[Starfinder] В неизвестное (SFS Quest, Season 1) 2 | Партия


Райя

В игре

Автор:   главрыба
Раса:   Лашунта
Класс:   Техномант
Мировоззрение:   Принципиальный добрый
Сила:0 [-5]
Ловкость:0 [-5]
Выносливость:0 [-5]
Интеллект:0 [-5]
Мудрость:0 [-5]
Обаяние:0 [-5]
Внешность
Характер
A magical scholar from Castrovel, Raia Danviri lives to meet new cultures and learn from them.
История
Raia Danviri was born on Castrovel, taught by her famous diplomat parents to value and learn from all life, no matter how strange. While she excelled at technomancy, enjoying the inherent logical systems within both technology and magic, she quickly discovered that her true love was encountering new alien cultures. Signing on with starship crews as a science officer and technomantic muscle, she eagerly travels the galaxy in search of new alien races, firm in her belief that both they and the Pact Worlds might be enriched by the exchange of ideas—provided the meeting is handled correctly.
Навыки
Female damaya lashunta xenoseeker technomancer 1 LG Medium humanoid (lashunta)
Init +2; Perception +0

DEFENSE
SP 5 HP 9 RP 4
EAC 13; KAC 14
Fort +0; Ref +2; Will +2

OFFENSE
Speed 30 ft.
Melee: tactical baton +2 (1d4; analog, operative)
Ranged: azimuth laser pistol +3 (1d4 F; critical burn 1d4) or stickybomb grenade I –4 (explode [10 ft., entangled 2d4 rounds, DC 8)
Lashunta Spell-Like Abilities (CL 1st): 1/day—detect thoughts At will—daze, psychokinetic hand
Technomancer Spells Known (CL 1st; ranged +2):
1st (3/day)—grease, magic missile
0 (at will)—dancing lights, detect magic, energy ray, mending

STATISTICS
Str 10 (+0); Dex 14 (+2); Con 10 (+0); Int 16 (+3); Wis 10 (+0); Cha 13 (+1)
Skills: Computers +9 (1 rank), Diplomacy +2, Engineering +7 (1 rank), Life Science +10, Mysticism +4, Physical Science +7, Piloting +6 (1 rank); (reduce the DC of Life Science checks to identity rare creatures by 5)
Feats: Weapon Focus (small arms)
Languages: Castrovelian, Celestial, Common, Elven, Triaxian; limited telepathy 30 ft.
Other Abilities: spell cache

SPECIAL ABILITIES
Lashunta Magic
Raia can use the following spell-like abilities, each as a standard action.
Daze: This spell causes a humanoid creature of CR 3 or lower to be dazed for 1 round (Will DC 11 negates).
Detect Thoughts: Raia can detect the surface thoughts of intelligent creatures within a 60-foot cone, and if she concentrates, she can attempt to read those thoughts (Will DC 12 negates).
Psychokinetic Hand: Once this spell is cast, as long as Raia concentrates (a standard action each round), she can take a move action to move an object within 25 feet that weighs 10 pounds or less up to 15 feet. She can’t perform fine manipulation (such as firing a weapon or using a computer), but she can push a single button or close a container’s lid.
Limited Telepathy (Su) Raia can communicate telepathically with creatures within 30 feet that share a language with her.
Spell Cache (Su) Raia has an arm implant that functions as her spell cache. Once per day, she can cast one of her spells known even if she has expended all her spell slots of that spell level.
Spells Raia can cast these spells, each as a standard action.
Dancing Lights: Raia can create up to four flashlight-sized lights in a 10-foot-radius area.
Detect Magic: This spell reveals whether creatures or objects seen within a 60-foot cone are magical, and with concentration, can determine whether one magical source is a spell, magic item, or other effect, and its caster level.
Energy Ray: Raia can fire a ray of energy (choose acid, cold, electricity, or fire) as a ranged attack (+2 bonus) that targets EAC and deals 1d3 damage of the chosen energy type.
Grease: Raia can coat a 10-foot square or one object with slippery grease, causing creatures in the area to fall prone or drop the object (Reflex DC 14 partial).
Magic Missile: Raia can fire two missiles of magical energy that automatically hit and deal 1d4+1 force damage each. If she casts this spell as a full action, Raia fires three missiles.
Mending: This spell restores 1d4 Hit Points to one object or construct of up to 1 bulk.
Инвентарь
Combat Gear mk 1 serum of healing, stickybomb grenade I;
Other Gear second skin, azimuth laser pistol with 1 battery (20 charges), tactical baton, engineering tool kit, everyday clothing, hygiene kit, personal comm unit, credstick (1 credit)

