message, token spell
1st level (3 + C): command, detect thoughts, mystic cure, shooting stars (C) (as magic missile)

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

Feats:
1: Spell Focus (+1 Save DC for spells)

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

Skills (6+INT x 2 = 14 ranks):

Mystic Class Skills are: Bluff, Culture, Diplomacy, Disguise, Intimidate, Life Science, Medicine, Perception, Profession, Sense Motive, Survival (connection adds Piloting)

Bluff: +3 (1 rank, -1 CHA, +3 Class) (enemies get -2 on sense motive checks against me)
Culture: +5 (1 rank, +1 INT, +3 Class)
Engineering: +2 (1 rank, +1 INT)
Life Science: +5 (1 rank, +1 INT, +3 Class)
Medicine: +5 (1 rank, +1 INT, +3 Class)
Mysticism: +7 (2 rank, +2 WIS, +3 Class)
Perception: +8 (2 rank, +2 WIS, +3 Class, +1 Insight)
Piloting: +11 (2 rank, +4 DEX, +3 Class, +1 Theme, +1 Insight)
Sense Motive: +5 (2 rank, +2 WIS, +3 Class, -2 Race)
Survival: +6 (1 rank, +2 WIS, +3 Class)

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

Implants
Hand: Starfinder Society Subdermal Graft

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

Gear:
(1,000 credits starting cash, bulk 5 capacity)

__1 cr Field Rations 1 week (Bulk 1)
_25 cr Industrial Backpack (Bulk 1) +1 Bulk capacity
__1 cr Everyday Clothing (Bulk L)
__3 cr Hygiene Kit (Bulk 1)
__3 cr Starstone Compass (Bulk L) +2 to pilot courses in Pact World System
_50 cr Medpatch (Bulk L) +10 to untrained check to Medicine
__7 cr Personal Comm unit (Bulk L) lasts 80 hours.

___
_90 cr total

Plus 875 cr combat gear = 965 cr

35 cr remaining, Total Bulk 4 + 7 L (Bulk Capacity 6)
Gained 500 credits and 100 UPBs.

Level 10 version:

Ability Scores
Base (Race+Theme)
STR 10 DEX 13 CON 10 INT 12 WIS 10 CHA 08
With 10 points:
STR 10 DEX 18 CON 10 INT 13 WIS 14 CHA 08
With two level ability increases:
STR 10 DEX 18 CON 14 INT 17 WIS 18 CHA 08
With Score Enhancer Items
STR 10 DEX 24 CON 14 INT 17 WIS 20 CHA 08

Vitals

HP: 64
Stamina: 80
Resolve: 11
EAC: 28, KAC: 29
Base Saves:
Fort: +3, Reflex: +3, Will: +7
With Scores & Items:
Fort: +6, Reflex: +10, Will: +12
Attack Bonus: +7
Initiative: +10

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

Combat

Small Arms & Longarms (+7 BAB, +7 DEX):
Holy Red Star Plasma Rifle +14, 1d10+10 E&P, range 40 ft., Crit: burn 1d4, 40 charges, usage 4, bulk 2, line, unwieldy

Basic Weapons, Operative (+7 BAB, +7 DEX):
Survival Knife: +14, 1d4+5 Slashing

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

Special Abilities

Race Abilities:
* Constructed: +2 to saves vs. disease, mind-affecting, poison, and sleep, unless they target constructs. No penalty to being in a vacuum.
* Exceptional Vision: Low-light and darkvision 60'.
* Flat Affect: -2 to sense motive. +2 to the DC of sense motive used against her.
* Upgrade Slot: single armor upgrade slot in body.

Theme Abilities:
* Theme Knowledge: reduce Culture DC to recall knowledge about starship and vehicle models and parts and famous pilots by 5. +1 Piloting.
* Lone Wolf: Half Piloting ranks count as skill in any other skill check during starship combat and to repair or maintain starships.

