Starfinder: Dawn of Flame Sheets Thread
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lapis-lazily
Shinigami02
Perci
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Starfinder: Dawn of Flame Sheets Thread
Escort Crew Needed!
A group of scientists is hiring an escort to the Far Portal Station. The advert seems designed to appeal primarily to crews looking to make a name for themselves, offering only a basic, if combat capable, starship as payment.
--------------------------------------------------------------
Space is silent and empty, but the fire don't give a fuck.
First level characters; default character generation but with theme stat bonuses increased to +2 and 12 free points instead of 10
Post your sheets here whenever they're ready!
A group of scientists is hiring an escort to the Far Portal Station. The advert seems designed to appeal primarily to crews looking to make a name for themselves, offering only a basic, if combat capable, starship as payment.
--------------------------------------------------------------
Space is silent and empty, but the fire don't give a fuck.
First level characters; default character generation but with theme stat bonuses increased to +2 and 12 free points instead of 10
Post your sheets here whenever they're ready!
Perci- Posts : 354
Join date : 2019-08-23
Age : 31
Re: Starfinder: Dawn of Flame Sheets Thread
- Caitlyn "Cate" Furr:
- Stats:
- CG Human Witchwarper 2
Theme: Corporate Agent
Size: Medium, Gender: Female, Age: 23, Height: 5'5", Weight: roughly 150 lbs.
Bright Pink Eyes, Long Brown Hair (usually in a ponytail)
Init: +3, Perception: +0
Defenses
HP: 14, Stamina: 10
Resolve: 5
EAC: 14
KAC: 15
Combat Maneuver AC: 23
Fort: +0, Ref: +6, Will: +0
Armor: Second Skin
Offenses
Speed 30
Tactical Diasporan Rifle: +4 (1d8 Fire) 70 Feet - Powered, Capacity 20, Usage 2, Sniper (250 ft), Unwieldy
Switchblade Survival Knife: +4 (1d4+0 Slashing) - Analog, Operative
Stats
STR: 10 (+0)
DEX: 16 (+3)
CON: 10 (+0)
INT: 12 (+1)
WIS: 10 (+0)
CHA: 18 (+4)
BAB: 1
Racial Abilities
Skilled: Gain an extra skill rank each level.
Bonus Feat: Gain a bonus feat of your choice at level 1. I must meet prerequisites as normal.
Theme Abilities
Corporate Agent Knowledge: You are deeply connected to the world of corporate culture, and know all the movers and shakers. When attempting a Profession or Culture check to recall knowledge about Corporations and their executives, reduce the DC by 5. Diplomacy is a class skill for you, or if it is a class skill for the class you chose at level 1, you instead gain a +1 bonus to Diplomacy checks. In addition, gain a +1 to Charisma at character creation.
Class Abilities
Infinite Worlds: As a Standard Action you can expend a spell slot of level 1 or higher to pull elements of parallel universes into this reality. This creates a 10-foot radius bubble of either an instant or enviornmental effect (environmental effects have a duration of 1 round per level) based on the level of the spell slot expended. You can instead blend weaker aspects, creating a single bubble that combines two different effects from a lower level of this ability. This effect can be described as desired (GM Permitting) but the effects are only quasi-real and have only the mechanical effects described. If an effect calls for a Save it uses a DC of 10 plus the level of the Slot expended plus your Charisma Modifier.
Paradigm Shifts: Paradigm shifts represent your ability to briefly install pieces of alternate realities into your own, subtly or radically changing your surroundings for a time. Unless otherwise stated, the effects of a paradigm shift last for a number of rounds equal to your witchwarper level. If a paradigm shift allows a saving throw to resist its effects, the DC is equal to 10 + half your witchwarper level + your Charisma modifier.- Infinite Worlds effects:
- - 1st (Instantaneous): A bright flash of light fills the area, forcing each creature in the area to make a Fort Save or be Dazzled for 1 round per level. A creature that rolls a natural 1 on its save is also Blinded for 1 round.
- 1st (Environmental): The affected area becomes Difficult Terrain. This counts as magically affected terrain for the purpose of other effects.
