Elf

Armstrong Nelly's page

No posts. Organized Play character for DoubleGold.


Full Name

Armstrong Nelly

Race

Brakim

Classes/Levels

Blitz Soldier 2: Init:11, Spd:35, EAC:15, KAC:17, SP:18/18, HP:20/20, Fort:7, Ref:3, Will:2, Perc:0

Gender

M

Size

Medium

Age

30

Special Abilities

Dragonblood Theme

Alignment

NG

Deity

Pharasma

Location

Castrovel: The wild

Languages

Common, Castrovelian

Strength 16
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 9

About Armstrong Nelly

XP: 4

During your mission to recover the mysterious King Xeros from the Azlanti Star Empire, you rescued a crew of indentured brakim engineers. These brakims led the Society to other small enclaves of their oppressed kin, who’ve now joined the Society as a result of your actions. You can apply this boon in one of two ways; select one of the following, and cross the other off this Chronicle sheet. New Character: You can play a brakim character (Starfinder Adventure Path #8: Escape from the Prison Moon 48), beginning at 1st level as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Starfinder Society Roleplaying Guild Guide. A copy of this Chronicle sheet must be the first Chronicle sheet for the given character. Existing Brakim: You can apply this boon to an existing brakim character that you have that you earned from another source. You can increase one ability score that is a 14 or lower by 2. Cross this boon off your Chronicle sheet, but keep a copy with the character you apply this change to. A character can earn this benefit from this boon only once. Applied to Str, the first one came from Against the Aeon thrones.

Racials:
Ability Adjustments: +2 Dex, +2 Con, –2 Cha Hit Points: 6 Size and Type: Brakims are Medium humanoids with the brakim subtype. Jerry Rigger: Brakims have a +2 racial bonus to Engineering checks. Malleable Limbs: Lacking an internal skeleton, a brakim can change her limbs easily. This adaptability grants a brakim a +4 racial bonus to Athletics checks to climb and to swim. If a brakim loses a limb or digit, it regrows in 1d4 hours. In addition, as a full action, a brakim can change up to all four of her limbs to give herself one of the following advantages. • A brakim can stretch her limbs. A stretched arm has 5 feet of additional reach. A stretched leg gives 5 feet of additional height. Stretched limbs are weak for combat, so a brakim takes a –2 penalty to attack rolls and gains no Strength bonus to damage with them. In addition, while her legs are stretched, a brakim can’t run or charge. • A brakim can modify her arms for locomotion, moving as a quadruped and gaining a 10-foot enhancement bonus to her speed. While a brakim’s arms are modified this way, she can’t wield or hold objects that require two hands. • A brakim can modify her legs and feet to be manipulators like arms and hands, respectively. In this mode, a brakim can wield or hold up to four hands worth of weapons or equipment. However, while a brakim holds an object with her modified foot, she takes a 10-foot penalty to her speed. While she holds an object that requires two hands with her feet and legs, she can move only by crawling. If a brakim wants to hold an object with every hand and foot, she must be prone. • As a move action, or a reaction when grabbed or otherwise held by a limb, a brakim can detach her limbs. She takes 1 damage directly to her Hit Points for each limb she sheds. Wasteland Dweller: Brakims are immune to low radiation. They also gain a +2 racial bonus to Survival checks, to Fortitude saving throws against radiation and extreme weather, and to Constitution checks against starvation and thirst.

Equipmenht
1. Credstick: 2479 Credits
2. Hacking Kit, Enginnering Tools: 40 Credits
3. 5 R2e Rations: 5 credits
4. Industrial Backpack: 25 Credits
5. Kyokor Plating I: 800 Credits
6. Standard Longsword: 375 Credits
7. GulchGun: 90 Credits
8. 25 Shells: 55 Credits (Used 4)
9. Radiation Clothing: 10 Credits
10. Flashlight: 1 Credits (Used 1 charge)

Class
Blitz Soldier
+4 to init, +10 to speed
Combat Feat

Feats
Level 1: Great Fortitude
Level 2 Soldier Feat: Improved Init

Theme
Dragonblood

Skills
The Soldier's class skills are Acrobatics (Dex), Athletics (Str), Engineering (Int), Intimidate (Cha), Medicine (Int), Piloting (Dex), Profession (Cha, Int, or Wis), Survival (Wis).
Skill Points at each Level: 4 + Int modifier.
1. Athletics: 2 point, 3 str, 3 trained: 8 total
2. Piloting: 2 point, 3 dex, 3 trained: 8 total
3. Engineering: 2 point, 0 int, 3 trained, 2 Racial: 7 total
4. Medicine: 2 point, 0 wis, 3 trained: 5 total