Metweska

Xoni Scarlex's page

144 posts. Organized Play character for Clebsch73.


Classes/Levels

mercenary soldier 1

Gender

LG Female Kasatha Mercenary Soldier 1 | SP 16/16 HP 18/18 RP 4/4 | EAC 15 KAC 17 | F +4 R +3 W +4 | Init +2 Perc +1

About Xoni Scarlex

# 105836-707

Background:
Xoni Scarlex was trained to be a soldier while she was growing up on the Idari. When it came time to do her walkabout at the Tempering, she decided to visit all the Pact Worlds she could. She got to all of them except Apostae and Aucturn. While she was on Akiton, she met Tnosi Zyre, a Kasatha who had moved to Akiton to try to fulfill a family goal of living on Akiton as promised by the witchwyrds. After her walkabout, she returned and eventually married Tnosi and settled with him. A small community of mostly Kasathans were trying to develop ways to farm land near the equator. It was hard but rewarding work and they started a family.

Then tragedy struck. A group of bandits raided the community and Xoni's husband was killed, as were a number of other important community leaders. After struggling to make the farms productive for a few more years, they finally decided it was time to move on and look for another place to live. They moved to a poor section of Absalom Station and looked for ways to make enough money to start a new enterprise on another Pact World.

Since Xoni's training was in fighting, she explored what her prospects would be in being a mercenary. She recoiled, however, at the prospect of having to kill someone just because the person who was providing her paycheck ordered her to, so she tried to only take jobs that seemed to be honorable assignments. Eventually, she was enticed by the Exo-Guardian faction of the Starfinder Society. Her plan is to save her income from Starfinder assignments to save up for her family and community.

Appearance: Golden-tan skin with turquoise blue spirals along her forehead. Height: 6 ft 10 In, Weight: 180 lb, age 40. By Kasatha standards, she is neither particularly attractive or unattractive. She is strong and graceful, as one would expect for a skilled fighter. She decorates her armor with colorful bits of flare, mementos of past travels and a few decorations created by her children.

Xoni Scarlex
Female Kasatha mercenary soldier 1 1
Init +2 Perception +1 (darkvision 60 ft armor via armor upgrade)

DEFENSE SP 16 HP 18 RP 4
EAC
15 KAC 17
Fort +4 Ref +3 Will +4

Dicebots:

[dice=Initiative]1d20 + 2[/dice]
[dice=Perception]1d20 + 1[/dice]
[dice=Fortitude]1d20 + 4[/dice]
[dice=Reflex]1d20 + 3[/dice]
[dice=Will]1d20 + 4[/dice]

OFFENSE
Speed
30 ft. (25 ft in armor)
Melee tactical doshko +6 (1d12+4 P; analog, unwieldy) or Tactical Starknife +5 (1d4+4 P; analog)
Ranged Tremor Boomer Rifle +4 (1d8 So, Range 40, Crit: Deafen DC 13, analog) or Tactical Starknife +4 (1d4+4 P; analog, thrown, range 20) or Frag Grenade I +4 (explode [15 ft., 1d6 P, DC 13], range 20) or Stickybomb grenade (explode (entangled 2d4 rounds; 10 ft.) or Cestus Pistol, tactical +4 (1d4 p, Conceal punch gun)
Ammo: Tremor Boomer Rifle: 12/12, plus 10 for reloading, 3 shells per use)

Offensive Abilities primary fighting style (Hit-and-Run)

Combat Dicebots:
[dice=Tactical Doshko vs KAC]1d20 + 6[/dice]
[dice=Damage, P]1d12 + 4[/dice]
[dice=Tactical Boomer Rifle]1d20 + 4[/dice] (Range 40)
[dice=Boomer rifle damage, So]1d8[/dice]
Critical: The target must succeed at a DC 13 Fortitude saving throw or be deafened for [dice]1d4[/dice] minutes.
[dice=Starknife melee, vs. KAC]1d20 + 5[/dice]
[dice=Damage, P]1d4 + 4[/dice]
[dice=Starknife, thrown vs. KAC]1d20 + 4[/dice]
[dice=Damage, P]1d4 + 4[/dice] Range 20 ft.
[dice=Trailblazer Azimuth Laser Pistol vs EAC]1d20 + 4[/dice]
[dice=Damage, F]1d4[/dice] range 80 ft.
[dice=Critical, burn, F]1d4[/dice]
[dice=Frag Grenade I vs. AC 5]1d20 + 4[/dice]
[dice=Damage all within 15 ft., P]1d6[/dice]
Reflex DC 12 for half damage
[dice=Cestus Pistol vs KAC]1d20 + 4[/dice] (range: reach, does not provoke AOO)
[dice=Damage, p]1d4[/dice]

