Magaambyan Arcanist

Alex Lichtstark's page

55 posts. Alias of Cwethan.


Full Name

Alex Lichtstark

Race

| SP 5/10 HP 3/11 | RP 4/4 | EAC 16; KAC 17 | Fort +5; Ref +5; Will +0 | Init: +3 | Perc: +4, SM: +0

Classes/Levels

| Speed 30ft | Entropy Points *3/3 | Active conditions: None.

Gender

Agender CG Human Gladiator Vanguard 1

Age

24

Alignment

CG

Deity

Sigmar

Strength 13
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 10
Charisma 8

About Alex Lichtstark

Faction Exo-Guardians
______________

Alex Lichtstark
Battleflower Vanguard 1
CG Medium humanoid (human)
Init +3; Senses Perc +4, SM +0,

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Defense
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EAC 16, KAC17
SP 10 HP 11 RP 4
Fort +5, Ref +5, Will +0

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Offense
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Speed 30 ft.
Melee Entropic Taclash (+5 d3+3 B/A) Reach, Magic, Analog, nonlethal, trip, disarm
Ranged
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities

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Statistics
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Str 13, Dex 16, Con 16, Int 10, Wis 10, Cha 10

Skills
Acrobatics +5/7
Athletics +3/5
Culture* +4
Intimidate +6
(Mysticism)*
Perception +4
Profession (Dancer) +4
Stealth +5/7

Starship-Combat Version of Skills
Omitting Class features and items that do not affect Crew Actions
(Gunner or First Officer)

Feats: Cleave, Improved Combat Maneuver (trip), Weapon Focus (Advanced Melee)

Languages Common, Triaxian

Other Abilities Exergy Aspect

Combat Gear Basic Riot Shield, Basic Taclash, Subzero Hail Pistol, Second Skin.

90 credits
Other Gear

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Special Abilities
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Entropic Pool:
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.

While you have no Entropy Points, you can spend 1 Resolve Point as a move action to gain 1 EP (2 EP at 10th level).
Each time you take 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 take damage from a critical hit, you gain 1 EP, in addition to any you gain from the attack’s normal damage.
If you score a critical hit on a significant enemy, you gain 1 EP.
If you take a full action to charge, you gain 1 EP.
If you take two move actions on the same turn to move your speed each time, you gain 1 EP.
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.

As part of a full action to charge or a move action to move your speed, you can expend 1 EP to gain a +10-foot enhancement bonus to your speed (normally land speed, but you can apply it to the speed for any movement type you have).
As a move action, you can expend EP to boost the damage of the next entropic strike attack you make before the start of your next turn. You must decide how many EP to expend when you take this move action, and you can’t expend more EP than your level. If the boosted entropic strike hits, you deal +1d4 damage for every EP expended.

WHFRP:
Weapon Skill: 50 (3 Advances)
Initiative: 40 (4 Advances)
Fellowship: 41
Agility: 31
Dexterity: 31
Toughness: 31
Strength: 30
Intelligence: 30
Ballistic Skill: 29
Willpower: 25

Wounds: 14
Fate 4
Resilience 2
Movement 4

Motivation: Shining Star

Animal Care: 3 Advances
Athletics: 10 Advances
Charm: 5 Advances
Cool: 5 Advances
Dodge: 10 Advances
Gossip: 5 Advances
Heal: 1 Advance
Intuition: 10 Advances
Language (Bretonnian): 3 Advances
Language (Classical): 1 Advance
Lore (Averland): 3 Advances
Melee (Fencing): 10 Advances

Distract: May use a Move to keep an opponent from gaining Advantage til the end of next round w/ an opposed Athletics/Cool test; +SL to Athletics to Distract
Doomed
Hardy +Toughness Bonus to Wounds
Sturdy +2 Encumbrance Points; +SL to Str tests when lifting
Suave (+5 Fel)
Warrior Born (+5 WS)

Rapier, Sling Bag containing Clothing and d10 bandages, dagger, fine clothing, pouch containing tweezers, ear pick, and a comb.