Darkborn

~ Yarameh ~'s page

236 posts. Organized Play character for ‘Eκάτη.


Race

f CN half-drow (human, elf, necrograft) Soldier 8 [Priest of Nocticula] |

Classes/Levels

sp 55/78 | hp 60/60 | rp 8/10 | EAC 19 KAC 20 | F+8 R+10 W+7 [+2 vs enchantments & blindness/deafness effects] | Init +10 | Perc +14 | DV60'

About ~ Yarameh ~

Advancement:

- Ally [Professional Hireling Access] Set 1 (5 Fame)
(Computers, Engineering, Physical Science) +10

# 342384-701

0 - 1000 credit
1 - 740 cr, 1 XP [#1–09: Live Exploration Extreme!] (GM)
2 - 2200 cr, 3 XP [AP #7: The Reach of the Empire]
3 - 1117 cr, 1 XP [#1-28: It Rests Beneath]
4 - 2160 cr, 3 XP [AP #4: The Ruined Clouds]
5 - 1560, 1 XP, 2 Fame [#1-25: The Beacon Code Dilemma]
6 - 2345, 1 XP, 2 Fame [#1-33: Data Breach]
7 - 1480, 1 XP [#1-10: The Half-Alive Streets] (GM)
8 - 1461, 1 XP [#1-02: Fugitive on the Red Planet] (GM)
9 - 4015, 1 XP [#1-06: A Night in Nightarch] (GM)
10 - 4101, 1 XP [#1-27: King Xeros of Star Azlant]
11 - 4095, 1 XP [#2–16: A Scoured Home]
12 - 4105, 1 XP [#1-31: Treading History's Folly]
13 - 2772, 1 XP [#3-18: Secrets in Stillness]
14 - 4967, 1 XP [#4-10: The Way In]
15 - 5835, 1 XP [#4-14: Rasheen's Remembrance]
16 - 4085, 1 XP [#1–99: The Scoured Stars Invasion]
17 - 5835, 1 XP [#5-05: Boom-Block Gambit]
18 - 5800, 1 XP [#4-11: A World’s Ambition]
19 - 5800, 1 XP [#5-03: Combatant’s Concerto: Fugue of the Traitor]

Total: 65844 gp x 23 XP

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Skill Points (28): Acrobatics 1, Intimidate 8, Mysticism 8, Perception 8, Profession (Black Metal Artist) 7

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Description:

A small club on the lower floors of the Absolom station. Wild metal concert. Slam, crowd, rockers wave their hands and heads to the beat of the music. A half-drow woman all in leather and latex plays an electric guitar and sings in a growl hymns to the succubus queen Nocticula. There are not so many fans (literally no more than 100 creatures), but they seem to be almost in religious ecstasy.

The concert ends, she goes off stage. After accepting a couple of compliments from the managers of this small black metal festival, she checks the messages.

- Interesting. Let's say I'm in business. - she mumbles to herself.

She removes the communit and reaches for the locker with her armor and weapons.

Boons:

- Abysshead Download (Slotless Boon): A digital copy of the drow album Abysshead made its way onto one or more of your technological storage devices. When downloaded, the album infects every digital device you have. While seemingly harmless, the album plays from devices at inopportune moments and displays random unwanted advertisements for the band. Future scenarios will detail exactly how this may affect you.

- Tune-Bot 2000 (Ally Boon): Adventurers across the Pact Worlds frequently employ small robots in assisting them with mundane tasks. A ubiquitous design, the Tune-Bot 2000 is a trashcan-sized machine that possesses an internal flight mechanism, a dizzying array of musical instruments, and little else. The robot’s primary function is play music on command, while some have been further modi ed to include rudimentary personalities. The Tune-Bot 2000 accompanies you on your mission. The robot takes no active part in the scenario, but can be called upon to provide extra musical accompaniment. The robot’s presence grants you a +2 bonus on Profession (musician) checks. In addition, when slotting this boon, you can select a single boon you possess related to the acquisition of music (such as the Star Sugar Heartlove!!! boon or Abysshead Download boon) and slot that in addition to this boon—Tune-Bot 2000 having downloaded the associated music. You can install a computer onto the Tune-Bot 2000, which can be used to store important data, or even impart the robot with a personality subroutine that you determine.

- Scoured Stars Survivor: Once per day as a free action, you can reduce the number of Resolve Points required to stabilize by 1 (to a minimum of 0 RP.) When you use this ability to stabilize, you also immediately gain 1d6 Hit Points for every 2 character levels you have.


