Ankheg

Tamerriv's page

153 posts. Organized Play character for Caro Cogitatus.


Full Name

Tamerriv

Race

Skills:
Acrobatics +4 Athletics +0 Bluff -1 Computers +0 Culture +7 Diplomacy +1 Disguise -1 Engineering +4 Intimidate -1 LifeSci +0 Medicine +0 Mysticism +1 Perc +2 PhysSci +0 Piloting +2 SM +1 SoH +0 Stealth +0

Classes/Levels

Starship:
Pilot +2 Engineer +4 Science +0 Gunner +3 Captain I-1/D+1/B-1

Gender

Female Vercean Shirren Themeless Soldier/1 (SP 9/9 HP 13/13 RP 3/3 | EAC:15 KAC:17 | F:+4 R:+2 W:+3 | Init:+2 | Perc:+2 Blindsense Darkvision | Move:25ft) | LRC +3 (1d10/Anchor) 90ft, Gauntlet +3 (1d6+2/Knockdown) | C 1/1

About Tamerriv

Medium Female Humanoid (Shirren) Themeless:

A medium-build Shirren female with lightly pearlescent violet tint to her exoskeleton. Other Shirren find her moderately attractive physically, but she lacks some of the compassion that her species is known for. This makes her a little off-putting even to her friends.

Backstory:

Tamerriv was born on Verces and spent her youth there. Her childhood culminated in a remote enclave in the badlands on the sunward side, home of a reclusive (and quite insane) cult leader. Her mother, seeking the sweet nectar of Freedom of Choice, spent time as a biologist, a police officer, a panhandler, a medical technician, a criminal, and finally a cult member before succumbing to an aggressive viral infection which led to her death. This depth of experience gave Tamerriv a cosmopolitan view of society and a similar yearning for adventure.

SP/HP/RP/Init/Move/Vision/BAB:

Max SP 9 ((7+2)x1) Max HP 13 (6+(7)x1) Max RP 3 (1/2+2) Initiative +2 Vision Darkvision Move 25ft BAB +1
Init=(Dex +2)

Classes/Alignment/Homeworld/Deity/XP/Fame/Infamy/Point Buy:

Classes Soldier/1 Alignment True Neutral Homeworld Verces Deity Ibra XP 2 Fame 4 Infamy 0 Point Buy 10

EAC 15 KAC 17:

(Base +10, EAC +3, KAC +5, Dex +2, Natural Armor +0, Dodge +0, Deflection +0)
Armor Check -2 Max Dex +2 SR 0% DR -

Fort +4 Refl +2 Will +3:

Fortitude Base +2 Con +2 Magic +0
Reflex Base +0 Dex +2 Magic +0
Will Base +2 Wis +1 Magic +0

Skills/Languages:

*Acrobatics +4 (DEX +2, Ranks +1, Class +3, Armor -2)
*Athletics +0 (STR +2, Ranks +0, Armor -2)
Bluff -1 (CHA -1, Ranks +0)
+ Computers +0 (INT +0, Ranks +0)
+*Culture +7 (INT +0, Ranks +1, Class +3, Racial +2, Theme +1)
Diplomacy +1 (CHA -1, Ranks +0, Racial +2)
Disguise -1 (CHA -1, Ranks +0)
+*Engineering +4 (INT +0, Ranks +1, Class +3)
*Intimidate -1 (CHA -1, Ranks +0)
+ Life Science +0 (INT +0, Ranks +0)
+*Medicine +0 (INT +0, Ranks +0)
+ Mysticism +1 (WIS +1, Ranks +0)
Perception +2 (WIS +1, Ranks +1)
+ Physical Science +0 (INT +0, Ranks +0)
*Piloting +2 (DEX +2, Ranks +0)
Sense Motive +1 (WIS +1, Ranks +0)
+ Sleight of Hand +0 (DEX +2, Ranks +0, Armor -2)
Stealth +0 (DEX +2, Ranks +0, Armor -2)
*Survival +1 (WIS +1, Ranks +0)
(* = Class Skill, + = Trained Only)

Languages: Common, Shirren, Vercite

=== Special Qualities ===
Cleave Additional melee attack at full BAB against adjacent foe within reach; –2 AC for 1 rd
Blindsense 30ft
Telepathy 30ft
Communalism 1/day if near ally reroll Attack or Skill, take better roll