- Paradigm Shifts:
- Overlapping Forms (2): As a standard action, you can overlay faint outlines of yourself from multiple alternate realities, giving yourself a +1 enhancement bonus to your AC. At 5th level, you can spend 1 Resolve Point when using this ability to instead give an ally you touch a +1 enhancement bonus to AC.
- Spellcasting:
- CL 1, Charisma Casting
- Cantrips:
- DC 14, At Will
Spells Known
Churn Fluid
Detect Magic
Hazard
Token Spell
Fatigue
- Level 1:
- DC 15, 3/day
Spells Known
Summon Creature 1
Ectoplasmic Barrage
Shifting Surge
Feats
[Bonus] Sniper Weapon Proficiency: Gain Proficiency in Sniper class weapons.
Mystic Strike: Your Melee and Ranged Attacks count as Magic for the purposes of bypassing DR.- Skills:
Bluff (2) +9
Culture (2) +6
Diplomacy (2) +10
Mysticism (2) +5
Physical Science (2) +6
Profession (Contract Negotiator) [Cha] (2) +9
Languages
Common, Aquan
Gear- Worn:
- Everyday Outfit (normal) or Suit [Professional Outfit] (for business dealings), Industrial Backpack, Second Skin Armor
- Adventuring Gear:
- 1 Week's Worth of Field Rations, Personal Comm Unit, 2x Spare Batteries (20/20) (20/20), 2x Healing Serums (Heals 1d8)
- Augmentations:
- None Currently
Total Bulk: 3, 7 Light
Money
46 Credits
- Background:
- A native of Absalom Station, Cate has worked for years as a contract negotiator for the Hornigold Trading Company. Her work has taken her to all corners of the galaxy setting up trade deals, pushing the company's goods, and acquiring new goods to push elsewhere. In this endeavor her mysterious connection to the multiverse, an ability she inherited and was trained in the use of from her mother, has served her well in the hostile environs she ventured into.
- Summons:
- Level 1:
- Celestial Footman (Angel):
- Tiny Summon, CR 1/3
NG Tiny Outsider (Angel, Extraplanar, Good)
Senses: Darkvision 60 ft, Low-Light Vision; Perception: +3
Defense
HP: 6
EAC: 11; KAC: 12
Fort: +3; Ref: +1; Will: +0
+4 to Saves vs Poison
Immunities: Petrification
Offense
Speed: 30 ft; Fly 30 ft (Perfect)
Melee: Sword of Light +5 (1d6+3 S)
Statistics
Str: +3; Dex: +1; Con: +0; Int: -3; Wis: +0; Cha: +0
Skills: Acrobatics +3; Athletics +3; Diplomacy +3; Mysticism +3
Languages: Common, Celestial
- Celestial Bowman (Azata):
- Tiny Summon, CR 1/3
CG Tiny Outsider (Azata, Chaotic, Extraplanar, Good)
Senses: Darkvision 60 ft, Low-Light Vision; Perception: +3
Defense
HP: 6
EAC: 11; KAC: 12
Fort: +3; Ref: +1; Will: +0
Immunities: Electricity, Petrification
Offense
Speed: 30 ft; Fly 30 ft (Perfect)
Melee: Slam +2 (1d6+3 B)
Ranged: Celestial Bow +5 (1d4 P) 120 ft
Statistics
Str: +3; Dex: +1; Con: +0; Int: -3; Wis: +0; Cha: +0
Skills: Acrobatics +3; Athletics +3; Culture +3
Languages: Common, Celestial
- Grindylow (Water Elemental):
- Tiny Summon, CR 1/3
N Tiny Outsider (Elemental, Water)
Senses: Darkvision 60 ft; Perception: +3
Defense
HP: 6
EAC: 11; KAC: 12
Fort: +3; Ref: +1; Will: +0
Immunities: Elemental Immunities
Offense
Speed: 20 ft; Swim 90 ft
Melee: Slam +5 (1d6+3 S)
Drench: A Water Elemental's touch douses Large or smaller nonmagical flames. The Outsider can dispel magical fire it touches as per Dispel Magic (CL = CR).
Water Mastery: Waterborne creatures take a -1 penalty to attack and damage rolls against a Water Elemental.