STATISTICS
Str
16 (+3) Dex 14 (+2) Con 12 (+1) Int 8 (-1) Wis 12 (+1) Cha 10 (+0)
BAB +2
Skills Acrobatics +6*, Athletics +8* Medicine +3, Piloting +8 (1 rank), Profession (Mercenary) Wis +5 (reduce the DCs of Culture and Profession [mercenary] checks by 5 when recalling knowledge about military procedures and personnel), Survival +5
* Includes -2 ACP.
Untrained Skills: Bluff +0, Diplomacy +0, Disguise +0, Intimidate +0, Perception +1, Sense Motive +1, Stealth* +0

Skill Dicebots:
[dice=Acrobatics]1d20 + 6[/dice]
[dice=Athletics]1d20 + 8[/dice]
[dice=Bluff]1d20[/dice]
[dice=Diplomacy]1d20[/dice]
[dice=Disguise]1d20[/dice]
[dice=Intimidate]1d20[/dice]
[dice=Medicine]1d20 + 3[/dice]
[dice=Perception]1d20 + 1[/dice]
[dice=Piloting]1d20 + 8[/dice] (1 rank)
[dice=Profession (Mercenary)]1d20 + 5[/dice]
[dice=Sense Motive]1d20 + 1[/dice]
[dice=Stealth]1d20[/dice]
[dice=Survival]1d20 + 5[/dice]

Feats Cleave, Opening Volley, Weapon Focus (advanced Melee)
Languages Common, Akitonian, Kasatha
Other Abilities desert stride, four-armed
Combat Gear mk 1 serums of healing, frag grenades I (2), stickybomb grendade mk I
Other Gear Hidden Soldier Armor with infrared sensors upgrade, Tactical Doshko, Tactical Starknife, Tactical Boomer Rifle, 20 in rifle, 25 extra shells, Tactical Cestus pistol, 30 small arm rounds, Personal Comm Unit, everyday clothing, portable light (beacon), Industrial Backpack. credits 18 Can carry up to 9 bulk without being overburdened. Current bulk carried: 5.5
Gear Notes:

Hidden Soldier Armor
Source Starfinder Core Rulebook pg. 197
SFS Legal
Level 2; Price 465; Category Heavy
EAC Bonus +3; KAC Bonus +5; Max. Dex Bonus +2
Armor Check Penalty -2; Speed Adjustment -5 ft.
Upgrade Slots 1; Bulk 2
Made by the kasatha, these suits of heavy armor are so named for their slitted helmets, which reveal only the eyes. A rebreather lets the wearer keep their faces completely covered. A ceramic breastplate, shoulder guards, bracers, and greaves protect the wearer while facilitating the graceful kasathan close-combat style.

Doshko, Tactical
Source Starfinder Core Rulebook pg. 172
SFS Legal
Level 1; Price 240
Hands 2; Proficiency Advanced Melee
Damage 1d12 P; Critical —
Bulk 1; Special analog, unwieldy
The traditional weapon of the vesk, the doshko is composed of one to four triangular blades arranged in a row and attached to a long haft. Ideal for devastating overhand blows and catching and parrying enemy weapons, its use is a highly respected art form in traditional vesk society, but it also sees use by creatures of other races as a variant axe. Traditionally, doshkos are made of steel, but in recent decades they have been crafted using advanced metallurgic techniques and even quantum technology to improve the stabbing edges.

Frag Grenade, Mk 1
Source Starfinder Core Rulebook pg. 178
SFS Legal
Level 1; Price 35
Hands 1; Proficiency Grenade
Damage 1d6 P; Range 20 ft.; Critical —
Capacity drawn
Bulk L; Special explode (1d6 P; 15 ft.)
A fragmentary, or frag, grenade explodes in a cloud of shrapnel.

