Katiyana

Zamasea De's page

280 posts. Alias of Something Wicked.


Full Name

Zamasea De

Race

Envoy 3 | Stam: 15/15 | HP: 22/22 | Resolve: 5/5 | KAC: 14 EAC: 13 | Fort: +0, Ref: +5, Will: +3 | Melee: +2 | Ranged: +4 | Init: +6, Perception: +6

Classes/Levels

| Loot | Padlet

Gender

Female Lashunta (Damaya)

Ongoing Conditions:
none
Ammo:
pistol (17) battery 1 (20) battery 2 (20)

Age

21

Alignment

NG

Deity

Desna

Location

Absalom Station

Languages

Castrovelian, Common, Elven, Eoxian, Shirren

Occupation

Mediator

Strength 10
Dexterity 14
Constitution 9
Intelligence 12
Wisdom 10
Charisma 18

About Zamasea De

Hold fast to dreams,
For if dreams die
Life is a broken-winged bird,
That cannot fly.

Theme Music

Zamasea De
Female Lashunta (Damaya) Envoy 3
NG Medium Humanoid (Lashunta)
Init +6; Senses Perception +6
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Defense
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EAC 13 (+1 armor, +2 Dex)
KAC 14 (+2 armor, +2 Dex)
stamina 15
hp 22
resolve 5
Fort +0, Ref +5, Will +3
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Offense
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Speed 30 ft.
Melee battle staff +2 (1d4+3 B, critical knockdown; analog, block)
Ranged azimuth laser pistol +4 (1d4+1 F, critical burn 1d4) or
incendiary grenade I +2 (explode [5 ft., 1d6 F plus 1d4 burn, DC 13]) or
smoke grenade +2 (explode [20 ft., smoke cloud 1 minute, DC 15])
Space 5 ft.; Reach 5 ft.
Envoy Improvisations (DC 10 + ½ level + Cha mod)
Get ‘Em
Inspiring Boost
Spell-like abilities (CL 3rd)
. . 1/day—detect thoughts (DC 10+1+Cha mod)
. . at will—daze, psychokinetic hand (DC 10+0+Cha mod)
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Statistics
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Str 10, Dex 14, Con 9, Int 12, Wis 10, Cha 18
Base Atk +2
Theme Xenoseeker (+1 Cha)
Feats
Armor Proficiency (light armor)
Improved Initiative
Longarm Proficiency
Weapon Proficiency (basic melee weapons)
Weapon Proficiency (grenades)
Weapon Proficiency (small arms)
Skills (8+Int mod / level)
Acrobatics (Dex) +6
Athletics (Str) +4
Bluff (Cha) +10
Computers (Int) +5
Culture (Int) +6
Diplomacy (Cha) +12
Disguise (Cha) +8
Engineering (Int) +3
Intimidate (Cha) +10
Life Science (Int) +5
Medicine (Int) +5
Perception (Wis) +6
Piloting (Dex) +6
Profession
Sense Motive (Wis) +8
Sleight of Hand (Dex) +6
Stealth (Dex) +6
Languages Common, Castrovelian, Elven, Eoxian, Shirren
SQ Envoy Improvisations, Expertise (1d6), Limited Telepathy, Skill Expertise (bluff, diplomacy), Student (diplomacy, sense motive), Theme Knowledge
Combat Gear
Laser pistol, azimuth (20 charges) (350c, L)
Battery x2 (120c, -)
Staff, battle (80c, 1)
Second skin (+1 EAC, +2 KAC, +5 max Dex, - ACP) (250c, L)
incendiary grenade x2
Other Gear
Backpack, consumer (3c, 1)
Clothing, everyday (1c, L)
Clothing, professional (5c, L)
Comm unit, personal (7c, L)
Field ration (1c, 1)
Flashlight (1c, L)
Hygiene kit (3c, 1)
Bulk 4/6
Wealth: 139 credits
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Special Abilities
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Expertise: At 1st level, when attempting an applicable check, you can roll your expertise die and add the result of the roll to your check as an insight bonus. You must have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6. Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.
Get ‘Em (Ex): As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.
Inspiring Boost: As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points. At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.
Limited Telepathy: Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language.
Skill Expertise (Ex): At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff, Computers, Culture, Diplomacy, Disguise, Engineering, Intimidate, and Medicine.
Student: Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice.
Xenoseeker: The thought of meeting alien life-forms excites you. The more different their appearances and customs are from yours, the better! You either believe they have much to teach you or you want to prove you are better than them. Of course, the only way to accomplish your goal is to leave the Pact Worlds and travel to the Vast, where a virtually endless number of aliens wait.
Xenoseeker Knowledge: You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science 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 Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Background:

Castrovel, The Wild, for all its beauty, is a study in conflict. Its intense storms and tides battle for supremacy, while myriad predators contend for ascension to the title of apex. The sentient races, too, have a combative history, the coming of the Pact ending hostilities between the lashunta and the formians a mere thirty years ago. Still, even today the elves of Castrovel maintain their xenophobic traditions, stubbornly refusing to issue travel visas to their neighboring races. The Wild’s dichotomized elements oppose each other at every turn, making it a true wonder that the lashunta capital of Qabarat has become such a major player on the System’s stage.

For many lashunta, like Zamasea, an upbringing in these conditions fosters an intense but natural curiosity in the science and art of politics, deal brokering, and negotiation on both macroscopic and microscopic levels. Zamasea has studied and practiced these methods over the course of her young life, recently graduating with degrees in the applied sciences of compromise, concession, and reconciliation. Yet her studies have also led her to become disillusioned in the very ideals she has been taught, because for all their sophistication and enlightenment, the races of her home world have been unable to strike a true accord.

It is this ever-growing feeling of cynicism that initially drew Zamasea away, on to Absalom Station, where she at first entertained notions of joining the Stewards. Yet such a career strikes her as too two-dimensional, and she firmly believes her talents would best be put to use on other worlds, worlds that are not so entrenched in generational conflicts like those choking her home planet of Castrovel. And so she turns to the Starfinders, to seek out conflicts in which she can actually play a meaningful role, to help change the tide of destiny, and to discover her own.

Home World: Castrovel
Personality traits: intellectual, adaptable, charismatic, calm
Physical description: 5’9”, 130lb, slender, short forehead antennae, colorful swirls and raised markings on face that Zamasea likens to Desna’s butterfly. Blue-toned skin, with shocking aquamarine-colored hair, quite long, that she often messes with.
Deity: Desna
Reason to Join Society: Driven by a sense of wanderlust, Zamasea seeks to use her exceptional talents to make a difference on a planet less idealogically entrenched than her home world.