=== Weapons === BAB +1 Str +2 Dex +2 Melee Striker (+1 damage)
Light Reaction Cannon +3 (1d10 P/Anchor 1d4 rds) 90ft Penetrating (-1 Hardness) Fusion:Anchoring
Pulse Gauntlet +3 (d6+2 B&So/Knockdown)
Frag Grenade I +3 (d6 P 15ft) 20ft Drawn
Unarmed Strike (Armored) +3 (1d4+3 B) Equivalent to Battleglove + Melee Striker gear boost
Unarmed Strike (Unarmored) +3 (1d3+2 B) Archaic, nonlethal

Ability Scores: STR 14 (+2) DEX 15 (+2) CON 14 (+2) INT 10 (+0) WIS 12 (+1) CHA 8 (-1)

Equipment:

L02 465 Hidden soldier armor (+3, +5, +2, –2, –5ft., 1, 2)
L01 200 Armor Upgrade: Infrared sensors (1, Any, L)
L01 250 Reaction cannon, light (1d10 P/— 6 rounds 1 3) 90ft Penetrating
L01 132 Fusion Seal (L01), Anchoring
L02 475 Pulse gauntlet, thunderstrike (1d6 B & So/Knockdown) 1 Powered (capacity 20, usage 1)
L01 1 Clothing, everyday L
L01 3 Hygeine kit 1
L01 3 Starstone compass L This small, clockwork navigational device hones in on mystical signals emitted by a Starstone, calculating the compass’s precise distance from and direction relative to the enigmatic font. While you are in the Core system, this device lets you automatically know which direction Central Station is in relation to your current location, and it grants you a +2 insight bonus to Piloting checks when astrogating throughout the Core system.
L01 15 Fire extinguisher (Hands 1, Bulk L, Capacity 20, Usage 1/round)
L01 20 Tool kit, engineering (Hands —, Bulk L, Capacity —, Usage —) Removes -2 penalty
L01 35 Frag grenade I Explode (1d6 P, 15 ft.) 20ft Drawn L
L01 50 Serum of healing, mk 1 L 1d8 Hit Points
L01 Boon Elixir of Renewal 2d8HP + 1d4 Ability damage
Credits 785

=== Feats ===
Cleave As a standard action, you can make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can make only one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

=== Soldier Class === HP 7; SP 7+CON; light armor, Heavy armor, basic melee, advanced melee, small arms, longarms, heavy weapons, sniper, grenades
Skills (4+INT/level) Acrobatics, Athletics, Engineering, Intimidate, Medicine, Piloting, Profession, Survival
Primary Fighting Style You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
Primary Style Technique At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.

Future:

Level 3 Weapon Specialization (Ex) You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

=== Fighting Style (Armor Storm) ===
Hammer Fist (Ex) You treat any unarmed attack you make while wearing heavy or powered armor as being made with a battleglove with an item level equal to or lower than your soldier level, and you calculate damage for these attacks as if you had the Melee Striker gear boost (+STR/2 Damage). If you have the Melee Striker gear boost, you gain a +2 bonus to damage rolls with your unarmed attacks when using this ability. These unarmed attacks don’t benefit from other abilities that apply specifically to unarmed attacks (such as the Improved Unarmed Strike feat).

(future):

