About Pangea-Delta___________________________________________________________________________
Current Mission Log:
• can slot other Starship boon of other Hero of the Stars
• Health Status: -- • ___________________________________________________________________________ Combat:
Operative Melee & Ranged: +1 BAB +3 Dex (+0 Str other Melee)
Damage: +0 Tactical Semi-Auto Pistol:
(lvl 1) Underwater property: no penalty to attack & full damage Dam' 1d6 P ; Range 30 ft. ; Crit’— ; 9 rounds ; Analog (Called Weapon Fusion) • Attack w. bullets: [dice=Trick Attack vs. 20+CR]1d20+18[/dice] (no AoO from target) [dice=Pistol vs. KAC]1d20+1+3[/dice] (-2 AC from Flat Foot if Trick Attack success) Damage: [dice=P, Magic]1d4[/dice] [dice=Trick Attack P, Magic]1d4[/dice] (if Trick Attack success) • Attack w. explosive bullets: [dice=Trick Attack vs. 20+CR]1d20+18[/dice] (no AoO from target) [dice=Pistol vs. KAC (Knockdown Crit’)]1d20+1+3[/dice] (-2 AC from Flat Foot if Trick Attack success) Damage: [dice=P & F, Magic]1d4[/dice] (crit’ = all F damage) [dice=Trick Attack P, Magic, Fiery]1d4[/dice] (if Trick Attack success) Ammunition:
• 4 x 9 round clips (1 extra bullet left) 1 clip loaded
• 3 x 9 round clips Explosive (3 extra bullets left) Deals half damage as fire damage & grants knockdown critical hit effect means all damage is fire damage when it crits & weapon deals 1/2 damage to targets that take 1/2 damage from energy attacks but no damage from kinetic attacks (such as incorporeal creatures) & counts as a weapon with the explode special property against creatures with swarm defenses. At the GM’s discretion, fiery ammunition can set extremely flammable materials on fire, such as oil-soaked rags or dry tinder. Tactical Baton:
(lvl 1) Underwater property: no penalty to attack & full damage
Dam' 1d4 B ; Crit’ — ; Operative, Analog (Called Weapon Fusion) Attack: [dice=Trick Attack vs. 20+CR]1d20+18[/dice] (no AoO from target) [dice=Baton vs. KAC]1d20+1+3[/dice] (-2 AC from Flat Foot if Trick Attack success) Damage: [dice=B, Magic]1d4[/dice] [dice=Trick Attack B, Magic]1d4[/dice] (if Trick Attack success) Survival Knife:
(lvl 1) Underwater property: no penalty to attack & full damage
Dam' 1d4 S ; Crit’ — ; Operative, Analog (Called Weapon Fusion) Attack: [dice=Trick Attack vs. 20+CR]1d20+18[/dice] (no AoO from target) [dice=Knife vs. KAC]1d20+1+3[/dice] (-2 AC from Flat Foot if Trick Attack success) Damage: [dice=S, Magic]1d4[/dice] [dice=Trick Attack S, Magic]1d4[/dice] (if Trick Attack success) Smoke Grenades:
(lvl 1) Underwater property: no penalty to attack & full damage
Damage — ; Range 20 ft. ; Critical — ; Capacity drawn ; Has 2 Releases a cloud of dense smoke. Lasts 1 minute, 20 ft. radius. All who inhale smoke save vs. Fortitude (DC w. -4 for Bones = 15 + 1 per previous check) or spend round choking and coughing: he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection armor prevents this effect altogether) Regardless of armor, smoke obscures vision: concealment to all within it. [dice=vs. AC 5 non prof’]1d20+1+3-4[/dice] Space Combat:
• Engineer +14
[dice=Engineering]1d20+14[/dice] Science Officer +11 [dice=Computers]1d20+11[/dice] Gunner +5 [dice=Gunnery]1d20+5[/dice] • co-Pilot +8 [dice=Piloting]1d20+8[/dice] ___________________________________________________________________________
Pangea Delta:
[url=http://imgur.com/WcUmH0r]PANGEA Delta Model
N Sexless Android Scholar Operative (Gadgeteer) Level 2 SFS #101218-704 Field Xenoarchaeologist for PANGEA Acquisitives Worships Triune) 6ft1” (185 cm), 187 lbs. (85 kgs) Description:
A non-sexuated android, with yellow lights under dark synthskin, dressed in a simple stationwear flightsuit.