Stickybomb Grenade, Mk 1
Source Starfinder Core Rulebook pg. 178
Level 1; Price 80
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical —
Capacity drawn
Bulk L; Special explode (entangled 2d4 rounds; 10 ft.)

Starknife, Tactical
Source Starfinder Core Rulebook pg. 172
SFS Legal
Level 1; Price 110
Hands 1; Proficiency Advanced Melee
Damage 1d4 P; Critical —
Bulk L; Special analog, thrown (20 ft.)
Four tapered metal blades surround the central ring of a starknife, which can be thrown or used to stab opponents. Accelerated and lightspeed starknives have gas-powered jets that fire when the starknife is wielded. Solid auras surround the blades of a dimensional slice starknife, which are manufactured with cutting-edge metallurgic techniques. In a sintered starknife, the metal blades are replaced with compressed ceramic blades.

Boomer Rifle, Tremor
Source Starfinder Armory pg. 49
Level 2; Price 520
Hands 2; Proficiency Longarms
Damage 1d8 So; Range 40 ft.; Critical deafen
Capacity 12 shells; Usage 3
Bulk 1; Special analog
Shells:
Level 1
Price 55 for 25
Bulk: L

Cestus Pistol, Tactical
Source Character Operations Manual pg. 123
Level 1; Price 250
Hands 1; Proficiency Small Arms
Damage 1d4 P; Range Reach ft.; Critical —
Capacity 1 round; Usage 1
Bulk —; Special Conceal, punch gun
This weapon consists of a black leather glove that is mounted with a small, single-round firearm. Unlike most firearms, the weapon is designed to fire when pressure is placed upon its barrel rather than using a hand-based triggering mechanism. As a result, wielders must press a cestus pistol up against whatever they intend to shoot in order to discharge the weapon’s round, giving the weapon limited range.
A weapon with the conceal special property is considered especially small or easy to hide for purposes of Slight of Hand’s hide object task, granting you a +4 circumstance bonus to skill checks to hide object.
A punch gun weapon is a small ranged weapon outfitted with a pressure-sensitive firing mechanism that is affixed to a glove or a similar item. Unlike most ranged weapons, which discharge when a trigger is pulled, a punch gun fires when sufficient pressure is placed upon its barrel. All punch gun projectile weapons have a range equal to their wielder’s natural reach. Although these are ranged attacks, they do not provoke attacks of opportunity.

Serum of Healing, Mk 1
Source Starfinder Core Rulebook pg. 222
SFS Legal
Level 1; Price 50; Bulk L
This vial of medical serum quickly sets bones and repairs other physical damage. It restores Hit Points when administered to a living creature.
Mk 1: 1d8 Hit Points

Comm Unit, Personal
Source Starfinder Core Rulebook pg. 219
SFS Legal
Level 1; Price 7
Capacity 80; Usage 1/hour
Hands 1; Bulk L
A personal comm unit is pocket-sized device that combines a minor portable computer (treat as a tier-0 computer with no upgrades or modules) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range (see page 272). A personal comm unit also includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres). You can upgrade a personal comm unit to function as some other devices (such as full computers and scanners) by spending credits equal to 110% of the additional device’s price.
Comm units that function at system-wide and unlimited ranges aren’t as portable; they include built-in generators that provide the necessary amount of power. Short-term use of these units can be purchased in most major settlements (see page 234).
See page 430 for more about Pact Worlds communications.

Portable Light, Beacon
Source Starfinder Core Rulebook pg. 219
Level 1; Price 25
Capacity 10; Usage 1/hour
Hands 2; Bulk 1
A portable light, sometimes called an electric torch, is one of several different devices that use batteries to create light sources. A portable light increases the light level by one step in a 50-foot radius.

Infrared Sensors (armor upgrade, installed)
Source Starfinder Core Rulebook pg. 205
Item Level 1; Price 200
Slots 1; Armor Type Any; Bulk L
You gain darkvision with a range of 60 feet.

Mk 1 Ring of Resistance (+1 bonus to Reflex Saves)
This ring grants you magic protection against attacks and effects to which you are particularly vulnerable. You gain an enhancement bonus to saving throws with your lowest base saving throw bonus. If two or three of your base saving throw bonuses are tied for lowest value, you select which category gains this bonus when you first put on the ring, and this choice does not change unless a different base saving throw bonus later becomes your lowest bonus. The bonus is determined by the model of the ring of resistance.