GEAR DESCRIPTIONS
Azimuth Laser Pistol This weapon can be fired 20 times before its battery needs to be recharged or replaced.
Engineering Tool Kit These specialized tools allow Raia to attempt Engineering checks without penalty.
Mk 1 Serum of Healing Drinking this serum restores 1d8 HP.
Second Skin While wearing this armor, Raia can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 24 hours.

Keskodai

В игре

Автор:   basilshotgun
Раса:   Shirren
Класс:   Mystic
Мировоззрение:   Нейтральный добрый
Сила:10 [+0]
Ловкость:13 [+1]
Выносливость:12 [+1]
Интеллект:12 [+1]
Мудрость:18 [+4]
Обаяние:8 [-1]
Внешность
Характер
История
Навыки
Male shirren priest mystic 1

NG Medium humanoid (shirren)

Init +1; Senses blindsense (vibration) 30 ft.; Perception +8

DEFENSE SP 7 HP 12 RP 5
EAC 12; KAC 13
Fort +1; Ref +1; Will +6

OFFENSE
Speed 30 ft.

Melee battle staff +0 (1d4 B; critical knockdown; analog, block)
Ranged pulsecaster pistol +1 (1d4 E nonlethal) or shock grenade I –4 (explode [15 ft., 1d8 E, DC 7])

Mystic Spells Known (CL 1st, ranged +1)
1st (3/day)—mind thrust, mystic cure, share language
0 (at will)—detect affliction, detect magic, stabilize,
telekinetic projectile

STATISTICS
Str 10 (+0); Dex 13 (+1); Con 12 (+1); Int 12 (+1); Wis 18 (+4);
Cha 8 (–1)

Skills
Computers +2 (1 rank), Diplomacy +5, Life Science +5, Medicine +5, Mysticism +9, Perception +8, Piloting +2 (1 rank); (reduce the DCs of Culture and Mysticism checks by 5 when recalling knowledge about religious traditions, religious symbols, and famous religious leaders)

Feats Harm Undead

Languages Celestial, Common, Shirren, Vesk; limited
telepathy 30 ft.

Other Abilities healing channel, healing touch

Combat Gear
mk 1 serums of healing (2), shock grenade;

Other Gear
second skin, battle staff, pulsecaster pistol with 2 batteries (20 charges each), basic medkit, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, credstick (19 credits)

SPECIAL ABILITIES
Blindsense Keskodai ignores all forms of visual camouflage and invisibility when attempting Perception checks to notice creatures within 30 feet, though creatures he can’t see still gain full concealment.

Communalism Once per day, as long as an ally is within 10 feet, Keskodai can roll a single attack roll or skill check twice and take the higher result.

Harm Undead When Keskodai uses healing channel as a full action, he can expend 1 Resolve Point to also deal damage to all undead within 30 feet. The damage is equal to the amount the healing channel heals, though undead can attempt a Will save (DC 14) for half damage.

Healing Channel (Su) Keskodai can spend 1 RP to restore 2d8 HP to himself (as a move action), an ally touched (as a standard action), or all allies within 30 feet (as a full action).

Healing Touch (Su) Once per day, Keskodai can spend 10 minutes to restore 5 Hit Points to an ally.

Limited Telepathy (Su) Keskodai can communicate telepathically with creatures within 30 feet that share a language with him.

