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About Chk'tarlshSFS # 274536-701
Male shirren mercenary soldier 7
SP 63 HP 55 RP 8
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Speed 40 ft.
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Str 17, Dex 20, Con 14, Int 10, Wis 14, Cha 8
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. ------------------
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. ------------------
Ally: Professional Hireling Access (Set 2 - Bluff, Diplomacy, Intimidate)
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:
Faction:
Personal:
Promotional Social:
Starship:
Slotless:
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=Static arc caster]1d20+12[/dice]
[dice=Opportunistic sintered longsword]1d20+10[/dice]
[dice=Assault hammer]1d20+10[/dice]
[dice=Tactical semi-auto pistol]1d20+12[/dice]
[dice=Called tactical starknife]1d20+10[/dice]
In ship combat, Chk'tarlsh can serve as a gunner.
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