Statistics
Str: +3; Dex: +1; Con: +0; Int: -3; Wis: +0; Cha: +0
Skills: Acrobatics +3; Athletics +3
Languages: Aquan
- Shadow Cub (Shadow Creature):
- Tiny Summon, CR 1/3
N Tiny Magical Beast (Extraplanar)
Senses: Darkvision 60 ft; Perception: +3
Defense
HP: 6
EAC: 11; KAC: 12
Fort: +3; Ref: +1; Will: +0
Immunities: Cold, Electricity, Poison
SR: 5
Offense
Speed: 30 ft
Melee: Touch +5 (1d6+3 Cold)
Statistics
Str: +3; Dex: +1; Con: +0; Int: -3; Wis: +0; Cha: +0
Skills: Acrobatics +3; Athletics +3; Stealth +3
Can attempt Stealth Checks to Hide even if observed or lacking cover, as long as it is not in an area of Bright Light. After it attacks, it can't attempt to hide again until its next turn.
Languages: Common, Aklo
Last edited by Shinigami02 on Wed Feb 12, 2020 7:18 pm; edited 2 times in total
Shinigami02- Posts : 765
Join date : 2018-08-14
Age : 30
Re: Starfinder: Dawn of Flame Sheets Thread
- Dr. Cera Bombyx:
- Dr. Cera Bombyx
Female Kiirinta Biohacker 2
CG Small Fey
Init +8; Senses Low-Light Vision; Perception +9
--------------------
Defense
--------------------
KAC 16
EAC 15
CMD 24
SP 14
HP 16
Fort +3, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 20 ft; 20 ft fly
Ranged
Needler Rifle (70 ft.) +6 1d6 Piercing [14 Needle Chamber]
--------------------
Statistics
--------------------
Str 10
Dex 18
Con 12
Int 18
Wis 8 (-1)
Cha 10
Base Atk +1
Resolve Points 5/5
Skills
Acrobatics +6
Computers +9
Culture +9
Engineering +9
Life Science +9
Medicine +10
Perception +9
Physical Science +9
Profession Doctor +9
Sense Motive +9
Languages
Common, Kiirinta, Castrovelian, Shirren, Triaxian, Vesk
Gear
73 Credits
Needler Rifle (1)
100 Darts (.4)
Second Skin (.1)
Industrial Backpack (0 if worn)
50 ft. Titanium Alloy Cable (.5)
Personal Comm Unit (.1)
Basic Medkit (1)
Engineering Kit (.1)
Hacking Kit (.1)
4 Serum of Healing Mk I (.4)
--------------------
Special Abilities
--------------------- Race:
- Fluttercloud: As a move action, a kiirinta within 15 feet of the ground can flutter their wings to stir up debris and a cloud of glistening sparkles around themself, granting them concealment (20% miss chance) for 1d4 rounds. A kiirinta can’t use this ability again until they have taken a 10-minute rest to recover Stamina Points.
Limited Telepathy: Kiirintas have limited telepathy with a range of 30 feet.
Reverberating Shriek: As a standard action, a kiirinta can emit a shriek of sonic energy at an adjacent target, causing painful vibrations throughout the target’s body. This scream imparts the staggered condition for 1d4 rounds. The target can attempt a Fortitude save (DC = 10 + half the kiirinta’s character level + the target’s Constitution modifier) to negate the staggered effect. Whether successful or not, a creature can’t be affected by the same kiirinta’s reverberating shriek for 24 hours. A kiirinta can use this ability once per day plus one additional time per day for every 5 character levels they have.
- Theme:
- Biotechnician: You have a sharp mind for the intricacies of biotech augmentations and keep up-to-date on current research in the field, whether because you work to develop such technology or because you are the beneficiary of biotech augmentations— or, most likely, both. Reduce the DC of Life Science checks to identify biotech augmentations and to recall knowledge about famous biotech corporations and researchers by 5. Medicine 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 your Medicine checks. In addition, you gain an ability adjustment of +2 to Intelligence at character creation.
- Class:
- Custom Scanner: At 1st level, you have created a small customized scanning device that you can use to evaluate and treat your allies’ wounds, identify unknown substances, and determine your enemies’ weaknesses from a distance. Scanner is my wristwatch.
Your custom scanner counts as a basic medkit and a chemalyzer and can be used for any purposes applicable to those items.
