Orvian Necromancer, Urdefhan

Zeyram's page

647 posts. Organized Play character for BretI.


Race

| SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3

Classes/Levels

| Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Gender

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5

About Zeyram

Zeyram
Operative (Steward Officer) 5/ Solarian 2
CG Medium Humanoid (Kasatha )
Init +8; Senses Perc +10, SM +3
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Defense
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EAC 26 KAC 27 Assumes Solar Armor is active
SP 51 HP 44 RP 9
Fort +5, Ref +10, Will +8; +1 Reflex in Graviton mode

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Offense
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Speed 50 ft. Swim 40 ft. Climb 40 ft.
Melee Survival Knife +12 (1d4+4 S Analog) or
… Idaran Force Training Baton +12 (1d4+4 B Powered) or
… Improved Unarmed Strike +7 (1d6+4 B Archaic)
Ranged Semi--Auto Pistol, tactical +12 (1d6+3 P) or
… Ominous Static Arc Pistol +12 (1d6+3 E Arc 2 or Ominous, Stun)
…Wave Modulator II +12 (1d6+3 F or So)
Space 5 ft.; Reach 5 ft.
Special Attacks Trick Attack +3d8
Spell-Like Abilities
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Statistics
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Str 13, Dex 22, Con 12, Int 10, Wis 12, Cha 16

Skills:
Acrobatics (trick attack) +21, Athletics +16, Bluff +12, Computers +9, Culture +14, Diplomacy +15, Medicine +12, Perception +10, Piloting +19, Profession: Steward Officer (Cha) +12

Skills via Lone Wolf:
Engineering +8, Intimidate as Captain +11

Starship-Combat:
Gunnery +13
When Pilot, +1 Speed because of Sky Jockey

Feats: Weapon Focus (Small Arms), Versatile Focus, Sky Jockey, Double Draw
Bonus Feats: Improved Unarmed Strike
Languages Common, Kasathan, Eoxian, Goblin, Ysoki, Drow, Castrovelian (aka Lashunta), Ghibrani, Vesk, Jinsul, one open — two extra languages from Diplomatic Training.
Other Abilities Skill Adept (Piloting, Life Science), Stellar Mode, Operative Specialization (Daredevil), Evasion, Diplomatic Training, Stellar Revelation (Gravity Boost), Military Training (Improved Unarmed Strike), Debilitating Trick, Versatile Movement
Combat Gear Advanced Lashunta Tempweave, Survival Knife, Semi--Auto Pistol tactical, Static Arc Pistol w/ Ominous fusion, Battery x2, Small Arms rounds (60), Small Arms rounds Silver (30), Small Arms Rounds Cold Iron (30), Small Arms Rounds Adamantine (30), Mk I Serum x2, Idaran Force Training Baton, Wave Modulator II w/Called Fusion
Other Gear Personal Comm, Hacking Kit, Industrial Backpack, Travel Clothes, Hygiene Kit, Second Skin Armor, Fire Extinguisher, Flashlight, Star Sugar-Heart Love album, Toolkit: Profession (Steward Officer), Clothing: Professional (Steward Officer), Advanced MedKit, Radiation badge, Jetpack Armor Upgrade
R2E x5, Dermal Stapler

Personal Upgrade: Synaptic Accelerator: Dex +4
Cybernetic Augmentation: Minimal Speed Suspension (legs)
Bio Augmentation: Wildwise (throat)
Bio Augmentation: Spinneret (lower left hand)
Bio Augmentation: Gill Sheath (Lungs)

