About Al 2O3
"The highest function of ecology is understanding consequences."
"Hello! You can call me Al... 2O3!"
Al2O3: sometimes named Corundum in the Common language of the Pact Worlds and The Veskarium. Trigonal Symmetry. 9.0 on the galactic mineral standard qualitative ordinal hardness scale. Also called Aluminum Oxide when found in non-mineral form.
Underwater Merciful Called Hutchket Rifle +10 (1d10 + 6 P | Wound (DC 17) | 80ft | 6 Rounds, Usage 1 | Analog, Merciful & Called Fusions (M: Swift On/Off | C: Swift 100ft), Grappler Attached to barrel. (2F 4M)
Needler Ammo Notes:
The first 3 (of 6) darts for this weapon are filled with Serums of Healing. Standard order: Mk 1, Mk 2, Mk 1. Loading a weapon and filling a dart with a serum/potion/drug is a Move Action according to the Starfinder Core, so Al can "pop in" other serums one at a time as a move action (each) if needed.
Total Longarm Rounds Purchased: 56 | Fired: 31 | Remaining: 25
Total Needler Darts Purchased: 31 | Fired: 0 | Remaining: 31
Total Static Arc Pistol Charges: 20 (U2) | Fired: 0 | Remaining: 20
Total Extra (Standard) Batteries: 2 | Used: 0 | Remaining: 2
Jump Jet Charges: 20 | Used: 0 | Remaining: 20
SKILLS (54) | (4+Int) = 9 skill ranks per level
Skill notes: Sense Motive DCs against Al are increased by 2. Decrease Geology (Physical Science) DCs by 5 to recall knowledge. +1 to Physical Science skill (Scholar Theme). Add +1 to Profession checks to earn a living (day job).
Languages: Common, Akitonian, Vesk, Dwarven, Terran, Ignan, Aquan, Auran, Draconic, Brethedan, Aklo, Ghibrani, Kasatha. (13)
Proficiencies: Light Armor, Basic Melee, Small Arms, Grenades, Heavy Armor, Long Arms.
CS #0 - Character creation + 0xp, 0 Fame/Rep, 1000 Credits
CS #1 - #Q1: Into the Unknown +1xp, 2 Fame/Rep (Wayfinders 2), 720 Credits (GM)
CS #2 - #1-01: The Commencement +1xp, 2 Fame/Rep (Wayfinders 4), 753 Credits (GM)
CS #3 - #1-02: Fugitive on the Red Planet +1xp, 2 Fame/Rep (Wayfinders 6), 719 Credits (Tasch 1) (GM)
CS #4 - #1-03: Yesteryear's Truth +1xp, 2 Fame/Rep +1 Way (Wayfinders 9), 741 Credits (Tasch 2) (GM)
CS #5 - #1-04: Cries From the Drift +1xp, 2 Fame/Rep +1 Exo (Wayfinders 11, Exo-Guardians 1), 714 Credits (Tasch 3) (GM)
CS #6 - #1-05: The First Mandate +1xp, 2 Fame/Rep +1 Acq +1 Sk(LE) (Wayfinders 13, Acquisitives 1, Second Seekers (LE) 1), 737 Credits (Tasch 4) (GM)
CS #7 - #1-00: Claim to Salvation +1xp, 2 Fame/Rep (Wayfinders 15), 1,530 Credits (DT: +20 Credits) (Play: Raia)
CS #8 - #1-07: The Solar Sortie +1xp, 2 Fame/Rep +1 Data (Wayfinders 17, Dataphiles 1), 1,480 Credits (Tasch 5) (GM)
CS #9 - #1-08: Sanctuary of Drowned Delight +1xp, 3 Fame/Rep +1 Way (Wayfinders 21), 1,473 Credits (DT: +38 Credits) Wayfinder: Worldwide Expert #1 (Play)
CS #10 - #1-09: Live Exploration Extreme! +1xp, 2 Fame/Rep (Wayfinders 23), 1,489 Credits (DT: +60 Credits) (GM)
CS #11 - #1-06: A Night in Nightarch +1xp, 2 Fame/Rep (Wayfinders 25), 1,447 Credits (DT: +36 Credits) (GM)
