Lem

Bodo Mars's page

244 posts. Organized Play character for DoubleGold.


Full Name

Bodo Mars

Race

Stout Halfing

Classes/Levels

Hunter Soldier 7: Spd:30, Init:4, EAC:20, KAC:25, SP:77/77, HP:51/51, RP:7/7, DR:1, Fort:12, Ref:7, Will:7 (9 vs Fear) Perc:11

Gender

Male

Size

Small

Age

15

Special Abilities

Solar Disciple

Alignment

LG

Deity

Hylax

Location

Akiton

Languages

Common, Akitonian, Halfling

Occupation

Profession Electrician

Strength 14
Dexterity 19
Constitution 18
Intelligence 12
Wisdom 9
Charisma 10

About Bodo Mars

XP:20
All 4 Hirelings at Amatuer Level. Level+2
First Hireling at Professional Level. Level+4

Racial Chronicle:
Halfling Admittance (Personal Boon; Limited Use): Your efforts on Absalom Station roused the attention of the station’s
halfling population. By assisting the halfling Maija and her family, you created a bond between Absalom Station’s halflings
and the Starfinder Society. As a result, several halflings have displayed an obvious interest in joining the Society. Select
one of the following uses, and cross the other use off this Chronicle sheet.
From DMing: New Character: You can play a halfling character, 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.
From PlayingExisting Halfling: You can apply this boon to an existing halfling character in 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. Pushed con to 16

Racials and Theme
Some halflings are naturally stronger and tougher than anyone expects, while others feel an intense desire to compete physically with larger people, distinguishing themselves through extensive strength and endurance training. These stout halflings have +2 Strength, +2 Constitution, and –2 Wisdom rather than the adjustments found in the Starfinder Core Rulebook. 2 HP
Halfling Luck: +1 racial bonus to all saving throws, +3 against fear effects
Kneen Senses: +2 Perception
Sneaky: +2 to Stealth Checks. Stealth penalty is reduced by 5 when moving and by sniping by 10.
Sure-Footed: +2 racial bonus to athletics and acrobatics checks.
Theme Knowledge: Reduce Physical science checks concerning the Sun and light by 5. Reduce Mysticism checks to recall knowledge about sun focused religions, the elemental plane of fire and positive energy by 5. Perception is a class skill for me.
Mental Gravity: Though nothing is truly constant in the universe, stars are one of the few celestial bodies whose positioning within their systems rarely changes. Like the sun’s ineffable mass, you will not be moved from your proper mental space. You gain a +1 bonus to Will saving throws against compulsion effects.

Feats
Level 1 Feat: Divine Blessing Hylax. Gained Limited Telepathy as per the Shirren Racial ability.
Level 2 Soldier Feat: Weapon Focus Longarms
Level 3 Skill Synergy Stealth and Acrobatics
Level 3 automatic: Weapon specialization, all weapons
Level 4 Soldier Feat: Versatile Focus feat
Level 5 Feat: Great Fort
Level 6 Soldier Feat: Powdered Armor Proficiency
Level 7 Feat: Iron Will

Class Abilities
Proficient with all weapons and armor. Not powdered armor yet.
Hunter's Expertise: Free Perception or Survival ranks every round.
Gear Boost Melee striker: add 1/2 strength bonus to melee weapons
Hunt Foe (Ex) - 5th Level
At level 5, increased Str, Dex, Con, Int.
Gear Boost: Plasma Immolation: You are expert at setting things on fire with plasma. If your attack roll with a weapon in the plasma category is a 19 (the d20 shows a 19), and the attack hits your target, the target gains the burning condition. The condition deals 1d4 fire damage if the weapon has an item level of 1st-6th, 1d8 if its item level is 7th-14th, and 2d8 if its item level is 15th or higher.

Gear Boosts
Level 3 Gear Boost: Melee Striker
Level 7 Gear Boost: Plasma Immolation

Equipment
1. 100 Darts: 80 Credits (01 Left)
2. Tactical Baton: 90 Credits
4. Disguise, Engineering, Hacking Kit: 60 Credits
5. Fire Extinguisher: 15 Credits
6. Flashlight: 1 Credit (used 1 charge)
7. Cold Climates Clothing: 10 Credits
8. Professional's Clothing-Electrician: 5 Credits
9. Professional's Tools-Electrician: 20 Credits
10. Industrial Backpack: 25 Credits
11. 5 R2E Rations: 5 Credits (used 1)
12. Laser Drill: 200 Credits
13. Needler Rifle: 110 Credits
14. ScatterGun with 25 extra shells: 290 Credits
15. Spacer Carapace: 4,650 Credits (18 Strength)
16. 4 Standard Batteries: 240 Credits
17. Optical Laser, Azimuth: 1530 Credits (Eye)
18. Dermal Plating I: 3025 Credits (Skin)
19. Credstick: 41,619 Credits

Skills
1. Acrobatics: 7 rank, 4 Dex, 2 racial, 3 trained, 2 skill synergy: 18
2. Athletics: 7 rank, 2 str, 2 racial, 3 trained: 14
3. Mysticism: 7 rank, -1 wis: 6
4. Profession Electrician: 7 rank, 1 int, 4 tools, 1 clothing, 3 trained: 16
5. Perception: 7 ranks, -1 wis, 2 racial, 3 trained: 11
6. Stealth: 7 rank, 4 dex, 2 racial, 3 trained: 16

Attacks
1. Needler Rifle: To hit 12. Range 60 feet. 1d6+6 piercing.
2. Tactical Baton: To Hit 12. 1d4+9 Blunt damage.
3. ScatterGun: To Hit 10 against all targets in a 15 foot cone. 1d4+6 piercing.