Bot Me:

In battle, Yarameh will keep a long distance and fire at enemies, suppressing not only with weapons but also with her heavy metal performance.

[dice=Plasma Bolter + Deadly Aim]1d20 + 12; 2d8 + 11[/dice]

Or (if AoE makes sense)

[dice=Shout Projector + Deadly Aim]1d20 + 12; 2d6 + 11[/dice]
[ooc](Explode 10 ft.; Reflex DC19 to half damage)[/ooc

She always use this combo as a full round action (all her weapons has a bright weapon quality):

[ooc]Awesome Cacophony + Blazing Strike + Grim Trophies:
When you hit a creature within 30 feet of you while using a weapon with the bright weapon special property, the radiance partially blinds the target, giving it the dazzled condition for 1 round. If you hit multiple creatures at the same time (such as with an automatic, blast, or explode weapon), only the creature nearest to you or at the center of the explosion (your choice if multiple creatures are equidistant) is affected. // After resolving the attack, as part of the full action you can attempt an Intimidate check to demoralize any one creature within 60 feet of you that the attack hit or damaged. // While wearing armor with grim trophies, if you successfully cause a foe to be shaken, the foe applies the –2 penalty from that condition to weapon damage rolls in addition to the other rolls it normally applies to.[/ooc

[dice=Intimidate]1d20 + 16[/dice]

[dice=Red Star Plasma Kukri + Deadly Aim]1d20 + 12; 1d4 + 10[/dice]


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CN Soldier VIII [Priest of Nocticula]
F Half-Elf (human, elf, necrograft)
Init +10; Perc +14, Darkvision 60'
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Str 14 (+2) Deх 22 (+6) Con 14 (+2) Int 10 Wis 13 (+1) Cha 12 (+1)
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DEFENSE
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EAC 19 KAC 20
HP 60 SP 78 RP 10
Fort +8 Ref +10 Will +7
[+2 vs enchantments & blindness/deafness effects]
Immune to magic sleep;
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OFFENSE
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Speed 30 ft. Base Atk +8
Melee Red Star Plasma Kukri +14 vs EAC (1d4+6; E&F; wound) or DA +12 (1d4+10)
Ranged Plasma Bolter [Advanced] +14 vs EAC (2d8+8; E&F; wound; unwieldy) or DA +12 (2d8+12)
Shout Projector [Damper] +14 (2d6+8; So; explode 10 ft., DC19; nonlethal, unwieldy; demoralize; 30 ft) or DA +12 (2d6+12)
Special Awesome Cacophony (full action), Blazing Strike (Ex) (dazzled; 1 round), Photoenergetic Node (move; 1d6; 4 rounds)
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Skills Acrobatics +9, Intimidate +16, Mysticism* +14 [+4 to recall knowledge], Perception +14, Profession (Black Metal Artist) +18
*-5 DC on checks about religious traditions, symbols, famous leaders
*+4 to arm/disarm traps [tools]
Languages Common, Drow
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Feats Crescendo of Violence, Blind-Fight, Deadly Aim, Dive for Cover, Improved Initiative, Kip Up, Skill Focus (Intimidate), Skill Synergy (Perception, Mysticism), Toughness
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SPECIAL
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Awesome Cacophony (Ex): As a full action, you can make a single attack using a weapon that deals sonic damage or has the bright special property. After resolving the attack, as part of the full action you can attempt an Intimidate check to demoralize any one creature within 60 feet of you that the attack hit or damaged. You can spend 1 Resolve Point to instead attempt an Intimidate check to demoralize every creature within 60 feet of you that the attack hit or damaged.

Crescendo of Violence: When you score a critical hit with a weapon that deals sonic damage, in addition to any other critical hit effect you would apply, all allies within 30 feet of you gain a +2 morale bonus to your choice of attack rolls, skill checks, or saving throws until the beginning of your next turn.

Blazing Strike (Ex): When you hit a creature within 30 feet of you while using a weapon with the bright weapon special property, the radiance partially blinds the target, giving it the dazzled condition for 1 round. If you hit multiple creatures at the same time (such as with an automatic, blast, or explode weapon), only the creature nearest to you or at the center of the explosion (your choice if multiple creatures are equidistant) is affected.

Grim Trophies (Ex): While wearing armor with grim trophies, if you successfully cause a foe to be shaken, the foe applies the –2 penalty from that condition to weapon damage rolls in addition to the other rolls it normally applies to.