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Special Abilities
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Evasion: If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect.
Diplomatic Training (Ex): You can use your Diplomacy skill for Intimidate checks to demoralize a target and your Culture skill for Life Science checks to identify humanoids and monstrous humanoids. When you attempt a Diplomacy check to change a creature's attitude but you fail the check, the creature's attitude worsens only if you fail the check by 10 or more.
Gravity Boost: You can increase or reduce the gravitational attraction between yourself and the terrain around you. You can add a bonus equal to one-third your solarian level (minimum +1) to Athletics checks to climb, jump, or swim as part of the action you take to attempt the skill check. In addition, as a reaction when you are falling, you can reduce the falling damage you take by half. At 6th level, you can move along vertical surfaces and even upside down along ceilings for 1 round. This functions as spider climb, but it leaves your hands free and you can also run. You must end your movement on a surface that can support you normally. If you end your movement while you are standing on a vertical surface or ceiling, you fall unless you succeed at an Athletics check to climb to remain in position. When you are attuned or fully attuned, the bonus you gain from this revelation to checks to climb, jump, or swim doubles.
Debilitating Trick: When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Military Training: You gain one of the following feats as a bonus feat (you must meet all the prerequisites of the chosen feat): Advanced Melee Weapon Proficiency, Improved Unarmed Strike, or Longarm Proficiency. At 6th level, if you chose Improved Unarmed Strike at 4th level, you gain Improved Combat Maneuver. Otherwise, you gain the Weapon Specialization feat as a bonus feat for the same weapon type to which the bonus feat you gained at 4th level applies. If you already have all the listed feats, you can choose a bonus combat feat instead.
Lone Wolf: You know at least a little bit about handling every role on a starship, and you can sub in for certain tasks in a pinch. Whenever you need to attempt a skill check either during starship combat or to directly repair or otherwise maintain your starship, you can treat half your ranks in Piloting as your ranks in the appropriate skill for the check, if that would be better (since you effectively have ranks in the related skill, you are considered trained in the skill for the purposes of this check).
Versatile Movement (Ex): You gain a climb speed and a swim speed equal to your land speed. This speed is not increased by the quick movement class feature or improved quick movement exploit.

Starfinder Insignia

Skill details:

4*2 + 10*5 = 58 Ranks; Although Operative is 8+Int you also get free ranks in the skills used by your specialization. Therefore total ranks will be 10* Operative level.

Acrobatics (trick attack) +21 = 7 ranks + 3 Class +6 Dex + 3 Insight Skill Focus +2 racial
Athletics +16 = 7 ranks +3 Class +1 Str +3 Insight Skill Focus +2 racial
Bluff +12 = 4 ranks +3 Class +3 Cha +2 Insight Operative’s Edge
Computers +9 = 4 ranks +3 Class +0 Int +2 Insight Operative’s Edge
Culture +14 = 7 ranks +3 Class +0 Int +2 Insight Operative’s Edge +2 racial
Diplomacy +15 = 7 ranks +3 Class +3 Cha +2 Insight Operative’s Edge
Medicine +12 = 7 ranks +3 Class +0 Int +2 Insight Operative’s Edge
Perception +10 = 4 ranks +3 Class +1 Wis +2 Insight Operative’s Edge
Piloting +19 = 7 ranks +3 Class +6 Dex +2 Insight Operative’s Edge +1 Ace Pilot
Profession: Steward Officer (Cha) +12 = 4 ranks +3 Class +3 Cha +2 Insight Operative’s Edge

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Boons Slotted this Adventure
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Ally: Champion of the Downtrodden (Engineering, Perception, Physical Science)
Faction: Wayfinders Champion
Personal: Stain of the Perplexity
Promotional: Promotional Reroll (Messenger bag)
Social: Savior of the Scoured Stars
Starship: Enhanced Shield Regeneration

All Zeyram’s Boons

Bot Me!:

Go into Photon Stellar Mode for the damage bonus. Try to keep at distance and use the gun in combat. He will keep the knife at the ready in another hand in case he gets forced into melee.
Idaran Force Training Baton works against DR as if it did Force damage.

Static Arc Pistol has an Ominous fusion on it so you can select the critical effect.