Spells Keskodai can cast the following spells, each as a standard action:

Detect Affliction: Keskodai can determine whether a creature or object is cursed, diseased, or poisoned, and can determine the exact affliction with a successful Life Science, Medicine, or Wisdom check.

Detect Magic: This reveals whether creatures or objects seen within a 60-foot cone are magical and, with concentration, can determine whether one magical source is a spell, magic item, or other effect, and its caster level.

Mind Thrust: This spell deals 2d10 damage (Will DC 15 half) to one creature with an Intelligence score.

Mystic Cure: With a touch, Keskodai can restore 1d8+4 Hit Points to one living creature. Casting this spell doesn’t provoke attacks of opportunity.

Share Language: Keskodai can grant a creature touched the ability to read, understand, and speak (if able) up to three languages Keskodai knows.

Stabilize: This spell causes a dying creature that has 0 Hit Points to stabilize.

Telekinetic Projectile: Keskodai can telekinetically hurl an object weighing up to 5 pounds at a target within 30 feet, making an attack roll (+1 bonus) against its KAC. If he hits, both the target and the object take 1d6 bludgeoning damage.

GEAR DESCRIPTIONS
Basic Medkit Keskodai can use this kit to attempt a DC 25 Medicine check to treat deadly wounds.
Battle Staff If Keskodai successfully hits a foe with this two-handed weapon, he gains a +1 bonus to his AC against melee attacks from that foe for 1 round.

Mk 1 Serum of Healing Drinking this restores 1d8 HP.

Pulsecaster Pistol This weapon deals nonlethal electricity damage. It can be fired 20 times before its battery must be recharged or replaced.

Second Skin This armor’s environmental seals allow the wearer to survive in harsh environments for 1 day.
Инвентарь

Алтронус Баразул Довендаян

В игре

Автор:   lonebeast
Раса:   Касата
Класс:   Соларианец
Мировоззрение:   Принципиальный нейтральный
Сила:14 [+2]
Ловкость:12 [+1]
Выносливость:12 [+1]
Интеллект:11 [+0]
Мудрость:12 [+1]
Обаяние:12 [+1]
Внешность
В меру худощавое телосложение, серая кожа, вытянутой формы череп, четыре руки, платок, прикрывающий нижнюю часть лица. Для не-касата все касата, по большому счёту, на одно лицо. Даже крошечная искра света, постоянно парящая вокруг Алтронуса, мало кого удивляет: в конце концов, касата составляют значительный процент среди соларианцев.
Характер
Нет эмоций - есть покой.
Нет неведения - есть знание.
Нет страстей - есть ясность мысли.
Нет хаоса - есть гармония.
Нет смерти - есть Великая Сила.
История
Altronus Barasul Dovenayan was born into House Holdare, a traditional and respected family on the kasatha generationship-turned-homeland Idari, and he trained to be an adata—one of the scholar-priests who oversee the removal and preservation of thin slices of the brains of deceased kasathas. Yet while Altronus was an excellent scholar, he had trouble focusing on a single topic for long. Inevitably, some interesting fact in his studies would pique his interest and draw his research off into unrelated sidetracks. This broad, self-directed education made him adept at making connections between disparate fields, yet earned him little love from traditionalist teachers.

