Booker Broadshaw
Ace Pilot Soldier 18
N Medium humanoid (human)
Init +12 (automatically wins ties, reroll 1/day); Senses Low-Light Vision, Darkvision (60 feet), Perc +22, SM +1
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Defense
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EAC 37, KAC 38
SP 216 HP 130 RP 17
Fort +15, Ref +14, Will +19 Special +2 vs poison, +2 vs disease, +2 vs spells/SLAs, spend 1 RP to reroll Will save
DR 18/-- SR 24 Resistances fire 5, cold 5, acid 5
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Offense
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Speed 50 ft.
Melee Incandescent Hardlight Hand Wrap +23 (11d8+22 B, bright, force, battery 40/40), or
LFD pulse gauntlet +23 (2d6+22 B+S, knockdown, battery 20/20), or
vorpal apocalypse devastation blade +23 (12d8+22 S, analog, vorpal), or
tactical baton +23 (d4+22 B, analog)
Ranged heavy machine gun (in harness) +27-2+2 (7d10+23+9 P, analog, automatic) or,
heavy stellar cannon +27-2 (4d12+23+9 P, blast) or,
combat rifle +27-2 (3d8+23+9 P, analog) or,
tracking paragon shirren-eye rifle +27-2 (6d10+23+9 P, sniper 1000), or
light reaction cannon +27-2 (1d10+23+9 P, penetrating), or
tactical autobeam rifle +28-2 (5d4+18+9 F, automatic), or
aphelion artillery laser +28-2 (3d8+18+9 F, critical burn d6),
dual acid dart rifle +27-2 (2d8+18+9 P+A, corrode 2d4), or
elite semi-auto pistol +27-2 (3d6+14+9 P, analog)
Space 5 ft.; Reach 5 ft.
Special Attacks Sniper's Aim, Focus Fire, Shot on the Run, Parting Shot, Intense Focus, Soldier's Onslaught, Penetrating Attack, Focused Damage, Cheap Shot, Prepared Shot, Deadly Reflexes, grenade +26 (1d6 P/E/F, Explode 15 ft)
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Statistics
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Str 18, Dex 26, Con 18, Int 18, Wis 12, Cha 10
Skills Acrobatics +29 [18], Athletics +16 [9], Computers +6 [2], Culture +6 (+4 to decipher text) [2], Engineering +25 (+4 to repair starship hull damage) [18], Intimidate +21 [18], Life Science +5 [1], Medicine +25 (roll twice on first aid/treat deadly wounds) [18], Perception +22 (+4 to search) [18], Physical Science +5 [1], Piloting +33 (+4 navigating, +6 astrogating) [18], Sleight of Hand +11 [3], Stealth +29 (+2 in biome, +4 when sniping) [18], Survival +22 (+4 orienteering) [18]
Feats Weapon Focus (longarms), Skill Focus (Piloting), Versatile Focus, Versatile Specialization, Mobility, Shot on the Run, Sky Jockey, Deadly Aim, Enhanced Resistance (kinetic), Parting Shot, Improved Initiative, Fleet, Spellbane, Penetrating Attack, Iron Will, Defensive Roll, Ambuscade, Constant Alert, Toughness, Improved Iron Will
Languages Common, Signed Common, Tactile Common, Akitonian, Elven, Sarcesian
Other Abilities Primary Fighting Style: Sharpshoot, Secondary Fighting Style: Ambusher, Sniper's Aim, Shot on the Run, Parting Shot, Intense Focus, Vigilance, Focused Damage, Cheap Shot, Defensive Roll, Steady Sniper, Ambuscade
Gear [WEAPONS] heavy machine gun (100 rounds, revealing scope, vorpal fusion seal, null-space gunner harness), elite semi-auto pistol (10 rounds), LFD pulse gauntlet (battery 20/20 charges), grenades (flash II x3, frag I x9, shock I, shock III x2, screamer II x2), ultrathin longsword, survival knife, [ARMOR] D-Suit V (haste circuit, filtered rebreather, thermal capacitor mk1, lightwrap inlay, magic resistor mk2), [GEAR] autocartographer, astrogater's kit, binders (x2), broad-spectrum scanning kit, cable line (titanium, 50 ft), camouflage membrane, darksight goggles, datapad (tier 1), detonator (5), efficient bandolier, engineer's tools (2), entanglement badge (paired to Dunklezahn), everyday clothing, fire extinguisher, hygiene kit, light-scattering sniper's blind, linguist's kit, medpatches (2), navigator's tools, nullspace chamber mk 4, personal comm unit, R2E (x2), Starfinder backpack, starship repair kit, Starstone compass, teleportation puck, universal solvent (basic), white knuckle gloves, [CREDITS] credstick (178.1 credits)