Photon Mode

[dice=Trick Attack, Acro]d20+21[/dice] Need 20 + CR
[dice=Called Wave Modulator II]]d20+12[/dice] 30’ range
[dice=Fire or Sonic Damage, Photon]d6+3+1[/dice]
[dice=Trick Attack]3d8[/dice]

[dice=Called Wave Modulator II, Full Attack]d20+12-4[/dice]
[dice=Fire or Sonic Damage, Photon]d6+3+1[/dice]
[dice=Called Wave Modulator II, Full Attack]d20+12-4[/dice]
[dice=Fire or Sonic Damage, Photon]d6+3+1[/dice]

[dice=Trick Attack, Acro]d20+21[/dice] Need 20 + CR
[dice=Tactical Semi-automatic Pistol]d20+12[/dice]
[dice=Piercing Damage, Photon]d6+3+1[/dice]
[dice=Trick Attack]3d8[/dice]

[dice=Tactical Semi-automatic Pistol, Full Attack]d20+12-4[/dice]
[dice=Piercing Damage, Photon]d6+3+1[/dice]
[dice=Tactical Semi-automatic Pistol, Full Attack]d20+12-4[/dice]
[dice=Piercing Damage, Photon]d6+3+1[/dice]

[dice=Trick Attack, Acro]d20+21[/dice] Need 20 + CR
[dice=Static Arc Pistol]d20+12[/dice]
[dice=Electrical non-lethal damage, Photon]d6+3+1[/dice]
[dice=Trick Attack]3d8[/dice]

[dice=Static Arc Pistol, Full Attack]d20+12-4[/dice]
[dice=Electrical non-lethal damage, Photon]d6+3+1[/dice]
[dice=Static Arc Pistol, Full Attack]d20+12-4[/dice]
[dice=Electrical non-lethal damage, Photon]d6+3+1[/dice]

[dice=Trick Attack, Acro]d20+21[/dice] Need 20 + CR
[dice=Survival Knife]d20+12[/dice]
[dice=Slashing damage, Photon]d4+1+3+1[/dice]
[dice=Trick Attack]3d8[/dice]

[dice=Survival Knife, Full Attack]d20+12-4[/dice]
[dice=Slashing damage, Photon]d4+1+3+1[/dice]
[dice=Survival Knife, Full Attack]d20+12-4[/dice]
[dice=Slashing damage, Photon]d4+1+3+1[/dice]

[dice=Improved Unarmed Strike]d20+7[/dice]
[dice=Blunt damage, Photon]d6+1+3+1[/dice]

[dice=Improved Unarmed Strike, Full Attack]d20+7-4[/dice]
[dice=Blunt damage, Photon]d6+1+3+1[/dice]
[dice=Improved Unarmed Strike, Full Attack]d20+7-4[/dice]
[dice=Blunt damage, Photon]d6+1+3+1[/dice]

Unattuned or Graviton Mode

[dice=Trick Attack, Acro]d20+21[/dice] Need 20 + CR
[dice=Called Wave Modulator II]]d20+12[/dice] 30’ range
[dice=Fire or Sonic Damage]d6+3[/dice]
[dice=Trick Attack]3d8[/dice]

[dice=Called Wave Modulator II, Full Attack]d20+12-4[/dice]
[dice=Fire or Sonic Damage]d6+3[/dice]
[dice=Called Wave Modulator II, Full Attack]d20+12-4[/dice]
[dice=Fire or Sonic Damage]d6+3[/dice]

[dice=Trick Attack, Acro]d20+21[/dice] Need 20 + CR
[dice=Tactical Semi-automatic Pistol]d20+12[/dice]
[dice=Piercing Damage]d6+3[/dice]
[dice=Trick Attack]3d8[/dice]

[dice=Tactical Semi-automatic Pistol, Full Attack]d20+12-4[/dice]
[dice=Piercing Damage]d6+3[/dice]
[dice=Tactical Semi-automatic Pistol, Full Attack]d20+12-4[/dice]
[dice=Piercing Damage]d6+3[/dice]

[dice=Trick Attack, Acro]d20+21[/dice] Need 20 + CR
[dice=Static Arc Pistol]d20+12[/dice]
[dice=Electrical non-lethal damage]d6+3[/dice]
[dice=Trick Attack]3d8[/dice]