Chronicles and Advancement:
Module: #2-21 Illegal Shipment
XP: +1; 1 total
Fame: +2; 2 total
Starting Credits: 57 credits
Used: 2 Mk1 serums of healing
Income: 720
Job: 0
New Total Credits: 777
Spent since: 2 Mk1 Serum of healing @ 50 each: 100
tremor boomer Rifle: 520
Rifle Shells: 55 for 25 shells (in addition to 20 that come with the rifle)
Total: 102
Purchase: Mk1 Serum of Healing 50 cr
Cash: 52

Module: The Missing #6-14
XP: +1; 2 total
Fame: NA
Reputation
EXO: +2, Total: 6
SS-E: +1, Total: 1
Credits: 720
New Cash Total: 772
Portable Light, Beacon 25
infrared sensors armor upgrade 200
stickybomb grenade Mk 1 80 (used)
Cestus pistol 250
30 small arms rounds 40
Industrial Backpack 25
Cash 152

Module: Pact World Warriors #2-01
Chronical 3
XP: +1, 3 total, level up to 2
credits: 696
Cash: 848
Purchase: Mk 1 Ring of Resistance (750)
Stickybomb grenade mk 1 (80)
Cash: 18

Kasatha Race Traits:

Originally from a planet orbiting a dying star, the four-armed kasathas maintain a reputation as a noble and mysterious people. They are famous for their anachronistic warriors, ancient wisdom, and strange traditions.
Ability Adjustments +2 Str +2 Wis –2 Int
Hit Points 4

Racial Traits
Size and Type

Kasathas are Medium humanoids with the kasatha subtype.

Desert Stride
Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.

Four-Armed
Kasathas have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.

Historian
Due to their in-depth historical training and the wide-ranging academic background knowledge they possess, kasathas receive a +2 racial bonus to Culture checks.

Crew Member
Source Character Operations Manual pg. 20
PFS Legal
Some kasatha families have a long tradition of training kin to serve on the Idari’s crew. These kasathas have a +2 racial bonus to one skill among Computers, Engineering, or Piloting.
This replaces historian.

Natural Grace
Kasathas receive a +2 racial bonus to Acrobatics and Athletics checks.

Mercenary:
+1 Str
You are a well-trained soldier of fortune who works well with your companions in battle.

Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy.

Theme Knowledge (1st)
You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics 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 Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.

Soldier:
Hit Points 7
Stamina Points 7 + Constitution modifier
Key Ability Score Your Strength helps you attack up close in melee and carry heavier weapons and armor, while your Dexterity helps you fire weapons from a distance and dodge returning fire, so you should choose either Strength or Dexterity as your key ability score. Once made, this choice cannot be changed. A high Constitution score allows you to soak up more damage.

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

Skill Ranks per Level 4 + Intelligence modifier
Proficiencies Armor-light and heavy; Weapons-basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons, and grenades.

Class Level 1
BAB +1
Fort +2
Ref +0
Will +2

Primary Fighting Style 1st Level
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. Descriptions of the fighting styles you can choose from appear on pages 112–115.

Hit-and-Run
The hit-and-run fighting style focuses on tactical movement as you move in and out of combat. You use ranged weapons but fight close up, and you can even mix ranged and melee attacks. Your abilities allow you to move even when you make full attacks and to avoid getting locked down by your enemies.

Primary Style Technique 1st Level
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.

Opening Volley (Ex) 1st Level
You gain Opening Volley as a bonus feat. If you already have this feat, choose a bonus combat feat instead. At 9th level, you can use Opening Volley on both your first and second turns in combat.

Feats:
Opening Volley (Combat)
Your ranged assault leaves your foe disoriented and vulnerable to your next melee attack.
Benefit: Whenever you deal damage to an opponent with a ranged attack on your first turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn.

Cleave (Combat)
You can strike two adjacent foes with a single swing.
• Prerequisites: Str 13, base attack bonus +1.
• Benefit: As a standard action, you can make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can make only one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.