One of Altronus’s more sympathetic teachers felt his wandering focus could be brought into line with training in the philosophy of the Cycle, the guiding philosophy of the solarians. Altronus was accepted as a student into a prestigious cosmonastery and taught to draw strength and focus from the endless repetition of celestial creation and destruction. He took to the training immediately, and soon was among the most advanced students. Yet Altronus was still slated for a career as an adata, and relished being allowed to take on guard shifts at the ship’s famed Sholar Adat. There he watched over rooms of stasis pods where adata connected to the Sensorium, the technomagical temple archive where flashes of memories from archived kasathan brains could be experienced.
During one of his shifts, Altronus was assigned to an inactive Sensorium access node. Though most such shifts were uneventful, on that night Altronus was surprised by the appearance of a senior adata, Remura Esolla Kaiban of Clan Senthen, flashing a warrant to allow unscheduled access to the memory of a recently deceased citizen. Thanks to his tendency to collect trivia, Altronus knew Kaiban was scheduled to be giving a lecture at the far end of the Idari. What, he wondered, could be so important that the revered adata would end the lecture early?
Altronus knew he should mind his own business, but instead contacted a friend at the far end of the ship, who informed him that not only had Adata Kaiban not left the lecture early—she was still on the stage.
Immediately Altronus sounded an intruder alert, and rushed to confront the false adata. To his surprise, Altronus discovered not a kasatha, but a small, sickly, gray humanoid with long wires latched onto the Sensorium feed. Altronus leapt to activate the Sensorium emergency disconnect, but the creature attacked. Through the resulting haze of pain, Altronus managed to seal the access node’s security force fields, trapping himself and the gray intruder inside.
Unarmed, Altronus had little chance of holding the intruder at bay and no way to heal his wounds. For the first time in his life, Altronus confronted the fact that he was going to die. Like the stars themselves, he too would be extinguished, his body breaking down and being reincorporated over millennia into new worlds and stars. At last, he truly understood the Cycle. With his final moments, he reached out to the universe, embracing it. And the universe answered.
Altronus was as surprised as the strange alien to find a long, shining golden blade suddenly sprouting from his lower right forearm. Yet he had seen enough solarian training to recognize the blade of stellar energy, and leapt to place himself between the creature and the node’s access panels.
The two fought in grim silence. Outmatched, Altronus knew he didn’t need to win—only to buy time, keeping the creature
from finishing its infiltration until help arrived. At last, ship security arrived, dragging the half-dead Altronus from the fight. Upon seeing that it was outnumbered, the bulbous-headed alien toggled a device on its arm—and detonated its own head like a bomb.
The security team questioned Altronus. When several true adata arrived, they immediately attempted to pull meaning from the alien brain-splatter, recovering two ideas: that gray spies had deeply infiltrated the Pact Worlds, and that something important called “Phase Three” was approaching.
The Doyenate of the Idari was informed, and additional security added to Sensorium access nodes. While the matter was officially left open to investigation, official attention quickly turned elsewhere. But Altronus couldn’t let the issue lie. As it came time for Altronus to begin his Tempering, he realized he could never accept a role as an adata while the mystery of the gray invader hung over him. He left the Idari, vowing to chase down every strange occurrence until he unraveled the alien conspiracy.
Now an adult, Altronus has remained on his Tempering for much longer than the traditional year. He often signs on with adventuring companies as a guard, researcher, or scout in order to support himself, yet his primary goal always remains researching the shadowy web of plots he first glimpsed that night in the access node. Ironically, while he comes across to many kasathas as impetuous and offbeat, his natural kasathan love of traditions, devotion to the Cycle, and scholar’s desire to monologue about his research often causes members of other races to see him as an eccentric professor or addled conspiracy theorist. Any skepticism as to his usefulness, however, disappears in the first firefight, as Altronus launches himself into the fray and “lets the cosmos take control,” slicing through hordes of enemies with terrifying calm.
Навыки
Male kasatha scholar solarian 1
LN Medium humanoid (kasatha)

Init +1; Perception +1

DEFENSE SP 8 HP 11 RP 2
EAC 12; KAC 13
Fort +3; Ref +1; Will +3

OFFENSE
Speed 30 ft.
Melee solar weapon +4 (1d6+2 S)
Ranged azimuth laser pistol +2 (1d4 F; critical burn 1d4) or frag grenade I –1 (explode [15 ft., 1d6 P, DC 7])
Offensive Abilities black hole, solar manifestation (solar weapon), supernova