CS #12 - #1-12: Ashes of Discovery +1xp, 2 Fame/Rep (Wayfinders 27), 1,499 Credits (DT: +38 Credits) (GM)
CS #13 - #1-13: On the Trail of History +1xp, 2 Fame/Rep +1 Sk(LE) (Wayfinders 29, Second Seekers (LE) 2), 4,106 Credits (DT: +32 Credits) (GM)
CS #14 - #1-17: Reclaiming the Time-lost Tear +1xp, 2 Fame/Rep +3 Sk(LE) (Wayfinders 31, Second Seekers (LE) 5), 4,079 Credits (DT: +44 Credits) (Play)
CS #15 - #1-14: Star Sugar Heartlove!!! +1xp, 2 Fame/Rep +1 Exo +1 Data (Wayfinders 33, Dataphiles 2, Exo-Guardians 2), 4,086 Credits (DT: +36 Credits) (GM)
CS #16 - #1-99: The Scoured Stars Invasion +1xp, 2 Fame/Rep +1 Sk(LE) (Wayfinders 35, Second Seekers (LE) 6), 4,085 Credits (DT: +34 Credits)
CS #17 - #1-11: In Pursuit of the Scoured Past (GM) +1xp, 2 Fame/Rep +1 Sk(LE) (Wayfinders 37, Second Seekers (LE) 7), 4,086 Credits (DT: +38 Credits)
Purchases on 3/4/18
"Star Sugar Heartlove!!!" Album (Special / 50 Credits)
Lashunta Tempweave, Basic (Level 4 / 1,950 Credits / L)
Jump Jets* (Level 2 / 1,000 Credits / L)
Quick-Release Sheath (C) (Level 1 / 325 Credits / L)
Underwater Merciful Hutchket Rifle (Level 3 / 1,400 + 360 Credits / 1B)
Extra Longarm Rounds x25 (Level 1 / 75 Credits / L)
(AA) Bone Cestus, Austere (Level 2 / 600 Credits / L)
Needler Pistol (C) (Level 1 / 105 Credits / L)
Frag Grenade I (Level 1 / 35 Credits / L)
Mk. 1 Personal Upgrade - Wirejack Tendons: Dex (Level 3 / 1,400 Credits)
Standard Datajack (Level 2 / 625 Credits) (System: Brain)
Clothing, Professional: +1 Circumstance to Day Job (Professor) Checks (Level 1 / 5 Credits / L)
Clothing, Everyday (Level 1 / 1 Credit / L)
2x Mk. 2 Serum of Healing (CS #7 Access) (Level 5 / 425 Credits each / L)
1x Mk. 1 Serum of Healing (Level 1 / 50 Credits / L)
1x Mk. 1 Serum of Healing (C) (Level 1 / 50 Credits / L)
Tool Kit: Professional's Tools (C) +4 to Professor Profession (Level 1 / 20 Credits / L)
4 Fame - Wayfinders Champion, Improved
Welcome to Starfinder Boon - Elixir of Renewal: You gain a special elixir that you can consume as if it were a serum in order to restore 2d8 Hit Points 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 benefit from the serum multiple times. Check the box that precedes this boon when you use this elixir. Only you can use this elixir and it has effective market price of 0 credits if sold.
Purchases on 7/27/18
2 Fame - Amateur Hireling Access (Ally) - Supersedes Basic Hireling Access
Sales on 8/7/18
Purchases on 8/7/18
2 Fame - Professional Hireling Access (Ally) - Supersedes Amateur Hireling Access
Purchases on 12/1/18
Starfinder Society Reputation
XP / Fame
PbP Botting Information:
Al is a cautious combatant, and will always try to provide any analysis possible of what their team is facing as soon as possible (recall knowledge checks, etc.). They will use "aid another" if allowed for Culture, Life Science, and Mysticism whenever possible, but will always attempt to lead Computer, Engineering, and Physical Science checks.