Homeworld:
Akiton
Despite its proximity to Absalom Station and its favorable location as the fourth planet from the sun (counting missing Golarion), Akiton is a dying world. Since the system’s formation, the so-called Red Planet has lost much of the atmosphere and liquid water it once held due to the slowing of its liquid-iron core and the resulting weakening of its magnetosphere. Though this slow decline transpires on a geologic scale and Akiton remains hospitable to humanoid life—and indeed, its slowly expanding deserts and rock chasms are all that most of its resident species have ever known—it also offers a sad metaphor for the planet’s dying economy.

Akiton today has no centralized government, and its cold deserts, dry seabeds, and frigid polar ice caps host never ending skirmishes and proxy wars between various cities, clans, corporations, tribes, and offworld factions. It’s a world where unscrupulous business interests can engage in unregulated or morally questionable research and exploitation and where criminals, fugitives, and the lost come to escape justice, hide from their enemies, or try to make a fresh start.

Religion: Talavet:

The Storyteller
LN goddess of community, self-reliance, tradition
Centers of Worship
Akiton, Bretheda, Idari, Triaxus, the Veskarium
Symbol An ancient kasathan sigil of community

Kasathas are a people steeped in custom, history, and tradition, and their goddess Talavet is no different.
In ages past, kasathan storytellers gathered their clans around the fire and taught them the stories of their past, the traditions of their clan, and the history of their people. Tradition holds that as they did so, these first stories began to take form, breathed into life and awareness by the blending of ideas and the fundamental magic inherent in language and communication. Thus was Talavet born—not just a storyteller, but the story itself, a god embodying all the tales and legends of the kasatha race. She is communal memory, a representation of the bonds that hold the kasathas—and to some extent all races— together and connect them to their ancestral home.

Talavet teaches that tradition is the most important link in the chain of history that binds a community together and that ancient legends, myths, and stories form the solid foundation of an ordered society. Naturally, the Gap was a tremendous blow to her church—with many seeing it as a form of divine punishment— yet in the centuries since, her shattered congregation has reforged itself, stronger for having survived what they now call the Time of Silence. Her followers believe in sharing wisdom for the benefit of all and looking to the past as a guide to the present and the future. But especially in light of the Gap, they also know that there are times when records fail or you cannot rely on the community’s aid, and so you must learn to trust yourself and your own personal traditions, just as a young kasatha must undergo the Tempering to discover himself and become an adult.

Unsurprisingly, kasathas make up the majority of Talavet’s worshipers and priests, but the Storyteller’s faith has also gained a significant number of followers among the shirrens and ysoki, who both have their own tight-knit bonds of family and community, as well as the vesk, who find much to agree with in the goddess’s focus on tradition and self-reliance. These same tenets attract envoys and operatives to Talavet’s church, as well as solarians, the inheritors of the ancient kasatha philosophy of the Cycle. Talavet’s temples generally match the cultural styles of the congregations that worship there, but even a simple hearth can serve as a shrine to the Storyteller. Full churches often include a hearth with a flame that is always kept burning and feature red lighting that evokes memories of the kasathas’ original home star.

While Talavet’s church is generally easygoing and happy to work with members of other religions—for even the cruelest religions help to anchor their people—they have a long-standing feud with the church of Nyarlathotep, resenting the way that god’s faithful twist stories into deadly secrets and conspiracies.

Faction:Exo-Guardian:
The Exo-Guardians have existed in various forms within the Starfinder Society for the past century. Dedicated to preserving the Pact Worlds from external threats, the Exo-Guardians work closely with the Starfinder Society, using the latter’s far-reaching travels and discoveries to identify galactic threats early. While most of the original Exo-Guardians were involved in the mission to the Scoured Stars, a handful remained behind. They have since worked to reform the faction to serve the recovering Society.

Faction Leader: Zigvigix (LG host shirren soldier)
Motto: The sword that seeks the darkness.

Objectives: The creed of the Exo-Guardians is to protect the Pact Worlds from external threats. In the context of their membership within the Starfinder Society, this most often relates to participating in missions to acquire relics or technology of a defensive nature. Exo-Guardians excel in missions that lead to such discoveries, but also serve an important secondary role within the Society of ‘sending a message’ to threats that interfere in Society business. Be it a derelict starship overrun with mindless alien vermin or a supposedly impenetrable fortress operated by forces opposed to the Society, it’s often the Exo-Guardians who come in to handle the situation.