Loud and Proud: Any weapon you wield that has the powered weapon special property or that uses ammunition gains the bright* weapon special property; you can activate or deactivate this ability as a swift or move action. Bright weapons you wield gain the blind critical hit effect or the deafen critical hit effect. If your bright weapon already has a critical hit effect, when you score a critical hit, you apply either the weapon’s normal critical hit effect, the blind critical hit effect, or the deafen critical hit effect (*attacks with bright weapons illuminate the area within 20 feet of you and your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light).

Selective Explosion: When you use a weapon that affects an area, such as weapons with the line, blast, or explode special properties, you can choose one creature in the weapon’s area not to be affected by the weapon.

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Blind-Fight: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. You aren’t flat-footed against melee attacks from creatures you can’t see, and you can withdraw from creatures you can’t perceive. You don’t need to attempt Acrobatics checks to move at full speed while blinded.

Darkvision: Like drow, some half-elves are born with darkvision with a range of 60 feet. When these half-elves are in no light or dim light and they are exposed to bright light, they are dazzled for 1 round.

Deadly Aim: When you take the attack or full attack action with weapons (including a solarian’s solar manifestation, but not spells or other special abilities of any kind), you can take a –2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1).

Dive for Cover: When you attempt a Reflex save against an area attack or area effect, you can fall prone in an adjacent square and roll that Reflex save twice (taking the better result of the two). If you were in a threatened space, this movement provokes attacks of opportunity normally.

Kip Up: You can stand from prone as a swift action, rather than a move action

Toughness: You gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

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Celebrity: You are famous enough that pretty much everyone has either heard of you or can quickly find information about you (it’s a DC 10 Culture check to recognize your name and a DC 20 Culture check for someone to recognize you out of context from your appearance alone). Among those who follow your iconic profession, you’ve built up both fans and detractors due to your celebrity. If you’re looking for a generic person like “a doctor who can treat this disease,” you can almost always find one who’s a fan and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM’s discretion, fans might give you services (although not goods) for a discount or even for free.

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AUGMENTATIONS
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Photoenergetic Node (Hand): As a move action, you can discharge energy stored in your photoenergetic node into an analog melee weapon that you are currently holding in the same hand that has this biotech augmentation installed. The released energy instantaneously superheats the melee weapon, causing the weapon to deal 1d6 additional fire damage on a successful attack. The affected weapon deals this additional damage for 1 round for every 2 character levels you have. While heated, the affected weapon also sheds light as a flashlight, lantern, or beacon (you choose when you activate the augmentation). Once you’ve expended your photoenergetic node, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, but you can spend 1 Resolve Point to recharge it immediately.

Shadow Nerves (Spinal Column): Once per day, you can take a guarded step of 10 feet, rather than the usual 5-foot guarded step, as long as you are not in an area of bright light.

Undead Adrenal Gland (Endocrine): Once per day, you can activate an undead adrenal gland as a move action for 1 minute. This grants you immunity to death effects, energy drain, exhaustion, fatigue, paralysis, sleep, and stunning, though this doesn’t suppress any of these effects if they are currently active.

Vampire Voice (Throat): A vampire voice grants an enhancement bonus to Intimidate checks. You can also use Intimidate to bully a creature without sharing a language. If you succeed at the check, you can convey a single simple request along with the bullying (such as “go away” or “don’t hurt him”), though specific or complex requests can’t be made without sharing a language. Once a creature has been the target of a bullying attempt by a recipient with a vampire voice, it can’t be targeted by this ability from the same recipient again for 24 hours.

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EQUIPMENT
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Shadow Nerves, Vampire Voice, Undead Adrenal Gland - 600
Photoenergetic Node (Necro) - 563

Ability Crystal (DEX), MK 2 - 6500

Knife, Survival - 95 (1L)
Red Star Plasma Kukri - 2450 (1L)
Plasma Bolter, Advanced - 3010 (2B)
Shout Projector, Damper - 4750 (2B)
Battery, Super-Capacity - 390 [80 charges]
Battery, Super-Capacity - 390 [80 charges]
Battery, Standard - 60 [20 charges]

Estex Suit, II - 2700 [acp -1; mdb +5; 3 slots] (1B)
Clothing, Environmental (radiation) - 10 (1L)

Ring of Resistance (MK2; Ref) - 4200 [Magic]

Serum of Healing, Mk 1 [4] - 200 (4L)

Library Chip (Mysticism) - 250
Toolkits [Profession, Engineering, Trapsmith] - 60 (3L)
Professional Clothing - 5
Grim Trophies - 125 [Magic]

Bulk 6B 0L

Spend -

Sold
Estex Suit, I - 41
Shout Projector, Exhorter - 378
Ring of Resistance (MK1) - 662

Credits 37807

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