Null-space Chamber mk4 heavy stellar cannon (32 shells), aphelion artillery laser (battery 40/40 charges), autobeam rifle (battery 40/40 charges), azimuth laser pistol (battery 20/20 charges), tracking paragon shirren-eye rifle (6 rounds, manual sight), advanced shirren-eye rifle, combat rifle (silencer/flash-suppressor, 12 rounds), dual acid dart rifle (24 darts, spare: 64 darts), light reaction cannon, azimuth laser rifle (battery, 20/20 charges), ultrathin longsword [AMMO] heavy rounds (856 regular, 1000 adamantine, 200 cold iron, 100 explosive, 100 silver), spare batteries (40/40, 40/40, 40/40, 80/80, 100/100, 100/100, 100/100), longarm rounds (252 regular, 200 adamantine, 114 cold iron, 100 explosive, 100 silver, 25 phasing II, 25 phasing I), scattergun shells (100 regular, 100 explosive), smallarm rounds (100 regular, 100 explosive), darts (100 regular, 100 explosive), arrows (100 regular, 100 explosive)
Group Storage Booker's motorcycle, 1930 UPB, 6 high capacity batteries (40/40 each), 36 batteries (20/20 each), 2 system-wide comm units, 25 scattergun shells, 8 dart cartridges, 24 small-arm rounds Consumables green nanite hypopen (2), white nanite hypopen (4), mk3 healing serum (2), haste spell ampoule, lesser restoration spell ampoule (x2)
Worn magic items (max 2): Darksight Goggles, Entanglement Badge
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Special Abilities
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Sniper's Aim When making a ranged attack against a target with cover, the bonus to AC granted from cover is reduced by 2.
Bullet Barrage Booker gains a +4 insight bonus on damage rolls made with weapons in the projectile category.
Shot on the Run Booker can, as a full-round action, move up to his speed and fire a weapon at any point during the movement.
Focus Fire Booker focuses on his target. He can make two attacks at a -3 penalty against a single target, rather than the normal -4.
Sky Jockey Booker can squeeze speed out of a machine. When piloting a vehicle, the vehicle gains 10 feet to its fly speed. When piloting a ship, the ship gains 1 to its speed.
Deadly Aim Booker can fire deadly shots. He takes a -2 penalty to attacks and gains a bonus on damage equal to half his base attack bonus.
Enhanced Resistance Booker can soak up hits. He gains DR equal to his base attack bonus.
Laser Focus Booker gains a +1 insight bonus on attack rolls made with weapons in the laser category.
Parting Shot Booker is able to make a single parting shot while using the withdraw action. After using this ability, he cannot use it again until after the next time he rests to recover Stamina Points.
Intense Focus Booker can expend some resolve to reduce a target's cover or concealment from him by one step for one round (except for total cover).
Vigilance Booker gains Improved Initiative as a bonus feat and gains a +1 insight bonus to weapon attack rolls on the first round of combat against opponents that have not acted.
Fleet Booker moves quick. He gains a +10ft bonus to base speed.
Spellbane Booker has learned to resist magic. He gains a +2 bonus on saves versus spells and spell-like abilities.
Soldier's Onslaught Booker fires quick. He may make three ranged attacks at a -6 penalty as a full-action. Focus Fire reduces the penalty to -5.
Heavy Onslaught Booker knows how to make a shot count. Whenever using Heavy weapons, he reduces the target's damage reduction by 10.
Penetrating Attack Booker knows how to make any weapon count. Damage and energy resistance against his attacks is reduced by 5, to a minimum of 0.
Focused Damage By concentrating on a single target, Booker makes every shot count. Targets of his Focus Fire ability take an additional 2d6 damage on each hit.