As long as you have access to your custom scanner, as a move action you can target a creature within 30 feet that is within your line of sight and attempt a special skill check to identify it: if the creature is living, this is a Life Science check, and if the creature is unliving, it is a Physical Science check. The DC of this check is tied to the creature’s rarity, as presented on the Creature Rarity table.
Additionally, as long as you have access to your custom scanner, you can use Life Science or Physical Science instead of Mysticism to make serums.
If your custom scanner is damaged, destroyed, lost, or stolen, you can kitbash a new one from any medkit or chemalyzer, reconfiguring the materials into a new custom scanner with 1 hour of work. You can have only one custom scanner at a time. If you create a new custom scanner, your old one functions as a normal item of whatever type you made it from.
Injection Expert: At 1st level, you are proficient with weapons that have the injection weapon special property, as long as the weapon has not gained that weapon special property through a weapon fusion, spell, class feature, or similar ability or effect. At 1st level, you gain a +1 bonus to attack rolls with these weapons. At 9th level, that bonus increases to +2.
When you hit an ally with a weapon that has the injection weapon special property, you can choose not to deal damage to that ally, though that ally is still affected by the effects of the drug, poison, medicinal compound, counteragent, restorative, or other substance that was loaded into the injection weapon. When you fire a weapon with the injection special property and you have multiple types of ammunition loaded into the weapon, you choose which type of ammunition you fire when you attempt the attack.
Field of Study: Pharmacology
Alleviate Pain: When you gain this field of study’s breakthrough, as a standard action, you can create and deliver a formula to a living creature that prevents pain and nausea. When injected, the mixture provides the target with a +4 enhancement bonus to saving throws against pain effects and effects that cause the sickened or nauseated condition for 1 minute. If the target is already under one of these effects, or if it already has the sickened or nauseated condition, it immediately gets a new saving throw against the effect with a +2 enhancement bonus to end the effect or remove the condition. This does not grant a new saving throw if the effect did not originally allow one. If you are at least 7th level, the bonus to saving throws against pain effects and effects that cause the sickened or nauseated condition increases to +6 and +4. If you are at least 13th level, this automatically removes the sickened condition, and the bonus to new saving throws increases to +6.
Studious: Your mind is a fortress of information that can only rarely be breached. Instead of your Wisdom modifier, you can add your Intelligence modifier to Perception and Sense Motive skill checks and to Will saving throws.
Field Medic: As a standard action, you can use your custom microlab to quickly render medical aid to an adjacent willing or unconscious creature. If you are an instinctive biohacker, the target regains a number of Stamina Points equal to your key ability score modifier. If you are a studious biohacker, the target regains a number of Hit Points equal to your key ability score modifier. This number increases to 1d6 + your key ability score modifier at 4th level, and to 2d8 + your key ability score modifier at 8th level. You must have your custom microlab in your possession to use this ability, and you can use it a number of times per day equal to your key ability score modifier. Regardless of what type of biohacker you are, once a creature has benefited from your field dressing, they cannot benefit from your field dressing again until they take a 10-minute rest to recover Stamina Points.- Injections:
- You carry a collection of catalysts, chemicals, compounds, and specialized nanites, plus a small mixing apparatus and syringes, which you can use to quickly fashion solutions that produce different effects depending on the order in which you mix these ingredients. These solutions are called injections, and you can use them to boost your allies or hinder your foes. Your injections produce their effects only when you inject a creature with them (see below), and only you know how to make and administer them in the exact effective way. An injection that is not in your possession becomes inert until you pick it up again.
Each day, you must spend 10 minutes to prepare the ingredients for a number of injections equal to your biohacker level + your key ability score modifier (6/day). This preparation time includes only readying the compounds and chemicals you need to make your injections, and you decide the specific injection you create as part of the standard action you take to attack with it or inject a creature with it (see below). When you regain the daily uses of your injections class feature, any injections that you created earlier but didn’t use become inert, even if they’re still in your possession—their method of creation depends largely on unstable chemicals and methods that can’t be reproduced at a large scale. You can readily replenish the chemicals for your injections on a regular basis at no cost, unless the GM states otherwise.