”Greetings! I am Prototype Android & Nanite Genesis Enterprise - Akiton PANGEA Delta model serial #101218-704, but, please, just call me Pangea, or Delta.” Pangea has a bunch of equipment on its belt: a sheathed knife & a baton, a holstered semi-automatic pistol w. a half a dozen ammo’ clips, a couple smoke grenades, binders, a pair of toolkits, and a half a dozen serums. A coil of cable hangs from its left shoulder. Beside the Starfinder Insignia pinned to its chest, the android has attached a serum of healing and a medpatch. ”In case of emergency”, Pangea-Delta says, pointing to them. Background:
Pangea was recently created on Akiton, and has decided to serve with the Acquisitives of the Starfinder Society, as per the long standing link between them and PANGEA. The android loves to explore and find xenoarcheology artefacts for the benefit of PANGEA. It also loves to tinker… ___________________________________________________________________________ STATS:
STR 10 ; DEX 16 ; CON 10 ; INT* 20 ; WIS 11 ; CHA 8
* Key Ability & Mk I Accelerator 12 SP ; 16 HP ; 6 RP EAC 13 ; KAC 14
Init' +4 ; Speed 30 ft. ; BAB +1 Low Light ; Darkvision (60 ft)]
SAVES:
+0 Fortitude (+0 +0 Con)
[dice=Fortitude]1d20+0[/dice] +2 vs.: disease, mind-affecting, poison, sleep +6 Reflex (+3 +3 Dex) [dice=Reflex]1d20+6[/dice] Evasion ; +2 vs.: disease, mind-affecting, poison, sleep +3 Will (+3 +0 Wis) [dice=Will]1d20+3[/dice] +2 vs.: disease, mind-affecting, poison, sleep FEATS:
Light Armor ; Basic Melee ; Small Arms ; Sniper Weapons ; Grenades ; Skill Focus: Engineering & Sleight of Hand
lvl 1 - Skill Synergy (Life Science & Physical Science) speaks Common ; Akitonian ; Ysoki ; Drow ; Orc ; Goblin ; Eoxian ; Aklo ; Azlanti SKILLS:
8+Int/level (-5 DC to identify rare, ancient, or alien tech)
+9 Acrobatics ; 2 ranks +3 class skill +3 Dex +1 insight [dice=Acrobatics]1d20+9[/dice] +6 Athletics ; 2 ranks +3 class skill +0 Str +1 insight [dice=Athletics]1d20+6[/dice] +3 Bluff ; +1 rank -1 Cha +3 class skill +1 insight +2 DC to sense motive vs. me[dice=Bluff]1d20+3[/dice] +11 Computers ; 2 ranks +3 class skill +5 Int +1 insight (has kit) [dice=Computers]1d20+11[/dice] +11 Culture ; 2 ranks +3 class skill +5 Int +1 insight -5 DC to identify rare, ancient, or alien tech [dice=Culture]1d20+11[/dice] +0 Diplomacy ; -1 Cha +1 insight [dice=Diplomacy]1d20+0[/dice] +0 Disguise ;-1 Cha +1 insight (class skill) [dice=Disguise]1d20+0[/dice] +14 Engineering ; free full ranks (2) +3 class skill +5 Int +3 insight +1 theme [dice=Engineering]1d20+14[/dice] +4 w. traps (-5 DC to identify rare, ancient, or alien tech) +0 Intimidate ; -1 Cha +1 insight (class skill) [dice=Intimidate]1d20+0[/dice] +11 Life Science ; 2 ranks +3 class skill +5 Int +1 insight [dice=Life Science]1d20+11[/dice] +11 Medicine ; 2 ranks +3 class skill +5 Int +1 insight [dice=Medicine]1d20+11[/dice] +2 Mysticism ; 1 rank +0 Wis +1 insight [dice=Mysticism]1d20+2[/dice] +4 w. traps +6 Perception ; 2 ranks + 3 class skill +0 Wis +1 insight [dice=Perception]1d20+6[/dice] +11 Physical Science ; 2 ranks +3 class skill +5 Int +1 insight [dice=Physical Science]1d20+11[/dice] +8 Piloting ; 1 rank +3 Dex +3 class skill +1 insight [dice=Piloting]1d20+8[/dice] +15 Profession Archaeologist ; 2 ranks +3 class skill +5 Int +1 insight +4 w. kit (& +1 for Day Job w. outfit for Take 10 +16=26 x 2= 52 Cr.) [dice=Profession Archaeologist]1d20+15[/dice] -1 Sense Motive ; +1 insight -2 racial (class skill) [dice=Sense Motive]1d20-1[/dice] +11 Sleight of Hand ; free full ranks (2) +3 class skill +3 Dex +3 insight [dice=Sleight of Hand]1d20+11[/dice] +9 Stealth ; 2 ranks +3 class skill +3 Dex +1 insight [dice=Stealth]1d20+9[/dice] +6 Survival ; 2 ranks +3 class skill +0 Wis +1 insight [dice=Survival]1d20+6[/dice] OPERATIVE’S EDGE:
