Shirren

Chk'tarlsh's page

816 posts. Organized Play character for Supersuperlative.


Full Name

Chk'tarlsh

Race

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -

Classes/Levels

Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

Age

17

Alignment

NG

Deity

Black Butterfly

Strength 17
Dexterity 20
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About Chk'tarlsh

SFS # 274536-701
Experience 19
Slotted Faction Exo-Guardians
Wealth 1555 Credits
Reputation 17 Fame, 45 Global Reputation
Reputation with Acquisitives: 2
Reputation with Dataphiles: 1
Reputation with Exo-Guardians: 38
Reputation with Second Seekers (Luwazi Elsebo): 2
Reputation with Second Seekers (Jadnura): 1
Reputation with Wayfinders: 1
___________________________________________

Male shirren mercenary soldier 7
CG Medium humanoid (shirren)
Init +9; Senses Blindsense 30 ft, Darkvision 60 ft; Perception +9
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DEFENSE
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SP 63 HP 55 RP 8
EAC 25; KAC 27
Fort +7, Ref +7, Will +7
Defensive Abilities Resistances 7 (Slashing), 5 (cold, fire)

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OFFENSE
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Speed 40 ft.
Melee opportunistic sintered long sword +10 (2d8+11 S, analog) or assault hammer +10 (1d6+11 B, analog) or called tactical starknife +10 (1d4+11 P)
Ranged corona laser rifle +12 (2d6+7 F; critical burn 1d6) or static arc caster +12 (1d8+7 E, 1st arc 1d6; critical 2nd arc 1d6; unwieldy) or tactical semi-auto pistol +12 (1d6+3 P, analog) or called tactical starknife +10 (1d4+11 P) or microserrated shuriken +10 (3d6+3 P; critical bleed; range 20ft) or frag grenade I +10 (Explode (1d6 P, 15 ft.))
Space 5 ft.; Reach 5 ft.
Special Attacks Nimble Fusillade, Opening Volley, Spring Attack

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STATISTICS
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Str 17, Dex 20, Con 14, Int 10, Wis 14, Cha 8
Feats Adaptive Fighting (Blind-fight, Cleave, Nimble Moves), Enhanced Resistance (Slashing), Kip up, Improved Initiative, Mobility, Opening Volley, Spring Attack, Special Weapon Proficiency (Shuriken)
Skills Acrobatics +15, Athletics +14, Culture +2, Diplomacy +1, Perception +8, Profession (mercenary) +12 (+16 w/prof toolkit), Sense Motive +2, Stealth +5, Survival +2
Starship-Combat Version of Skills BAB +7
Languages Common, Shirren, Vercite
Other abilities blindsense, communalism, cultural fascination, gear boosts (Melee Striker, Nimble Juggernaut), limited telepathy, nimble fusillade, opening volley, theme knowledge, grunt
Combat gear frag grenade I, serum of healing mk II, serum of healing mk I (x2)
Other gear lashunta ringwear III (upgrades 2/3: thermal capacitor mk I, infrared sensors), corona laser rifle (heavy bipod) with 40 charges (40/40), static arc caster with 20 charges (20/20), backup standard battery (20/20), tactical semi-auto pistol with 45 rounds (9/36), assault hammer, opportunistic longsword, long sword, called tactical starknife, microserrated shuriken (10/10), everyday clothing, Starfinder backpack, navigation toolkit, professional toolkit (mercenary), field rations (1 week), flashlight (10/10), fire extinguisher (20/20), titanium alloy cable (50 ft), personal comm unit, synaptic accelerator mk I (Dex), starstone compass, credstick (1555 credits)
Armor Upgrades infrared sensors, thermal capacitors mk I
Augmentations: Mimimum speed suspension, Starfinder subdermal implant

Opportunistic fusion (att:+2, dam:+3:
The opportunistic fusion guides your accuracy when making attacks of opportunity and leaves your foes vulnerable to your attack. You gain a +2 bonus to attacks of opportunity made with this weapon. If your attack of opportunity hits, you gain a +2 bonus to the damage roll for that attack of opportunity. This damage increases by 1 if the weapon is item level 5, and by an additional 1 for every 5 item levels thereafter. Only melee weapons can benefit from this fusion.

Starfinder subdermal implant:
This implant rests underneath the skin of the palm of one hand, or
at the end of a tentacle or similar appendage in species that lack
hands. The augmentation can be activated or deactivated mentally
as a swift action. Activating the implant causes a rendition of
the Starfinder Society’s symbol to glow underneath the skin.
This augmentation acts as a mark, letting others know you are a
member of the Starfinder Society. It also increases the light level
within 5 feet by one step while active.