A single injection is held in a physical syringe that you can wield in one hand. It is considered a consumable item with negligible bulk, with an item level equal to your biohacker level, hardness equal to your biohacker level, and 1 Hit Point. You must hit an unwilling creature with a melee attack to inject them with an injection, and an injection counts as a consumable basic melee weapon for this purpose. An injection can be injected into a willing or unconscious creature (or yourself) as a standard action, as long as the target is within your reach. An injection can also be loaded into a weapon with the injection weapon special property as a move action, and you can deliver the injection with a normal attack with that weapon. When you attack an ally with an injection loaded into a weapon that has the injection weapon special property, that ally is considered flat-footed against your attack.
Injections come in two varieties: counteragents and restoratives. Unless otherwise stated, counteragents and restoratives affect both living and unliving creatures. At 1st level, you know the basic counteragents and restoratives listed below, in addition to the unique counteragent and restorative granted by your primary field of study (see pages 5–7). As you increase in level, you can also devise theorems to learn special injections, as well as abilities to modify or enhance your existing injections (see Biohacker Theorems on page 7), in addition to learning a second and a third field of study. Additionally, fields of study eventually provide you with breakthroughs that also equip you with special injections you can use, as described in their entries.
Counteragent
A counteragent hinders a creature’s defenses. The effects of a counteragent last for a number of rounds equal to half your key ability score modifier (minimum 1 round) unless stated otherwise (2). A creature can be under the effect of only one of your counteragents at a time, though it could be under the effect of multiple counteragents originating from multiple biohackers. If you affect a creature with a different one of your counteragents, the effects of the previous counteragent end (although see the spark of ingenuity class feature on page 4 for one exception). When you use a counteragent injection, it can have one of the following effects.
* The target takes a –2 penalty to AC.
* Reduce the target’s DR by 5. At 9th level, you instead reduce it by 10. At 17th level, you instead reduce it by 15. This can’t reduce the target’s DR below 0.
* Reduce the target’s resistance to one type of energy (your choice) by 5. At 9th level, you instead reduce it by 10. At 17th level, you instead reduce it by 15. This can’t reduce the target’s resistance below 0.
* You can introduce a mild hallucinogen into a living creature’s body, imposing the confused condition. This is a mind-affecting effect.
Restorative
A restorative aids a creature in one manner or another. The effects of a restorative last for a number of rounds equal to your key ability score modifier (minimum 1 round) unless stated otherwise. You can affect creatures with multiple different restoratives at a time. When you use a restorative injection, it can have one of the following effects.
* The target gains a +1 enhancement bonus to AC.
* The target gains a +2 enhancement bonus to all skill checks.
* The target gains a +10-foot enhancement bonus to their speed.
* You can deliver a coagulant to a living creature. If the creature is under the effect of the bleeding condition, that condition ends.
- Feats:
- Improved Initiative: +4 Initiative
Last edited by lapis-lazily on Sun Feb 09, 2020 8:47 pm; edited 7 times in total
lapis-lazily- Posts : 1388
Join date : 2018-09-20
Age : 29
Re: Starfinder: Dawn of Flame Sheets Thread
- Voca:
- Voca
Android Envoy 2
Medium, NG, Icon
SP: 14/14
HP: 16/16
Resolve: 4/4
STR 10
DEX 14
CON 12
INT 12
WIS 10
CHA 18
BAB: +1
FORT: +0; REF: +5; WILL: +3
EAC: 13
KAC: 15
Attacks
Survival Knife: +1, 1d4 slashing
Azimuth Laser Rifle: +3 to hit, 1d8 fire. Crit 1d6 burn. 20 charges, 1 per shot. Range 120 ft.
Static Arc Pistol: +3 to hit, 1d6 electricity. Crit arc 2. 20 charges, 2 per shot. Range 50 ft. Stun.
Frag Grenade: Explode 1d6 piercing, 15 ft.
Defenses
Second Skin (+1 EAC, +2 KAC, +5 Max DEX, 1 Upgrade Slot)- Icon Benefits:
- Choose a Profession skill (singing). You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, decrease the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes 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 Culture checks. In addition, you gain an ability adjustment of +2 to Charisma at character creation.