STATISTICS
Str 14 (+2); Dex 12 (+1); Con 12 (+1); Int 11 (+0); Wis 12 (+1); Cha 12 (+1)
Skills Acrobatics +7, Athletics +8, Diplomacy +5, Life Science +4; (reduce the DCs of Life Science checks by 5 when recalling knowledge about xenobiology)
Feats Weapon Focus (advanced melee weapons)
Languages Common, Kasatha
Other Abilities desert stride, four-armed, stellar mode

SPECIAL ABILITIES
Black Hole (Su) When fully attuned to graviton mode, as a standard action Altronus can pull any number of creatures he targets that are within 20 feet of him toward him. Each target must succeed at a DC 11 Fortitude save or move 5 feet closer. This movement does not provoke attacks of opportunity. After using this power, Altronus becomes unattuned.

Desert Stride Altronus can move through nonmagical difficult terrain in deserts, hills, and mountains at his normal rate.

Four-Armed Altronus has four arms, all of which can wield and carry items normally, though this does not affect how many attacks he can make each round.

Solar Manifestation (Solar Weapon) Altronus has a mote of yellow light that orbits him. He can grab this and turn it into a solar weapon with the same ease as drawing a weapon. It is considered a one-handed advanced melee weapon that deals 1d6 slashing damage.

Stellar Mode At the beginning of Altronus’s first round in a combat, he must choose one of three modes — graviton-attuned, photon-attuned, or unattuned. If graviton- or photon-attuned, he gains 1 attunement point for the appropriate mode. Each round, he either maintains that mode (gaining another point of attunement, to a maximum of 3), or becomes unattuned (losing all attunement points, and he can then enter a new mode on the following turn). If Altronus has 1 or 2 points in a mode, he is
attuned to that mode. If he has 3 points in a mode, he is fully attuned to that mode. Some of his abilities function only when he is attuned or fully attuned to the graviton or photon mode.
When attuned in graviton mode, Altronus gains a +1 insight bonus to his Reflex saves.
When attuned in photon mode, Altronus gains a +1 insight bonus to damage rolls.

Supernova (Su) When Altronus is fully attuned to photon mode, as a standard action he can deal 2d6 fire damage to all creatures within 10 feet of him (Reflex DC 11 half). After using this power, Altronus becomes unattuned.
Инвентарь
Combat Gear mk 1 serums of healing (2), frag grenades I (2), medpatch; Other Gear second skin, azimuth laser pistol with 1 battery (20 charges), beacon, everyday clothing, field rations (1 week), flashlight, hygiene kit, personal comm unit, titanium alloy cable (100 ft.), credstick (33 credits)

GEAR DESCRIPTIONS
Azimuth Laser Pistol This weapon can be fired 20 times before its battery needs to be recharged or replaced.
Beacon This handheld light increases the light level by one step in a 50-foot radius. It can operate for 10 hours before its battery must be recharged or replaced.
Flashlight This handheld light increases the light level by one step in a 20-foot cone. It can operate for 10 hours before its battery must be recharged or replaced.
Medpatch Altronus can use this to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat drugs or poison task.
Mk 1 Serum of Healing Drinking a vial of this serum restores 1d8 HP.
Second Skin While wearing this armor, Altronus can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 24 hours.
Titanium Alloy Cable This 100-foot-long cable is designed for climbing or securing loose cargo.