[dice=Static Arc Pistol, Full Attack]d20+12-4[/dice]
[dice=Electrical non-lethal damage]d6+3+[/dice]
[dice=Static Arc Pistol, Full Attack]d20+12-4[/dice]
[dice=Electrical non-lethal damage]d6+3[/dice]

[dice=Trick Attack, Acro]d20+21[/dice] Need 20 + CR
[dice=Survival Knife]d20+12[/dice]
[dice=Slashing damage]d4+1+3[/dice]
[dice=Trick Attack]3d8[/dice]

[dice=Survival Knife, Full Attack]d20+12-4[/dice]
[dice=Slashing damage]d4+1+3[/dice]
[dice=Survival Knife, Full Attack]d20+12-4[/dice]
[dice=Slashing damage]d4+1+3[/dice]

[dice=Improved Unarmed Strike]d20+7[/dice]
[dice=Blunt damage]d6+1+3[/dice]

[dice=Improved Unarmed Strike, Full Attack]d20+7-4[/dice]
[dice=Blunt damage]d6+1+3[/dice]
[dice=Improved Unarmed Strike, Full Attack]d20+7-4[/dice]
[dice=Blunt damage]d6+1+3[/dice]

In Ship Combat, he will serve either as Pilot (his preference), Gunner, Captain or First Mate.

[dice=Piloting]d20+19[/dice]
[dice=Gunnery]d20+13[/dice]

[dice=Captain, Encourage]d20+15[/dice]
[dice=Captain, Encourage Computer]d20+9[/dice]
[dice=Captain, Encourage Gunnery]d20+13[/dice]
[dice=Captain, Encourage Engineering]d20+8[/dice]
[dice=Captain, Encourage Pilot]d20+19[/dice]
[dice=Captain, Taunt w/ Bluff]d20+12[/dice]

Costs a resolve to give Orders.
[dice=Captain, Orders to Science Officer]d20+9[/dice]
[dice=Captain, Orders to Engineer]d20+8[/dice]
[dice=Captain, Orders to Gunnery]d20+13[/dice]
[dice=Captain, Orders to Pilot]d20+19[/dice]

[dice=First Mate, Acrobatics]d20+21[/dice]

SFS # 703
Wealth and Reputation: See ITS

Backstory:

Zeyram has always been fascinated by vehicles, especially starships. Even as a child, he knew that someday he would someday pilot one! His studies were always with that aim in mind.

Born on the Idari, Zeyram always felt it was a sad thing that the ship's engines were rerouted to other purposes. It was a ship, it should fly rather than float in an orbit around a sun! The ship still provided him with a community and stability, all that they needed to survive. Still, he was fascinated by the stories of the trip the ship had taken and tales of their first contact with the Pact Worlds.

Although he trained in the traditional warrior style of the Solarian, his teachers were less than enthused by his choice to focus on guns. Still they honored his decision, as incorporating the new is how their culture avoided stagnation. He developed his ability to focus his stellar mote on defense, relying on light weapons for his offense.

When it finally came time for his tempering, he knew it would involve leaving the Idari. It was time to find work as a pilot and the best place for that was Absalom Station! It was the center of all trade and the place that explorers came back to.

Piloting shuttle craft between the large ships and Absalom station may not seem the most rewarding job, but it has allowed him to see a wide range of ships. Although he is normally restricted to the docking bay, still he gets to see all the ships that dock at Absalom station.

Someday he will work his way up and be allowed to pilot some of those ships!

After a few missions with the Starfinders, he realized that he needed to expand his studies. Although he still considers himself a Solarian, he admits that his other studies have hampered his advancement in that martial form.

Part of that expanded training was with The Stewards. He had met and worked with some of them on Absalom Station while he was investigating some gang activity. That experience was good enough that he decided to apply and joined them. They have taught him a little bit about peacekeeping.