- Android Benefits:
- Companion: A niche but lucrative market before android emancipation was the construction of androids to serve as companions, often as supplemental members of a family. These androids have better personality matrices and might have fewer signs of artificial construction. A companion android has an ability adjustment of +2 Charisma.Constructed: For effects targeting creatures by type, androids are both humans and constructs (whichever is worse). They get +2 to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
Infosphere Integration: The artificial brain an android possesses can allow better compatibility with infospheres and direct downloads of information. An android with this trait has a built-in comm unit that can be accessed without needing to use their hands. Once per day, whenever the android takes a 10-minute rest to regain Stamina Points, they can choose one Intelligence-, Wisdom-, or Charisma-based skill. The chosen skill becomes a class skill for them, and they gain Skill Focus as a bonus feat with that skill. This decision lasts until the next time the android uses this trait. This replaces exceptional vision.
Flat Affect: Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Multilingual: New languages are easy for some androids to learn. An android with this racial trait knows four additional languages at 1st level. In addition, whenever such an android invests a skill rank into Culture, they learn two new languages instead of one. This replaces upgrade slot.
- Envoy Features:
- Expertise: When attempting a Sense Motive check, you can roll 1d6 (expertise) and add the result of that roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining.
Skill Expertise: Expertise applies to Culture as well.- Improvisations:
- Get 'Em: As a move, 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 LoS or hearing.
Fire Support: When you take a standard action to provide harrying fire and hit the AC of 15 required to do so, you also provide covering fire for the next ally attacked by the target of your harrying fire attacks before your next turn. Additionally, as a full action, you can make two ranged attack rolls against two different targets, taking a –4 penalty to each attack roll, to apply harrying fire to each target hit. For each target that you successfully apply harrying fire to, you also provide covering fire for the next ally that is attacked by either target before your next turn.
- Feats:
- Longarm Proficiency: As it says on the tin.
Skill Focus (Mutable): See Racial Traits. Part of Infosphere Integration. Currently on: Diplomacy.
- Skills:
- Voca gets 8+INT (9) from the following.
Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex).
--
Acrobatics +6
Bluff +8
Computers +5
Culture +7*
Diplomacy +8
Engineering +5
Intimidate +8
Medicine +5
Perception +5
Profession (Singer) +9
Sense Motive +4*
* denotes a skill that gains the benefit of the expertise die, which is currently a d6.
- Proficiencies:
- Light Armor
Basic melee weapons, grenades, small arms, longarms
- Languages:
- Common, Shirren, Vesk, Eoxian, Ysoki, Vercite, Castravelian, Draconic
- Inventory:
- Carried:
Azimuth Laser Rifle (1 bulk)
Static Arc Pistol
Second Skin (+1 EAC, +2 KAC, +5 Max DEX, 1 Upgrade Slot)
Survival Knife
2 Frag Grenade
1 Battery
Flashlight (Capacity 10, usage 1/hour)
Personal Comm Unit
Binders
Fire Extinguisher
Consumer Backpack (1 bulk)
Clothing (Everyday, x2)
Video Camera
Ring Light
Installed:
Not Carried:
Hygiene Kit (1 bulk)
Credits: 54
Last edited by maswoon on Sun Feb 16, 2020 10:22 am; edited 7 times in total (Reason for editing : Fix for stats, racials.)
maswoon- Posts : 714
Join date : 2018-08-14
Age : 28
Location : Oregon
Re: Starfinder: Dawn of Flame Sheets Thread
- Zaxsha:
- Haan Operative 2
Large Monstrous Humanoid
Stats
STR 16 (+3)
DEX 16 (+3)
CON 14 (+2)
INT 8 (-1)
WIS 12 (+1)
CHA 10 (+0)
Theme
Themeless ("Predator" +2 DEX, Life Science class skill)
Race Features
Darkvision 60ft- Firespray:
- As a standard action, a haan can create a 30-foot cone of flame that deals 1d6 fire. Starting at 3rd level, a haan adds 1-1/2 × her character level to the damage. A creature in the cone can attempt a Reflex save (DC = 10 + half the haan’s character level + her Constitution modifier) for half damage. A haan can’t use this ability again until she has taken a 10-minute rest to recover Stamina Points.
