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About Akh XiAkh Xi
Abilities:
Str 10 Dex 20+4 Con 18+2 Int 16 Wis 15 Cha 8 Feats:
Improved Combat Maneuver (Disarm) +4 on attempts to disarm.
Nanite Integration (Rebooting) Whenever you fail a saving throw against an effect that causes you to gain the asleep, blinded, confused, cowering, dazed, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened, staggered, stunned, or unconscious condition, you can spend 1 Resolve Point as a reaction to attempt a new saving throw against the effect at the same DC. If you succeed, the condition ends, though you still suffer any other effects of the original failed saving throw. Underwater Brawler Your melee attacks that deal kinetic damage deal full damage underwater. Weapon Focus (Advanced Melee) +1 to attack rolls w/ advanced melee weapons. Grab Attention When you hit a target with a melee attack, you can attempt an Intimidate check, using the same DC as you would to demoralize that foe. If you succeed, the creature is off-target while attacking anyone other than you until the beginning of your next turn. A creature can be affected by this ability only once per day. Iron Will +2 Will saves. Theme:
Outlaw (+1 DEX):
Theme Knowledge: You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5. Sleight of Hand 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 Sleight of Hand checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation. Legal Corruption: Your underworld contacts have serious pull with the corporations and the authorities and can get you out of just about any legal trouble—as long as you’re willing to pay the right price. Depending on the severity of the crime, this can be anywhere between 500 credits × your character level and 10,000 credits × your character level. Skills:
(6+3 ranks/lvl, ACP = -1)
~Acrobatics +20 (11 rank, 7 dex, 3 CS, -1 ACP) ~Athletics +8 (6 rank, 3 CS, -1 ACP) Bluff +0 Computers +3 (1 rank, 2 int) ~Culture +19 (11 rank, 3 int, 3 CS, 2 Ins) ~Diplomacy -1 Disguise -1 Engineering -- ~Intimidate +15 (11 rank, -1 cha, 3 CS, 2 class) ~Life Science +17 (11 rank, 3 int, 3 CS) ~Medicine +7 (1 rank, 3 CS, 3 int) ~Mysticism +16 (11 rank, 3 CS, 2 wis) ~Perception +16 (11 rank, 3 CS, 2 wis) Physical Science +14 (11 rank, 3 int) Piloting +4 ~Profession (N/A) -- Sense Motive -1 ~Sleight of Hand +12 (3 rank, 7 dex, 3 CS, -1ACP) ~Stealth +20 (11 rank, 7 dex, 3 CS, -1ACP) ~Survival +0 Languages:
Common, Draconic, Drow, Brenneri, Lashunta, Ysoki, Vesk, Auran, Terran, Orcish, ?. See EQUIPMENT SHEET Racial Capabilities:
Draconic Immunities: Dragonkin are immune to sleep effects and gain a +2 racial bonus to saving throws against effects that cause paralysis.
Flight: A dragonkin gains an extraordinary flight speed of 30 feet with average maneuverability. Until a dragonkin is 5th level, he must end his movement on the ground at the end of each turn or fall. Constructed: For effects targeting creatures by type, androids count as both constructs and humanoids (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). They receive a +2 racial bonus 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. 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. -------------------- TRACKED RESOURCES -------------------- See stat line above. -------------------- Special Abilities -------------------- Entropic Pool:
You have the supernatural ability to control matter as it changes states, allowing you to arrest, accelerate, or even reverse the typical course of events. This energy takes the form of a pool of Entropy Points (EP). You can have a maximum number of EP in your entropic pool equal to your Constitution modifier.
You can gain Entropy Points only when involved in a combat encounter that includes a significant enemy (Starfinder Core Rulebook 242). When combat begins, you gain 1 Entropy Point at the beginning of your first action; at the end of combat, you lose any Entropy Points you have remaining. In addition to methods granted by vanguard aspects, you can gain Entropy Points in the followings ways.