Enhanced Tank (Ex) 5th Level You gain the Powered Armored Proficiency feat and access to improved armor. This might be the result of your own engineering abilities, having earned the trust of contacts that can get you experimental equipment, or a powerful patron giving you gear not available to the general public to help you achieve mutual goals. You can add one more upgrade to your armor than its normal maximum number of upgrade slots. If you add this bonus upgrade to heavy armor, you can select an upgrade normally limited to powered armor. An upgrade placed in this bonus slot costs half the normal credit amount.
Smash Through (Ex) 9th Level While you are wearing heavy armor or powered armor, you gain a +4 bonus to attack rolls to perform a bull rush combat maneuver. If you successfully push the target back 10 feet or more, you can also damage the target with an unarmed attack (and can use your hammer fist ability when doing so).
Mobile Army (Ex) 13th Level You become a master of all weapons associated with your armor. You deal 1d6 additional damage with any attack from a weapon that is part of your armor, including unarmed attacks using the hammer fist ability and weapons that have been attached to your armor as an armor upgrade. The additional damage is of the same type as the weapon’s normal type. Also, while wearing heavy or powered armor, you gain a +2 bonus to your KAC against combat maneuvers.
On the Bounce (Ex) 17th Level You learn to control your armor with such ease, you are actually more maneuverable in it than out of it. While wearing heavy armor or powered armor, you can move up to your speed when you make a full attack. You can move before or after all your attacks, but not both. If you have the Shot on the Run feat, you can divide your movement to move both before and after making a full attack as long as all the attacks are ranged attacks. If you have the Spring Attack feat, you can divide your movement to move both before and after making a full attack as long as all the attacks are melee attacks. If you have both feats, your attacks can be any combination of melee and ranged attacks.

=== Augmentations ===

=== Racial Qualities ===
Shirren Medium Humanoid (shirren); CON +2, WIS +2, CHA -2; 6HP
Blindsense Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flat-footed against attacks from creatures it can’t see.
Communalism Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.
Cultural Fascination Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.
Limited Telepathy Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.

=== Theme (Themeless) ===
General Knowledge +1 any Ability; +1 any Skill (class skill): Culture

=== Boon Slots ===
Ally Honorbound Allies
Faction
Personal
Promotional
Social
Starship Hero of the Stars
Slotless Starfinder Insignia
Slotless Elixir of Renewal

=== Starship Combat ===
Captain Intimidate -1 Diplomacy +1 Bluff -1
Pilot Piloting +2
Engineer Engineering +4
Science Computers +0
Gunner Gunnery +3 ((BAB +1 or Piloting Ranks +0) + Dex +2)

=== Meta ===

Bot me if:
If you're motivated enough to find this and I'm holding up the game, go ahead and bot me.

Levelup History:

1 Soldier SP 7+2=9 HP 7+6=13 ST 14 (4 pts) DX 14+1 (4 pts) CN 12+2 (2 pts) IN 10 (0 pts) WS 10+2 (0 pts) CH 10-2 (0 pts)
Skills (4+0): Acrobatics, Culture, Engineering, Perception
Feats: Cleave

Starfinder Society:

Player: Caro Cogitatus
Character: Tamerriv
SFS#: 106336-701
Faction: Exo-Guardians
Day Job: None
Initial Spend Hidden soldier armor 465, Infra sensors 200, Lt Reaction Cannon 250, clothing 1, hygeine 1, starstone 3, fire extinguisher 15, eng'g toolkit 20, frag grenade 35
Welcome to Starfinder Elixir of Renewal: You gain a special elixir that you can consume as if it were a serum in order to restore 2d8 HP as well as 1d4 points of one type of ability damage. You can use this elixir only once, even if you have an ability or effect that would allow you to beneft from the serum multiple times.
Into The Unknown (Event 152539) +1XP, +2 Fame, +720cr
Purchase: thunderstrike gauntlet 475, healing serum 50, Fusion Seal Anchoring 132
Hero of the Stars (Starship Boon; Limited Use) You defeated the dreaded Besmaran pirate ship, Lawblight, showcasing your determination during an intense starship combat. This boon activates anytime your starship is reduced to 0 or fewer Hull Points. Your starship immediately regains a number of Hull Points equal to its tier × 5. A starship can never regain more than 30 Hull Points in this manner. A starship can never have more than one of these boons attached to it. When this boon activates, cross it off your Chronicle sheet.
Starfinder Insignia (Slotless Boon) Venture-Captain Arvin presented you with a commemorative insignia in gratitude for your services to the Starfinder Society. Although it appears to be an ordinary medal showing the symbol of the Starfinder Society, this insignia can store as much information as a common tier-1 datapad. Unless told about this secret, a non-Starfinder must succeed at a DC 20 Perception or Sense Motive check to realize the insignia is a storage device. This insignia is worth 0 credits and cannot be sold.
Cries From The Drift (Event 7615) +1XP, +2 Fame, +714cr
Honorbound Allies (Ally or Starship Boon) You impressed a Vesk captain with your honor.