- Slow Fall:
- A haan in an environment with atmosphere can slow her fall by inflating a web balloon as a reaction. This is an extraordinary ability that functions as per Flight cast at 1st level.
Class Features- Operative's Edge:
- Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.
- Specialization (Ghost):
- Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the Skill Focus feat (see page 161) in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Ghost skills: Acrobatics and Stealth. When you use Stealth to make a trick attack, you gain a +1 bonus to the skill check.
- Trick Attack 1d4:
- You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.
- 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. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.
- Combat Trick - Weapon Focus (Small Arms):
- Chose one weapon type. You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level, you gain a +2 bonus instead.
Feats
Skill Focus (Perception)
Skill Focus (Acrobatics)
Skill Focus (Stealth)
Skills (unlisted = stat mod +1)
Acrobatics +12
Athletics +9
Culture +4
Engineering +4
Intimidate +5
Life Science +5
Perception +10
Piloting +9
Sense Motive +7
Stealth +12
Survival +6
Languages
Brethedan
Common
Vesk
Hit Points: 16
Stamina: 16
Resolve: 4
Saves
Fort +2
Ref +6
Will +4
Gear
Freebooter Armor I
EAC: 15
KAC: 16
ACP: N/A
Speed: 30
Max DEX: +4
Upgrades: None
Static Arc Pistol
Attack: +5
Damage: d6
Damage Type: Electric
Range: 50
Crit: Arc 2 (does 2 electric damage to the nearest other enemy within 10ft)
Ammo: 19/20 charges
Tactical Baton or Survival Knife
Attack: +4
Damage: d4+3
Damage Type: B or S
Range: Melee (10ft)
Crit: N/A
Currency
65 credits
Other Items
1 standard battery (20/20 charges)
Last edited by Nimbostratus on Wed Jul 29, 2020 4:13 pm; edited 14 times in total
Eagleheart- Posts : 346
Join date : 2018-08-15
Age : 37
Re: Starfinder: Dawn of Flame Sheets Thread
- Misha Medved:
- Misha Medved
Male uplifted bear augmented soldier 2
TN large magical beast
Defenses
hp 20; sp 16; rp 5
KAC 15; EAC 13
Fort +4; Ref +3; Will +2
Offenses
Unarmed Strike +5 (1d3+3)
Shout Projector +6 (1d6 So) [Range: 30 ft; Capacity: 20; Usage: 2; Explode 10 ft.; demoralize, nonlethal; integrated]
Subzero Hailcannon +6 (1d8 C & P) [Range: 60 ft; Capacity: 20]
Speed 30 ft.
BAB +2
Ability Scores
Str 16
Dex 16
Con 12
Int 14
Wis 8
Cha 10
Theme: Cyberborn
You enthusiastically study the field of cybernetics and seek to keep abreast of new applications and experimental technologies. Reduce the DCs of Engineering checks to identify cybernetic augmentations and of Life Science checks to recall knowledge about cybernetic augmentation techniques, as well as corporations and other research facilities involved in the production of and experimentation with cybernetic augmentations, by 5. Computers 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 Computers checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
Race Features
Ferocious Charge
Limited Telepathy (30 ft.)
Low-Light Vision
Natural Survivor
Natural Weapons
Class Features- Bombard:
- Grenade Expert: You increase the range increment of your thrown grenades by 5 × your Strength bonus. In addition, you’re able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works).
- Augmented:
- Favored Augmentation (Eyes): Select one system of the body for which you can acquire augmentations. When you purchase and install an augmentation with an item level no greater than your character level into that system, you reduce the augmentation’s price by 50%.
Feats
Weapon Focus (heavy weapons)
Skills
Athletics +8, Computers +7, Crafting +4, Engineering +7, Life Science +6, Survival +6
Languages
Common, Vercite, Vesk, Ysoki
Gear
Ceremonial Plate (Troop), Exhorter Shout Projector Subzero Hailcannon, Personal Comm Unity, 188 credits
Bulk: 8/16
Last edited by Ferret on Mon Feb 17, 2020 10:17 pm; edited 6 times in total
Ferret- Posts : 2386
Join date : 2018-08-14
leonathemoth- Posts : 448
Join date : 2018-08-14
Age : 28
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