Connection Powers:
* Walk the Void: Immune to harmful effects of outer space and vacuum. Fly speed of 20 when in space. Can determine precise location whenever stars are visible. Piloting is a class skill.
* Starlight Form (10 minutes/day): Shine light in 30 foot radius and gain concealment. Creatures adjacent must make a fort save or be blinded for 1 round.
* Stargazer 2/day: If outdoors and the stars are visible, reroll a failed check.
* Starflight: Gain Fly 60' while in starlight form

Healing touch: Heal by touch 50 HP once per day (10 minute ritual).

Channel Skill: +3 to Perception and Piloting

Mindlink: as spell, at will but only once per day per target.

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

Magic:

Spells per day:
1st level: 7
2nd level: 5
3rd level: 4
4th level: 3

Spells Known:
0th level (6): detect magic, detect affliction, psychokinetic hand, stabilize, telepathic message, token spell
1st level (5 + C) DC 17: command, keen senses, life bubble, reflecting armor, shooting stars (C) (as magic missile), wisp ally
2nd level (5 + C) DC 18: darkvision (C), hold person, lesser restoration, remove condition, see invisibility, status
3rd level (4 + C) DC 19 dispel magic, irradiate (C), mystic cure, remove affliction, synaptic pulse
4th level (2 + C) DC 20: mind thrust, restoration, remove radioactivity (C),

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

Feats:
1: Spell Focus
3: Weapon Proficiency: Longarms
3 (Bonus): Weapon Specialization: Small Arms
3 (Bonus): Weapon Specialization: Basic Melee Weapons
5: Versatile Specialization
7: Sky Jockey (+10 fly speed for vehicles and items, +1 speed for ships)
9: Improved Initiative (+4)
11: Toughness

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

Skills (80 ranks):

Mystic Class Skills are: Bluff, Culture, Diplomacy, Disguise, Intimidate, Life Science, Medicine, Perception, Profession, Sense Motive, Survival (connection adds Piloting)

Acrobatics: +17 (10 rank, +7 DEX)
Culture: +13 (7 rank, +3 INT, +3 Class)
Engineering: +14 (10 rank, +3 INT)
Life Science: +7 (1 Rank, +3 INT, +3 Class)
Medicine: +7 (1 rank, +3 INT, +3 Class)
Mysticism: +18 (10 rank, +5 WIS, +3 Class)
Perception: +21 (10 rank, +5 WIS, +3 Class, +3 Connection) Or +23 for sight- and hearing-based checks (+2 Cybertech)
Piloting: +24 (10 rank, +7 DEX, +3 Class, +1 Theme, +3 Connection)
Sense Motive: +16 (10 rank, +5 WIS, +3 Class, -2 Race)
Stealth: +17 (10 rank, +7 DEX)
Survival: +9 (1 rank, +5 WIS, +3 Class)

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

Gear:
(66,000 credits starting cash, bulk 5 capacity)

Ability Crystals:
_1,400 Ability Crystal (WIS +2)
_6,500 Ability Crystal (DEX +4)

7,900

Armor:
16,900 Freebooter Armor III (EAC +12, KAC +13, Max DEX +6, 3 slots, Bulk L)
_7,500 Deflective Reinforcement DR 5/-, Slots 1, Bulk 1
_3,600 Thermal Capacitor MK I Resist Cold, Fire 5, Slots 1, Bulk -

28,000 + 7,900 =
35,900

Cybernetics & Biotech
_2,825 Wide Spectrum Ocular Implant
_2,150 Tympanal Cluster
_8,800 Speed Suspension

13,775 + 35,900 =
49,675

Weapons:
____95 Survival Knife 1d4S Analog, Operative, Bulk L
_1,040 Holy Property on:
_4,600 Red Star Plasma Rifle 1d10 E&F 40 ft. Burn 1d4 40 charges, usage 4, bulk 2, Line, unwieldy
_1,320 4 x High Capacity Batteries (40 charges each)

_7,055 + 49,675
56,730, Bulk 3