| SP 56/56 HP 44/44 | RP 8/8 | EAC 22; KAC 23 | Fort +6; Ref +9; Will +6 | Init: +3 | Perc: +11, SM: +10+1d6
Classes/Levels
| Speed 30ft |
Gender
Male CN halfling cultist envoy 7
About Bonko the Clown
Need to Level up to 8
SFS # 171333-702
Experience 22 XP
Slotted Faction Dataphiles
Wealth 23976 Credits (as of 11/17/24)
Reputation
Reputation with Acquisitives: 2 (Tier 0)
Reputation with Advocates: 0 (Tier 0)
Reputation with Cognates: 0 (Tier 0)
Reputation with Dataphiles: 44 (Tier III)
Reputation with Exoguardians: 3 (Tier 0)
Reputation with Manifold Host: 1 (Tier 0)
Reputation with Second Seekers (Ehu Hadif): 0 (Tier 0)
Reputation with Second Seekers (Jadnura): 1 (Tier 0)
Reputation with Second Seekers (Luwazi Elsebo): 1
Reputation with Wayfinders: 2 (Tier 0)
Total Faction Reputation: 48
Tier 0 (0-4) Tier 1 (5-14) Tier 2 (15-24) Tier 3 (25-44) Tier 4(45+)
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Bonko the Clown
Envoy 6
CN small humanoid (halfling)
Init +3; Senses Perc +12, SM +11+1d6,
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Defense
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EAC 22, KAC 233
SP 56 HP 44 RP 8
Fort +6, Ref +9, Will +6; +2 vs Fear effects, +4 vs Contact and injury poison
Resist Fire 5, Cold 5.
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Offense
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Speed 30 ft.
Ranged Pulse Staccato Rifle +8 (1d10+7 Sonic, Automatic, [Crit Deafen]) or Standard Surgecaster (w/ Ghost Killer fusion) +8 (1d10+7 A, [Crit Corrode 1d6]), Optical laser +7 (1d6+6 fire)
Mk 2 Shock Grenade +4 (1d12+6, 15 ft, DC 15)
Space 5 ft.; Reach 5 ft.
Special Attacks Envoy Improvisations: Get ‘em, Inspiring Boost (19 stamina), Hurry, Coordinated Barrage
Spell-Like Abilities
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Statistics
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Str 11, Dex 16, Con 14, Int 14, Wis 10, Cha 20 (MK 1 Synergizing Symbiote)
Skills
Acrobatics +11, Athletics +7, Bluff +16+1d6, Computers +7, Culture +13+1d6, Diplomacy +15, Disguise +11, Engineering +9, Intimidate +13, Medicine +8, Mysticism +2, Perception +12, Piloting +12, Profession (Youth Ministry) +12, Sense Motive +11+1d6, Sleight of Hand +7 Stealth +13
Starship-Combat Version of Skills
Diplomacy +15, Engineering +9, Intimidate +13, Piloting +12 (6 ranks),
Other Abilities
Halfling Luck: +1 bonus on all saves, increasing to +3 on saves against fear effects.
Combat Gear pulse Stacatto rifle, liquidator disintegrater rifle (w/ ghostkiller seal), Advanced Lashunta Tempweave w/ Thermal Capacitor Mk 1, Optical Laser, 4x Mk 2 Shock Grenades
Other Gear Industrial backpack, medkit, flashlight, basic engineering tool kit, personal comm unit, synegizing symbiote mk 1 (CHA), ring of resistance mk 1, 3 basic batteries
Augmentation Optical Laser Mk1, Antitoxin Membrane
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Special Abilities
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Expertise Talent: Keen Observer: Whenever you interact with a creature under a mental effect for at least 1 minute, the GM attempts an automatic secret Sense Motive check for you without your expertise die. On a success, you learn about the mental effect. If you specifically request a Sense Motive check to sense mental effects, you can attempt a Sense Motive check as normal, including your expertise die, in addition to this automatic check.
Tech Familiarity: If you forgo rolling your expertise die on a Culture check, you can use Culture to identify hybrid, magic, and technological items as though you were using the Engineering or Mysticism skills.
Bonko usually uses his “Get ‘Em” ability, preferring to lead his fellow cult members into battle, even if means giving up his standard action. If someone is in trouble, he will use his Inspiring Boost to give them extra stamina. He usually prefers his staccato rifle, on the target of his Get’em.
In ship combat, he likes being captain or engineer, though he can be the pilot if no one else can or wants to do it. As captain, he usually encourages the gunners, unless an engineer is trying to patch our ship