As a move action, you can designate a willing adjacent ally as an entropic focus. They remain an entropic focus until the beginning of your next turn, unless they cease to be adjacent to you or you designate a new entropic focus (both of which end this effect). If your entropic focus takes damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as DR, energy resistance, or the mitigate class feature), you gain 1 EP. If you are at least 6th level, you can expend a Resolve Point to designate an adjacent, willing ally as your entropic focus as a reaction when they take damage (and gain EP from damage they take from the triggering attack, if appropriate). Entropy Points can be expended in various ways, some of which you gain through vanguard aspects and disciplines. As long as you have at least 1 Entropy Point in your entropic pool, you gain a +1 enhancement bonus to your Armor Class.
Entropic Strike:
You can focus the power of entropy into a forceful attack. Though you must touch your target to damage it, the damage is not from the impact but from focused waves of entropic energy that unbind and dissolve your target, crush it, or both. Your entropic strike is a magical one-handed advanced melee weapon with the operative weapon special property that targets EAC (even when dealing bludgeoning damage). You can make this attack with nearly any body part and do not need a hand free to use this ability. Using your entropic strike does not require any additional action to use beyond the action you take to make an attack (for example, it can be used to make an attack of opportunity.) For any calculation that requires the item level of your entropic strike, treat your vanguard level as your entropic strike’s item level.
You can also deliver an entropic strike with any melee weapon, or any shield that allows you to make unarmed attacks (replacing the normal attack with your entropic strike). The attack’s damage is equal to the entropic strike damage of a vanguard of either your class level or a class level equal to the weapon’s item level, whichever is lower. When you use this option, your entropic strike is considered to be made of whatever material the weapon or shield is made of (such as for the purposes of bypassing DR or creature weaknesses). Additionally, you can apply any weapon special property, critical hit effect, or weapon fusion the melee weapon or shield has to your entropic strike as long as the effect can be applied to a one-handed advanced melee weapon that deals acid or bludgeoning damage, doesn’t use additional ammunition or charges, and doesn’t require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you are gaining the effect from. At 1st level, your entropic strike deals damage equal to 1d3 + your Constitution modifier, but you do not add your Strength modifier (unlike most melee attacks). For each attack, you can deal acid damage, bludgeoning damage, or both. This damage increases as you gain levels (see Table 2–2: Vanguard). At 10th level, you also add your Strength modifier to the damage of your entropic strike. At 5th level, when you use any combat maneuver for which you have Improved Combat Maneuver, you can target a foe’s EAC + 8 (rather than KAC + 8) to determine success, and you also determine the level of success (such as how far you push a foe with a successful bull rush) using EAC. Vanguard Aspect (Exergy) Aspect Insight You gain Improved Combat Maneuver (trip) as a bonus feat and a +2 insight bonus to Intimidate checks. Mitigate: You can control how you are affected by damage or effects that alter damage. As a reaction when you take damage, you can spend 1 Entropy Point to reduce the damage you take by an amount equal to your vanguard level (to a minimum of 0 damage). If you do, you can’t gain any Entropy Points from that attack. Discipline: Dampen You can dampen the entropic release of energy in violent effects. As a reaction when you are in the area of a damaging effect, you can spend 1 Entropy Point to cause it to deal only half damage to all creatures in the area. At 6th level, if the effect allows a save and you succeed, you can spend 1 additional Entropy Point to allow creatures that successfully save against the effect to take no damage. Reactive x2 Once per day, you can take an additional reaction during a single round, though you can still take only one reaction per triggering event. You can take a reaction before the first time you act in a combat, but not in a surprise round in which you are unable to act. At 9th level and again at 15th level, you can use this ability one additional time per day, though you can never use this ability to take more than two reactions in a round or one per triggering event. Weapon Specialization Includes a special version that grants full-level to entropic strikes. Discipline: Evasion If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead take 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. Aspect Embodiment (Exergy) Once per combat, when you make two or more attacks