Cheap Shot When striking an enemy from improved or total cover, or when hidden from a target, Booker can use a full-round action to make a single ranged attack that deals extra damage equal to half his Dexterity modifier.
Defensive Roll Booker can make a defensive roll to avoid an attack, or to dodge a Reflex save, as a reaction. Booker rolls an Acrobatics check versus the attack roll or Reflex DC, and avoids the effect if successful. Booker is staggered in the following round.
Steady Sniper Booker is a quick sniper. He can aim a weapon with the sniper weapon special property as a move action and make two attacks with that weapon as a standard action; he take a –5 penalty to each of these attacks and must attempt both attacks against the same target.
Ambuscade Booker is a quick shot and makes it count. If his foe has not yet acted in the first round of combat, get gains a bonus to attack and damage equal to half his BAB.
Prepared Shot Booker takes the time he needs to line up an opening volley. By taking a standard action to line up a shot on target, he gains a +2 bonus to the first attack against that target on the next turn. If the attack hits, the target is staggered for 1 round; on a critical hit, it is instead stunned for 1 round.
Deadly Reflexes Booker is quick to vengeance. If attacked before acting in combat, Booker may spend 1 Resolve Point as a reaction to make an immediate attack with a ranged weapon against that target (resolves after the target's attack).
Constant Alert Booker is difficult to surprise. He automatically wins Initiative ties, and can reroll Initiative once per day.
Toughness Booker is one tough bugger. He gains a bonus to Stamina Points equal to his level.
Improved Iron Will Booker is one stubborn bastard. He can spend a Resolve Point to re-roll a Will save.
Augmentations:
Personal: Synaptic Accelerators mk3 (+6 Dex)
Personal: Ability Crystal mk1 (+2 Con)
Legs: Speed Suspension, Minimal (+10 base speed)
Feet: Force Soles, mk2 (airwalk, all environments & zero gravity)
Progression:
1st: Weapon Focus (longarms), Skill Focus
2nd: Versatile Focus
3rd: Weapon Specialization (all), Mobility
4th: Shot on the Run
5th: Sky Jockey
6th: Deadly Aim
7th: Enhanced Resistance
8th: Parting Shot
9th: Skill Synergy
10th: Fleet
11th: Spellbane
12th: Penetrating Attack
13th: Iron Will
14th: Defensive Roll
15th: Ambuscade
16th: Constant Alert
17th: Toughness
18th: Improved Iron Will
19th: Indirect Retreat Advance
20th: Street Racer
Future Purchases: increase Speed Suspension (6900), dispelling hand (14300), scope (various, 1350 to 37500)
Commerce:
999, starting items
16, week's stay at Moons of Sleep
125, adamantine long arm rounds
84, cold iron long arm rounds
81, cold iron long arm rounds
5, binders
5, binders
200, infrared sensors SOLD
250, light reaction cannon
90, heavy rounds
90, heavy rounds
140, heavy adamantine rounds
99, heavy cold iron rounds
96, heavy silver rounds
6500, synaptic accelerators personal upgrade (+4 Dex)
90, heavy rounds
90, heavy rounds
3050, nullspace chamber mk 1
315, frag grenades I (x9)
1400, Mk1 Ability Crystal (Con)
800, loan to Dunklezahn
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-800, loan returned
900, heavy rounds (200)
150, explosive long-arm rounds (25)
820, phasing I long-arm rounds (25)
1900, motorcycle
100, camouflage membrane
200, astrogater's kit
200, broad-spectrum scanning kit
200, light-scattering sniper's blind
200, linguist's kit
200, starship repair kit
2100, darksight goggles
750, Starfinder backpack
500, universal solvent (basic)
150, thermal regulator
425, serum of healing mk2
1500, teleportation puck
8400, white knuckle gloves
1900, speed suspension (minimal)
10700, force soles mk2
13500, autocartographer
5000, lightwrap inlay
1000, weapon sight (manual)
3050, silencer/flash suppressor
-9000, loan from Dunklezahn
68500, upgrade to mk3 synaptic accelerator
900, heavy rounds x10 (200 total)
220,300 heavy machine gun