Квиг

В игре

Автор:   UrKlAv
Раса:   ysoki
Класс:   Механик
Мировоззрение:   Хаотичный нейтральный
Сила:8 [-1]
Ловкость:14 [+2]
Выносливость:12 [+1]
Интеллект:16 [+3]
Мудрость:12 [+1]
Обаяние:11 [+0]
Внешность
Характер
Для Квига нет ничего более увлекательного в жизни чем разобрать неизвестное устройство и понять, как оно устроено. Его девиз: «В мире существует лишь 2 типа устройств: те, которые я улучшил и которых я еще не видел».
История
Родители Квига давно заметил интерес своего ребенка к технике. Но они даже не представляли во что этот интерес выльется.
Первой ласточкой били разобранные до последнего винтика игрушки. Далее очумелые ручки малыша потянулись к малой технике в доме, все было разобрано на столько «качественно» что даже лучшие ремонтные центры не могли сразу определить, из набора деталек, что это было за устройство.
Но все изменилось, когда, уже юноше, троюродный дядя двоюродного брата сестры мужа родной тетки подарил набор инструментов и книгу «юный механик». Взвыли все……
- Что значит «куда делась кофеварка и принтер»? … А это что стоит? … Да, печатает с помощью молотого кофе… Да, потом документ можно кинуть в чушку с горячей водой и через 2 минуты у тебя отличный кофе... Говоришь ты любишь со сливками… Ну почему сразу полож инструмент где взял…
И так продолжалось пока родители не заикнулись что в мире существует еще столько разной техники. Ну а дальше, здраствуй большой мир, новая техника, Квиг идет к тебе.
По началу было тяжело, никто просто так не подпускал к технике и устройствам, а для покупки нахватало денег. Но слава богам, родни много и знающие люди посоветовали подработку. Сначала побегал охотником за головами, а потом присоединился к сообществу…
Навыки
Init +2; Senses darkvision 60 ft.; Perception +5
DEFENSE SP 7 HP 8 RP 4
EAC 13; KAC 14
Fort +3; Ref +4; Will +1
OFFENSE
Speed 30 ft.
Melee club –1 (1d6–1 B; analog, archaic)
Ranged tactical semi-auto pistol +2 (1d6 P; analog) or
frag grenade I –1 (explode [15 ft., 1d6 P, DC 12])
STATISTICS
Str 8 (–1); Dex 14 (+2); Con 12 (+1); Int 16 (+3); Wis 12 (+1); Cha 11 (+0)
Skills Acrobatics +3 (+8 to tumble through the space of a creature of Medium or larger size), Athletics +3, Computers +8 (1 rank), Engineering +10 (1 rank), Perception +5, Stealth +5, Survival +7
Feats Barricade
Languages Akitonian, Brethedan, Common, Kasatha, Shirren, Ysoki
Other Abilities artificial intelligence (drone: hover), bypass, cheek pouches, moxie, theme knowledge
Инвентарь
Combat Gear mk 1 serums of healing (2), frag grenades I (2);
Other Gear second skin, club, tactical semi-auto pistol with 30 small arm rounds, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, credstick (9 credits)
GEAR DESCRIPTIONS
Club This archaic weapon deals 5 less damage to foes unless they are unarmored or in archaic armor.
Mk 1 Serum of Healing Drinking this serum restores 1d8 HP.
Second Skin While wearing this armor, Quig can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 24 hours.
Tactical Semi-Auto Pistol This weapon shoots physical bullets and can be fired nine times before it needs to be reloaded. Quig has 30 rounds of small arm ammunition, which can reload this or Scout’s pistol.

Обозая

В игре

Автор:   Тэв Дорга
Раса:   Веск
Класс:   Солдат
Мировоззрение:   Принципиальный нейтральный
Сила:16 [+3]
Ловкость:16 [+3]
Выносливость:13 [+1]
Интеллект:8 [-1]
Мудрость:10 [+0]
Обаяние:10 [+0]
Внешность
Солдат-веск в церемониальной броне с голопроектором на горбу

Характер
Пряма до груботы, и хоть и приемлет ложь как военную хитрость, но нарушение слова для неё смерти подобно.
История
На самом стремительном взлёте успешной военной карьеры Обозаю подвела её недалёкость и политическая близорукость: не только одержав победу в дуэли, но и опозорив своего противника, члена влиятельного рода, она обрекла себя на вечное прозябание в глухом гарнизоне без малейшей возможности отличиться. Посему, отслужив необходимый и достаточный срок, Обозая демобилизовалась и подалась в наемники - в маленьком отряде и добычи больше достается, и славы.
Навыки
Инвентарь
Нет ни одного персонажа мастера.