(Ex)
+1 insight bonus to initiative& skill checks. Increases by 1 at 3rd level and every 4 levels thereafter. GADGETEER:
(Ex)
Skill Focus and free skill rank at each operative level in Engineering & Sleight of Hand. TRICK ATTACK:
(Ex)
Full action: move up to your speed ; whether or not you moved +4 Engineering check (w. customized device to momentarily distract enemy) DC = 20 + CR, success = +1d4 damage & target flat-footed ; then make attack with operative melee weapon or any small arm. UNCANNY MOBILITY:
(Ex) Operative Exploit taken @1st level
When trick attack, choose target before you move, & movement does not provoke AoOs from target. When you use standard action to move, choose one creature: you do not provoke AoOs for this movement. EVASION:
(Ex)
If succeed at Reflex vs. effect that normally has a partial effect on a successful save, you instead suffer no effect. You lose the benefit when you are helpless or otherwise unable to move. IMPLANTS:
• Society Subdermal Graft
System: Left Hand - Model: Single - Level: 1 - Price : 150 This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder Society’s symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active. WEAPONS:
Underwater property: no penalty to attack & full damage
• [https://www.aonsrd.com/WeaponDisplay.aspx?ItemName=Tactical&Family=Semi-Auto%20Pistol]Tactical Semi-auto Pistol[/url] w. Underwater property, and Called Fusion. • Tactical Baton w. Underwater property, and Called Fusion. • Survival Knife w. Underwater property, and Called Fusion. • 2 x Smoke Grenades w. Underwater property IN CASE OF EMERGENCY:
ARMOR:
Stationwear Flight Suit
Level 1 Light Armor EAC Bonus +0 ; KAC Bonus +1 ; Max. Dex Bonus +6 ; Upgrade Slots 0 ; Bulk 3 Armor Check Penalty — ; Speed Adjustment — Armor Benefits: Spoiler: • boots anchor your feet to a solid surface in a zero-gravity, allowing you to orient yourself or return to normal footing when needed
• armor protects you from a range of hazards through an environmental field (a minor force field specially attuned to pressure and temperature that does not reduce damage from attacks) that lasts 24 hours / level (standard to turn on, can be used in 1 hour increments) - cf. p. 297/298 CRB • armor facilitates self-contained breathing, protecting you against vacuums, smoke, and thick, thin, and toxic atmospheres (including any airborne poison or disease) • self-contained breathing functions underwater and in similar liquid environments. This protection allows you to breathe in a corrosive atmosphere to prevent suffocation. • armor protects you against low levels of radiation and grants a +4 circumstance bonus to saving throws against higher levels of radiation • armor’s environmental protections reasonably protect you against both cold (temperatures below –20° F) and heat (air temperatures over 140° F). COMM UNIT:
in armor (80 charges, use 1/hour)
A personal comm unit is pocket-sized device combining minor portable computer (tier-0 computer w. no upgrades or modules) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range. Also includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres). EQUIPMENT:
