Half-Orc

B-Bop's page

578 posts. Organized Play character for JERRY WAYNE 073.


Race

Half orc

Classes/Levels

Operative LVL 11 | sp 99/99 | hp 72/72 | rp 11/12 | EAC 31 | KAC 31 | init +11 | perc +18/+24 vs traps | sm +18 | fort +8 (+11 vs poison & disease effect, +2 vs. inhaled poisons or other airborne toxins) | ref +14 | will +7 |

Gender

M

Alignment

N

Deity

godless heathen

Strength 16
Dexterity 24
Constitution 15
Intelligence 16
Wisdom 10
Charisma 10

About B-Bop

The half orc known as B-Bop grew up an orphan among the homeless and forgotten in Absalom Station's Spike district. He learned quickly from a young age that to stay fed meant being faster and thinking faster than the competition and illegal activities can be an efficient methodology to staying fed. He fell in with street gangs easily and eventually moved up from petty street crime to stealing short-range smaller starships for chop shops among the station's nearby Armada flotilla. Eventually his fortune ran out as his gang left him behind to be apprehended when a starship heist went sour. But a choice for his future came from the owner of the stolen starship who was also a medium ranking Starfinder Society member. Impressed with the security footage of the half orc's ingenuity and piloting skills, and with the Society's depleted ranks due to the Scoured Stars incident, the starship owner offered to drop the charges in exchange for applying for membership as a Starfinder. B-Bop is now a newly admitted agent (albeit under probationary terms), though he sees his present situation as a member of yet new gang and the latest means to an end to stay fed and equipped for another day.
B-Bop
Male half orc ace pilot operative 11
N Medium humanoid (human, necrograft, orc)
Init +11; Senses darkvision 60 ft.; Perception +18 (+26 to notice traps)
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Defense SP 99 HP 72 RP 12
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EAC 31; KAC 31
Fort +8 (+12 vs posion and disease effect.); Ref +14; Will +7; +2 vs. inhaled poisons or other airborne toxins
Defensive Abilities evasion, orc ferocity, uncanny agility, uncanny shooter
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Offense
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Speed 60 ft.
Melee ultrathin dagger bayonet +15 (4d4+8 S; thrown [20 ft.], analog, operative) or
survival knife +15 (1d4+8 S; thrown [20 ft.], analog, operative)
Ranged cruel ominous conserving elite semi-auto pistol +17 (3d6+5 P; intimidation [DC 22]; analog) or
ultrathin dagger bayonet +11 (4d4+8 S; thrown [20 ft.], analog, operative) or
ghost killer advanced semi-auto pistol +17 (2d6+5 P; analog) or
holy static arc pistol +17 (1d6+5 E; arc 2; stun) or
survival knife +11 (1d4+8 S; thrown [20 ft.], analog, operative) or
advanced shirren-eye rifle +15 (2d10+11 P; unwieldy, analog, sniper [500 ft.]) or
stabilizing azimuth laser pistol +17 (1d4+5 F; burn 1d4)
Offensive Abilities debilitating trick, trick attack +6d8, triple attack
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Statistics
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Str 16 (+3); Dex 24 (+7); Con 15 (+2); Int 16 (+3); Wis 10 (+0); Cha 10 (+0)
Skills Acrobatics +25 (+29 to avoid gaining the off-kilter condition.), Athletics +21 (+25 to avoid gaining the off-kilter condition.), Bluff +18, Computers +15 (5 ranks), Culture +21, Engineering +16 (+20 to arm or disarm traps) (6 ranks), Intimidate +20, Perception +18 (+26 to notice traps), Piloting +26 (11 ranks), Profession (smuggler) +18, Sense Motive +18, Sleight Of Hand +25, Stealth +25 (+26 when using trick attack), Survival +20; (reduce the DC of Culture checks by 5 when recalling knowledge about starship and vehicle models and parts as well as famous hotshot pilots)
Feats Fleet, Great Fortitude, Nimble Moves, Skill Focus (Acrobatics), Skill Focus (sense motive), Skill Focus (Stealth), Sky Jockey, Toughness, Weapon Focus (small arms)
Languages Abyssal, Akitonian, Aklo, Azlanti, Brethedan, Castrovelian, Common, Draconic, Eoxian, Infernal, Kasatha, Orc, Shobhad, Terran, Triaxian, Vercite, Vesk
Other Abilities cloaking field, ghost specialization, hampering shot, inoculation, lone wolf, phase shift escape, specialization skill mastery , trap spotter[AR]
Combat Gear mk II serum of healing; Other Gear squad hardlight series (upgrade: jetpack, jump jets, targeting computer), advanced shirren-eye rifle with 4 sniper rounds, cruel ominous conserving elite semi-auto pistol (light bayonet bracket) with 12 small arm rounds, ghost killer advanced semi-auto pistol with 12 small arm rounds, holy static arc pistol with 1 battery (20 charges), stabilizing azimuth laser pistol with 1 battery (20 charges), survival knife, battery, clearsight goggles[AR], engineering tool kit, ferocity blazon[AR], glove of storing, industrial backpack, longarm and sniper rounds (105), longarm and sniper rounds, longarm and sniper rounds, longarm and sniper rounds (3), longarm and sniper rounds (5), mk 1 ring of resistance, mobile hotelier tent, personal comm unit, regeneration serum[COM], sleeping bag[AR], small arm rounds (150), toolkit (hacking), trapsmith's tools, credstick (1,117.5 credits); Augmentations mk 1 threshold buffer[AR], mk 2 ability crystal (dexterity), mk 2 shadow nerves[AR], respiration compounder, wildwise

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