FEATS:

Spoiler:
Opening volley (Ex) Whenever you deal damage to an opponent with a ranged attack on your first turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn.
Mobility You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.
Kip up You can stand from prone as a swift action, rather than a move action.
Improved Initiative You gain a +4 bonus to initiative checks.
Spring Attack As a full action, you can move up to your speed and make a single melee attack or combat maneuver without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack, and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Nimble Fusillade (Ex) When you make a full attack, you can also either take a guarded step or move up to half your speed. This movement can come before, between, or after your attacks, but it can’t be split up.
Enhanced Resistance (Kinetic - Slashing) Choose either kinetic damage or one of acid, cold, electricity, fire, or sonic. If you choose kinetic damage, you gain damage reduction equal to your base attack bonus. If you choose acid, cold, electricity, fire, or sonic, you gain energy resistance against that type of energy equal to your base attack bonus.
Adaptive Fighting (Blind-fight Cleave, Nimble Moves) Select three combat feats that you do not have but whose prerequisites you meet. Once per day as a move action, you can gain the benefit of one of these feats for 1 minute. Each time you gain a level, you can replace one of these three selected feats with a different feat that you don’t have but meet the prerequisites for.

GEAR/FEAT BOOSTS:

Spoiler:
Melee Striker Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons.
Nimble Juggernaut Whenever you’re wearing armor (including powered armor), you reduce your total armor check penalty by 1 (minimum 0) and total speed adjustment by 5 feet (minimum adjustment 0 feet). The armor check penalty reduction increases by 1 at 7th level and every 4 levels thereafter. At 11th level, you reduce the armor’s speed adjustment by 10 feet (minimum adjustment 0 feet). These benefits stack with similar effects, such as from the guard fighting style’s 1st-level style technique.

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SPECIAL ABILITIES
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Spoiler:
Blindsense Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flat-footed against attacks from creatures it can’t see.
Communalism Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.
Cultural fascination Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.
Limited telepathy Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.
Theme knowledge You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5.

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ACTIVE BOONS
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Ally: Professional Hireling Access (Set 2 - Bluff, Diplomacy, Intimidate)
Faction: Exo-Guardians Champion, Improved
Personal: -
Promotional -
Social: Live Air Celebrity
Starship: Automated Defenses
Slotless: Marked Field Agent, Private Vault, Starfinder Society Care Package (Limited Use)

Exo-Guardians Champion, Improved:
This Faction boon allows the character to gain Reputation with the Exo-Guardians faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario. In addition, once per adventure when you successfully score a critical hit in combat against a significant enemy (Starfinder Core Rulebook 242) or succeed at Life Science check that is written into the adventure, you recover 1 Resolve Point, up to your Resolve Point total.

All My Boons:

Ally:
  • Professional Hireling Access (Set 2 - Bluff, Diplomacy, Intimidate; skill = level + 4)
  • Acquainted With Datch
  • Dream Whispers
  • Honorbound Allies

Faction:

  • Exo-Guardians Champion, Improved

Personal:

  • Halfling Admittance

Promotional

Social:

  • AbadarCorp Acquaintance (Respect)
  • X□□AbadarCorp Augmentations (Limited Use)
  • Faction’s Friend (Limited Use)
  • Friend of the Ghibrani
  • □□□ Into the Veskarium (Chronicle #14)
  • Live Air Celebrity
  • Purchasing Power

Starship:
Automated Defenses
Honorbound Allies

Slotless:

  • Marked Field Agent
  • Private Vault (Vanity)
  • Starfinder Society Care Package (Limited Use)
  • True Savior of Tasch

Bot Me!:

Chk'tarlsh is a capable marksman, able to use his rifles to soften up foes from a distance.
He is also comfortable getting up close and personal - with his longsword and pistol - where he likes to use his agility to strike at his opponents while keeping on the move or close the distance in a hurry to execute a swift double attack.

[dice=Corona laser rifle]1d20+12[/dice]
[dice=Fire Damage]2d6+7[/dice]

[Dice=Static arc caster]1d20+12[/dice]
[Dice=Electrical Damage]1d8+7[/dice]
[Dice=1st Arc (within 10ft)]1d6[/dice]

[dice=Opportunistic sintered longsword]1d20+10[/dice]
[dice=Slashing Damage]2d8+11[/dice]

[dice=Assault hammer]1d20+10[/dice]
[dice=Bludgeoning Damage]1d6+11[/dice]

[dice=Tactical semi-auto pistol]1d20+12[/dice]
[dice=Piercing Damage]1d6+3[/dice]

[dice=Called tactical starknife]1d20+10[/dice]
[dice=Piercing Damage]1d4+11[/dice]

In ship combat, Chk'tarlsh can serve as a gunner.
[dice=Gunnery Check]1d20+5+5+bonuses from captain and science officer+ range penalty[/dice]