[dice=Computers]1d20 + 16[/dice]
Once combat begins in earnest, they will activate Combat Tracking as a move action (net +2 to attacks vs. one target) and fire from a distance, making use of their nimble moves and mobility feats to create space between them and any melee attackers. If the fight seems rather dire (or an enemy commander / huge monster is the opponent), they will activate their Energy Shield as a standard action (11 temp hp).
If an enemy within 20 feet is very reliant on a piece of technology, Al will attempt to Overload it through their remote hack / wireless hack range (Reflex DC 18 negates if the object is "attended").
If an ally is ever unconscious and dying befoe Al's turn comes around, they will use their quick-release sheath to draw their Needler Pistol and fire a Serum of Healing into the unconscious ally (costing the ally 1 Resolve, but then healing them to consciousness without them needing to spend multiple resolve to stabilize and "stay in the fight" first)
Unless the tactic is going to be 100% ineffective, Al very much hates to kill living creatures, and will always use their Merciful weapon fusion for their rifle and the Stun setting on their arc pistol. A swift action turns these off. Standard combat rolls follow:
[dice=Underwater Merciful Hutchket Rifle]1d20 + 10[/dice] vs. KAC
[dice=Underwater Merciful Hutchket Rifle & Combat Tracking]1d20 + 12[/dice] vs. KAC
If forced into melee, or if an ally really needs a flanking partner, Al will drop their rifle (counting on the Called fusion to recall it later as a swift action), drawing their Arc Pistol and making use of their Bone Cestus (using guarded steps and the nimble moves feat whenever convenient to follow the most sensible tactics for each situation).
[dice=Austere Bone Cestus]1d20 + 5[/dice] vs. KAC
[dice=Austere Bone Cestus & Combat Tracking]1d20 + 7[/dice] vs. KAC
[dice=Static Arc Pistol]1d20 + 10[/dice] vs. EAC
[dice=Static Arc Pistol & Combat Tracking]1d20 + 12[/dice] vs. EAC
In Starship combat, Al is extremely proficient as an Engineer, Science Officer, Pilot, or Gunner. When acting as Science Officer, they will take advantage of their Exocortex A.I. "Ruby" using the "aid another" action via Wireless Hack. Al's Gunnery bonus is +11 (Dex +6, Piloting Ranks +5).
[dice=Computers (Al)]1d20 + 16[/dice]
If Al is the Engineer, they will always focus on keeping Shield strength above 75% first, then diverting auxiliary power to the Pilot or Gunners (depending on whether or not speed or damage are higher priorities at the moment). They will only use "Overpower" in case of emergencies.
If Al is the Science Officer, they will Scan in the first round of combat, and after that will always choose to act after the Pilot to Balance the shields so that maximum shields are always facing the biggest threat, or keeping them evenly spread if there are unknown/multiple threats.
If Al is the Pilot, they will always use the Evade maneuver unless another action is called for (Flyby if an enemy vessel is in their flight path, for example), and will always try to position the ship so the gunners can take advantage of the best firing arcs, also keeping in mind which enemy quadrants have or have not previously been hit.
If Al is a gunner, they will take whichever weapon they are assigned to, and will focus on Shooting. They will only Fire At Will if they are confident that they can hit easily even with the attack penalties, or if our ship is severely damaged and desperate (although in that case Al might abandon a gun to help in the Engine room). They will only Broadside if in a desperate situation, and enough weapons are available.
Regardless of their position, if our ship is heavily damaged, Al will use their Enhanced Shield Regeneration boon (1 RP) to bring more shields up.
In-game purchases/temp equipment: Bought one box (25) of longarm ammo (Level 1 / 75 Credits / L), currently borrowing one Mk. 2 Serum of Healing (loaded into Dart #1 of Needler Pistol)
All Information Current as of: 12/11/18