in the same turn, you can gain 1 Entropy Point without taking any additional action. Entropic Attunement As you learn to exert finer control over your entropic strike, you can enhance it to devastating effect. The saving throw DC for any of these effects that allow a saving throw is equal to 10 + half your vanguard level + your Constitution modifier. At 5th level, choose one of the following weapon special properties: breach, bright, feint, force, or penetrating. Once made, this choice can be changed only when you gain a new vanguard level. As long as you have at least 1 Entropy Point, your entropic strike has the chosen special property. At 10th level, you can extend your field of entropy far enough that your entropic strike gains the reach weapon special property. Discipline: Entropic Charge When you charge, you can attempt any combat maneuver for which you have the Improved Combat Maneuver feat in place of the normal melee attack. In addition, you can forgo gaining an Entropy Point for charging to ignore the normal charge penalties to your attack and AC, and to gain the ability to charge through difficult terrain. Entropic Attunement (crit effect) At 7th level, choose one of the following critical hit effects: corrode (1d8 for every 3 vanguard levels you have), knockdown, or staggered. Once made, this choice can be changed only when you gain a new vanguard level. Your entropic strike gains this critical hit effect as long as you have at least 1 Entropy Point. If your entropic strike has another critical hit effect, when you score a critical hit, you can choose either the entropic attunement critical hit effect or the other critical hit effect. Alternatively, you can expend 1 Entropy Point to apply both critical hit effects. Uncanny Agility You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you. Discipline: Entropic Rip Your control over entropy enables you to sever the energetic bonds within an enemy. As a swift action, you can spend 1 Entropy Point to cause your next entropic strike that hits this turn to inflict the bleed condition in an amount equal to your vanguard level. Secondary Aspect (Momentum) Secondary Aspect Insight: You gain Improved Combat Maneuver (bull rush) and a +2 insight to Culture checks. Discipline: Staggering Surge You can manipulate the entropy surrounding an opponent, causing them to reel from your entropic strike. As a reaction after successfully striking an opponent with your entropic strike, you can spend 1 Entropy Point to attempt to stagger your target. The target must succeed at a Fortitude save or be staggered until the beginning of your next turn. Once you’ve used this ability to attempt to stagger a creature, that creature is immune to your staggering surge for 24 hours. Flashing Strikes Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee attacks, you take a –3 penalty instead of the normal –4 penalty. ----- Character Fluff:
Appearance: A metallic dragonkin in the style of a sovereign dragon, with brilliant golden scales and a wiggling red mustache. Artfully crafted, when still he seems like an intricate statue. But while his eyes are open, the shining amber color behind them shows clear signs of intelligence. In keeping with his sleek design, his movements are sinuous and efficient, though he has a tendency to end each movement on a pose rather than a natural resting state.
Background: Akh Xi was manufactured during the Gap by one of the Golden League families to be a reliable guardian and servant for their family lineage. He was imbued with limited intelligence but various strong drives to ensure he would have the properties that they wanted. Unfortunately, when the Gap struck, his databanks were scrambled and the majority of his combat prowess and vast knowledge was lost, along with presumably a large amount of secret knowledge regarding the Gap. The change reduced him to his core directives: guardianship, paranoia, caution. The changes also imbued him with a nascent soul and free will that he did not have before. His "family" found his changes troublesome, as not only was he no longer able to adequately protect the family's scions, but he was showing an increasing amount of initiative. They moved him from working directly for the family to working for the family's Xun assassins. He labored there for generations, growing ever more faulty and eccentric until one fateful mission with Sinjin. A team of assassins and Akh infiltrated a marshmallow factory owned by a rival family. While sneaking through the factory, Akh tumbled off an OSHA-non-approved catwalk and down into a marshmallow vat. Sinjin saved him, but not before the overwhelmingly sweet fluffiness had worked its magic on him. He awakened to full sentience. Personality: ??? Bot Me!:
Botting instructions: Disarming is priority vs. foes with weapons. Otherwise, move into a range where foes have to provoke to approach, and deliver regular entropic strike attacks.
[dice=Disarm]d20+21+2[/dice]
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