• Starfinder Insignia
• Laboni's Crew Pit Badge • Xenoarcheologist’s Outfit (leather hat & whip) • Xenoarcheologist &, Trapsmith Toolkits • 1 x Restraints • 50 ft. titanium cable • 6 x Healing Serums WEIGHT CARRIED:
can carry 5 Bulk w/o encumbered
2 is Current Total 1 L - Pistol 1 L - Small Rounds 1 L - Explosive Rounds 1 L - Armor 1 L - Knife 1 L - Baton 2 L - 2 x Grenades 1 L - Clothes 2 L - 2 x Toolkits 7 L - Healing Serums 1 L - Medpatch 5 L - Cable 0 B 24 L total EQUIPMENT PURCHASED:
1000 + 720+66 797+44 + 927+48 spent before mission 4: 95 Cr. - Survival Knife 9 Cr. - Underwater 120 Cr. - lvl 1 Called Weapon Fusion 90 Cr. - Baton 9 Cr. - Underwater 120 Cr. - lvl 1 Called Weapon Fusion 360 Cr. - Pistol 36 Cr. - Underwater 120 Cr. - lvl 1 Called Weapon Fusion 50 Cr. - Medpatch 50 Cr. - Healing Serum Mk I 88 Cr. - 2 x Smoke Grenades w. Underwater 40 Cr. - Small Rounds 60 Cr. - Explosive Rounds 95 Cr. - Stationwear Flightsuit 25 Cr. - 50 ft. titanium cable 5 Cr. - 1 x Binders 5 Cr. - Professor Outfit (leather hat & whip) 40 Cr. - 2 x Toolkits (Xenoarchaelogist, Trapsmith) 300 Cr. - 6 x serum of healing Mk I left before mission 4: gained in mission 4: 783 Cr. 1200 Cr. - Synaptic Accelerator Mk I 1268 Cr. ___________________________________________________________________________ SLOTTED BOONS:
FACTION
Spoiler:
Acquisitives Champion (Faction Boon)
Allows Reputation gain w. Acquisitives PROMOTIONAL Spoiler:
Promotional Record Keeper (Starfinder Player Character Folio)
1/ per session: • either reduce RP cost to regain Stamina by 1 (down to 0 RP) • or reduce DC of one starship combat check (including a gunnery) by 4 ALLY Spoiler:
Duskmire Allegiance (Ally Boon) from 1-20
You befriended one the groups within the Duskmire vault in the mysterious complex of Salvation’s End, Yetis: The raucous yetis of the Muckfur tribe hold regular celebrations, even after their escape from the Duskmire vault. Prior to the start of a scenario, you can partake in a Muckfur party and gain some yeti-inspired confidence before your mission. For the duration of the scenario in which this boon is slotted, you gain a +1 bonus to Strength- and Dexterity-based skill checks and a +1 bonus to Fortitude saves. SOCIAL Spoiler:
Faction’s Friend 3/time use
Can recoup Reputation even if Fame not earned STARSHIP Spoiler:
Hero of the Stars (Starship Boon; Limited Use)
Anytime reduced to 0 or fewer Hull Points your starship immediately regains tier x 5 Hull Points (max' 30). Only 1 boon / starship. When activated, cross off sheet SLOTLESS Starfinder Insignia Spoiler:
(Slotless Boon)
Appears as ordinary medal showing symbol of Starfinder Society, can store as much information as a common tier-1 datapad. DC 20 Perception or Sense Motive to realize insignia is a storage device. Marked Field Agent Spoiler: Society Subdermal Graft] (light & shows I am SFS) XP, REP' & FAME:
• 4 XP
• 9 Total Reputation (Tier 1) • 8 Acquisitives Reputation (Tier 1) • 1 Dataphiles Reputation (Tier 0) • 8 Fame OTHER BOONS:
Starship
• Solar Powered Weapon System (from 1-07) Adds damage to laser weapon Ally • Envar’s Attention (Envar Tamm ; from 1-07) Promotional • Grand Lodge PFS Faction Pin 1/scenario add 2d4 to Culture skill & treat as trained, even if you don’t have a rank in it SCENARIOS PLAYED:
• 5 -
• 4 - 1-20 Duskmire Accord 9 • 3 - 1-07 The Solar Sortie • 2 - 1-01 The Commencement • 1 - Q-01 Into the Unknown |