About Kaleb "Chip" LeafgleamKaleb "Chip" Leafgleam
Botting:
Chip's first priority is not being in melee, unless that's unfeasible in a small room.
His second priority is for Checker to make a melee attack. Checker's weapon is unwieldy, so it will never full attack. Chip will make attacks with his own weapon when he has the actions remaining. If Checker is not in melee range:
If Checker is still not in melee range:
If Checker is in melee range:
If Chip is in melee range:
If Chip hasn't used any of his own actions yet:
If Chip hasn't used his Standard Action yet:
-------------------- Statistics -------------------- Str 8 (-1); Dex 15 (+2); Con 12 (+1); Int 16+2 (+4); Wis 10 (+0); Cha 12 (+1) Skills Acrobatics +4 (+2 Dex +2 Racial) Athletics +1 (-1 Str +2 Racial) Bluff +1 (+1 Cha) Computers +12 (+4 ranks +3 class skill +4 Int +1 Insight) Diplomacy +1 (+1 Cha) Disguise +1 (+1 Cha) Engineering +12 (+4 ranks +3 class skill +4 Int +1 Insight) Intimidate +1 (+1 Cha) Medicine +11 (+4 ranks +3 class skill +4 Int) Perception +9 (+4 ranks + 3 class skill +0 Wis +2 racial) Physical Science +12 (+4 ranks +3 class skill +4 Int +1 Theme) Piloting +9 (+4 ranks +3 class skill +2 Dex) Profession (IT) +11 (+4 ranks +3 class skill +4 Int) Sense Motive +0 (+0 Wis) Stealth +8 (+4 ranks +2 Dex +2 racial) Survival +0 (+0 Wis) Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5 Feats Longarm Proficiency, Versatile Specialization
Bulk: 5.7 Checker, Combat Drone:
Str 15 (+2)
Dex 13 (+1) Con - Int 6 (-2) Wis 10 (+0) Cha 6 (-2) EAC 16, KAC 19, HP 40, DR 1/-
Tactical Doshko +6, 1d12+6 P, Analog, Unwieldy Feat: Weapon Focus (Advanced Melee), Weapon Specialization (Advanced Melee)
SFS
BOONS:
Allies in Eternity (Ally Boon):
You’ve made friends with two fellow Starfinders who are also participating in Sarmak’s
archaeological survey of Eternity. You can contact these new allies for advice. Contacting one of these allies is a full action. You can contact each ally twice. After you contact that ally, check off the appropriate box. [ ] [ ] Hope-01 (NG male android): Hope-01 is a newly graduated Starfinder, who joined Sarmak’s expedition to Eternity as an analyst. They’re intelligent and kind, and give sound advice. When you contact Hope-01, they can help you think through a complicated problem. The next time you roll an Intelligence- or Wisdom-based skill check before the end of the scenario, you roll that check twice and use the higher result. [ ] [ ] Kinpopo (CG agender vulkarisu technomancer): Kinpopo joined Sarmak’s expedition as a translator and programmer. They’re an expert in technolinguistics, and they pride themselves on their knowledge of mathematics, linguistics, and codebreaking. When you contact Kinpopo, they help you translate foreign texts. For 10 minutes, Kinpopo successfully aids another on any Culture skill checks you attempt to decipher writing. For as long as Kinpopo is helping you in this way, you can attempt Culture checks to decipher writing even if you aren’t trained in Culture. Psychic Echoes of the Swarm:
Psychic Echoes of the Swarm (Slotless Boon): You survived a disastrous mission to Krethiskar, a lost planet in the Szandite
Collective that was consumed by the Swarm. Though you survived and escaped, the leader of your expedition and many of your comrades were not so lucky. Your time on Krethiskar has changed you, and you swear you can still hear the psychic echoes of the Swarm and the buzzing of the szynegators in your head. Once per scenario, you can cast one of the following spells as a spell-like ability. The DC is equal to 10 + the spell’s level + your Wisdom or Charisma modifier (your choice). Your caster level is equal to your character level. When you reach level 4, level 7, and level 10, the spell level of fear increases by one and you add the additional specified spells to the list of available options. Level 1: fear Level 4: daze monster Level 7: synaptic pulse Level 10: confusion Welcome to SFS: Tattoo of the Starfinder:
You have a magical tattoo, commemorating your induction into the Starfinder Society. As an immediate action when you are struck by a critical hit or dealt at least 15 points of damage from a spell or supernatural ability, you can check the box that precedes this boon and expend the tattoo’s magic to gain 10 temporary Hit Points that last for 1 minute. You also regain 1 previously expended Resolve Point when using this boon.
Hit Points are a precious commodity at low levels, and a few lucky attacks from an opponent can sometimes kill a character. Similarly, Resolve Points are key to using special abilities and stabilizing if a deadly attack takes you down. Consider this option to reduce the chance that a lucky critical hit will kill you. |
