Lem

Kaleb "Chip" Leafgleam's page

373 posts. Organized Play character for Super Zero.


Full Name

Chip, Halfling Mechanic 4

Race

| SP 28/28 HP 26/26 | RP 6/6 | EAC 17; KAC 17 | Fort +6; Ref +7; Will +3; +2 saves vs fear | Init: +2 | Perc: +9, S | Conditions: None

Classes/Levels

| Speed 30ft | Checker Combat Drone 4 | HP 40/40 | EAC 16; KAC 19 | DR 1/- | Conditions: None

Gender

”Chip” Male NG Halfling Spacefarer Mechanic 4

Size

Small

Age

32

Alignment

Neutral Good

Deity

Triune

Location

Absaolom Station

Languages

Common

Occupation

Starfinder

Strength 8
Dexterity 15
Constitution 12
Intelligence 18
Wisdom 10
Charisma 12

About Kaleb "Chip" Leafgleam

Kaleb "Chip" Leafgleam
Male halfling Spacefarer Mechanic 4
NG Small humanoid (halfling)
Init +2; Perception +9, Darkvision
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Defense SP 28 HP 26 RP 5
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EAC 17; KAC 17
Combat Maneuver 25
Fort +6; Ref +7; Will +2
+2 against fear effects
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Offense
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Speed 30 ft.
Melee Tactical Baton +5, 1d4+2 Bludgeoning
Ranged Invigorating Azimuth Laser Rifle +5, 1d8+4 Fire, range 120 ft, Critical burn 1d6 (battery 20/20)
Ranged Static Arc Pistol +5, 1d6+2 Electricity, range 50 ft, Stun, Critical Arc 2 (battery 20/20, usage 2)
Ranged Azimuth Laser Pistol +5, 1d4+2 Fire, range 80 ft, critical burn 1d4 (battery 20/20)

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:
Chip will use Master Control to give Checker his Move action, and then move it towards the enemy it can most easily reach, favoring damaged enemies or those adjacent to allies. (If Chip is in melee range, he'll take his Guarded Step first.)

If Checker is still not in melee range:
Checker uses its action to move towards the enemy as above.

If Checker is in melee range:
Attack. [dice=Tactical doshko vs KAC]1d20+6[/dice] for [dice=piercing damage]1d12+6[/dice]

If Chip is in melee range:
Guarded Step. Or Withdraw, if he didn't need to use Master Control and there's room to get further away.

If Chip hasn't used any of his own actions yet:
Full Attack. [dice=Laser Rifle vs EAC]1d20+5-4[/dice] for [dice=fire damage]1d8+4[/dice] and [dice=Laser Rifle vs EAC]1d20+5-4[/dice] for [dice=fire damage]1d8+4[/dice]

If Chip hasn't used his Standard Action yet:
Attack. [dice=Laser Rifle]1d20+5[/dice] for [dice=fire damage]1d8+4[/dice]


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Statistics
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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)
Culture +4 (+4 Int)
Diplomacy +1 (+1 Cha)
Disguise +1 (+1 Cha)
Engineering +12 (+4 ranks +3 class skill +4 Int +1 Insight)
Intimidate +1 (+1 Cha)
Life Science +4 (+4 Int)
Medicine +11 (+4 ranks +3 class skill +4 Int)
Mysticism +0 (+0 Wis)
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)
Sleight of Hand +2 (+2 Dex)
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
Languages Common, Halfling, Castrovelian, Kasatha, Ysoki
Other Abilities Artificial Intelligence (Drone), Bypass, Custom Rig, Mechanic Trick (Repair Drone), Sneaky, Overload, Class Weapon Specialization, Mechanic Trick (Overcharge)
Gear
Worn: azimuth laser rifle w/invigorating fusion, static arc pistol, tactical baton, spare battery (20/20), 50 ft titanium cable, basic medkit, medpatch, flash light, engineering kit, hacking kit, 2 MK 1 healing serums, industrial backpack, travel clothing, mobile hotelier, hygiene kit, 1 week field rations, defrex hide w/infrared sensors, radiation badge, azimuth laser pistol, tactical doshko (on Checker), mk 1 ring of resistance
Augmentations: Mk I Personal Upgrade (Int)

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/-
Speed 30 ft
Ref +2, Fort +3, Will +1

Tactical Doshko +6, 1d12+6 P, Analog, Unwieldy

Feat: Weapon Focus (Advanced Melee), Weapon Specialization (Advanced Melee)
Mods: Reductive Plating, two Melee Weapon Arms, Melee Weapon Proficiency, Advanced Melee Weapon Proficiency, Manipulator Arms, Enhanced Armor
Skill Unit: Athletics +8

SFS
2389841-701
Scenario #5-01: Starfinder Society Intro: Year of Redemption's Rise (credit from Pregen)
Scenario #3-15: Frozen Ambitions: The Preluria Connection
Bounty #3: A Green Place
Scenario #5-08: Star Sugar Superstar!
Scenario #5-14: Ghost-Level Delve
Scenario #7-01: Intro: Year of Era's End
Scenario #6-06: Tomorrow's Seeker
Scenario #6-99: The End Awakens
Scenario #7-02: Zo! Vs. Zo
Scenario #3-17: Clone Batch Catastrophe

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.