About KalvarnixBOTTING:
Entropic Strike
Entropic Strike through Red Star Plasma Lash with Reach and Merciful Fusion
Red Star Plasma Lash with Reach and Merciful Fusion
Sopranino Singing Disk (Thrown 20' or Melee)
Starship Combat
KALVARNIX - - - - - - - 124796-707
DEFENSE - - - - - - - SP 33 HP 27 RP 5
OFFENSE
STATISTICS
SKILLS:
Acrobatics +3 ...... 3 ranks 3 class -3 ACPen Athletics +6 ....... 3 ranks 3 class 3 Str -3 ACPen Culture +4 ......... 1 rank 3 class ..... +8 to Recall KL (Library Chip) ..... +8 to decipher writing (linguist’s kit) Diplomacy +4 ....... 1 rank 3 class Intimidate +4 ...... 1 rank 3 class Life Science +4 .... 1 rank 3 class ..... +8 to Recall KL (Library Chip) Medicine +9 ........ 3 rank 3 class 1 theme 2 insight Mysticism +4 ....... 1 rank 3 class ..... +8 to Recall KL (Library Chip) ..... +8 to arm or disarm traps (trapsmith’s tools) ..... +8 to identify a magic item (aura-translation kit) Perception +5 ...... 2 ranks 3 class ..... +9 to search (broad-spectrum scanning kit) Profession (Soldier) +8 (+9 for Dayjob) .... 1 rank 3 class 4 toolkit (+1 clothing) Survival +4 ........ 1 rank 3 class ..... +8 when orienteering (navigator’s tools) ..... +8 to endure severe weather or live off the land (survivalist’s kit) GEAR:
Consumables Serum of Healing, MK 1 Armor Reinforced EVA Suit, II Augmentations
Tool Kits and Other Skill Bonus Items
Other
SPECIAL ABILITIES:
Partner Bond (Ex) A dragonkin can form a permanent bond with one willing non-dragonkin creature. Once this bond is made, a dragonkin cannot form another partner bond unless its current partner dies. A dragonkin and its partner can communicate with each other as if they both had telepathy with a range of 100 feet. In combat, when a dragonkin is within 30 feet of its partner, both creatures roll initiative checks separately and treat the higher result as the result for both of them. THEME ABILITIES:
Battle Medic Theme Knowledge Having studied and even occasionally treated infirmities and illnesses across the galaxy, you can detect and diagnose a wide array of maladies in both your own species as well as in beings from all walks of life. You have also done extensive research on unusual—even mystical—aspects of biology and chemistry, and now almost nothing in those fields surprises you. Reduce the DC of any Life Science or Mysticism check to recall knowledge about a disease or poison by 5. Medicine is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Medicine checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation. CLASS ABILITIES:
Proficiencies
Entropic Pool (Su)
You can gain Entropy Points only when involved in a combat encounter that includes a significant enemy (Starfinder Core Rulebook 242). When combat begins, you gain 1 Entropy Point at the beginning of your first action; at the end of combat, you lose any Entropy Points you have remaining. In addition to methods granted by vanguard aspects, you can gain Entropy Points in the followings ways.
Entropy Points can be expended in various ways, some of which you gain through vanguard aspects and disciplines. As long as you have at least 1 Entropy Point in your entropic pool, you gain a +1 enhancement bonus to your Armor Class.
Entropic Strike (Su)
You can also deliver an entropic strike with any melee weapon, or any shield that allows you to make unarmed attacks (replacing the normal attack with your entropic strike). The attack’s damage is equal to the entropic strike damage of a vanguard of either your class level or a class level equal to the weapon’s item level, whichever is lower. When you use this option, your entropic strike is considered to be made of whatever material the weapon or shield is made of (such as for the purposes of bypassing DR or creature weaknesses). Additionally, you can apply any weapon special property, critical hit effect, or weapon fusion the melee weapon or shield has to your entropic strike as long as the effect can be applied to a one-handed advanced melee weapon that deals acid or bludgeoning damage, doesn’t use additional ammunition or charges, and doesn’t require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you are gaining the effect from. At 1st level, your entropic strike deals damage equal to 1d3 + your Constitution modifier, but you do not add your Strength modifier (unlike most melee attacks). For each attack, you can deal acid damage, bludgeoning damage, or both. This damage increases as you gain levels (see Table 2–2: Vanguard). At 10th level, you also add your Strength modifier to the damage of your entropic strike. At 5th level, when you use any combat maneuver for which you have Improved Combat Maneuver, you can target a foe’s EAC + 8 (rather than KAC + 8) to determine success, and you also determine the level of success (such as how far you push a foe with a successful bull rush) using EAC. First Vanguard Aspect: Inversion
You select one vanguard aspect when you take your first level of vanguard. Once made, this choice can’t be changed. Descriptions of the aspects you can choose from appear on pages 53–55. If an aspect ability allows a target to attempt a saving throw to resist its effects (including spell-like abilities), the DC is equal to 10 + half your vanguard level + your Constitution modifier unless stated otherwise. Aspect Insight (Ex)
Mitigate (Ex)
Additionally, as a swift action, you can remove any DR or energy resistance you have, or the AC benefit of any ability or spell that increases your AC. If the effect granting DR or energy resistance has a duration, this ends the effect entirely for you. If you end an AC benefit, that AC benefit is ended for the duration of the effect. If the ability does not normally have a duration, you suspend the listed benefits until the beginning of your next turn. Additionally, whenever you first come under the effect of an ability or spell that grants you DR, energy resistance, or a bonus to AC, you can waive that benefit of the effect. Vanguard Discipline
* Intervene (Su) As a reaction when an adjacent ally is damaged by an attack, you can take half the attack’s damage, with your ally taking the remaining damage. This doesn’t prevent your ally from suffering related effects, nor does it cause such effects to apply to you. If you have the Bodyguard feat and you take a reaction to apply that feat’s benefit to an adjacent ally who is then hit by the attack, you can activate intervene for that attack without taking an additional action. Reactive (Ex)
At 9th level and again at 15th level, you can use this ability one additional time per day, though you can never use this ability to take more than two reactions in a round or one per triggering event. Weapon Specialization (Ex)
FEATS:
(1-Vanguard) Improved Combat Maneuver (reposition) Choose one combat maneuver (bull rush, dirty trick, disarm, grapple, reposition, sunder, or trip). You gain a +4 bonus to your attack roll to resolve that combat maneuver. (1) Tight Fit While you’re squeezing, you don’t gain the entangled condition and your speed is reduced by 5 feet instead of halved. You still can’t run or charge while squeezing. (3) Bodyguard As a reaction when an adjacent ally is attacked, you can grant that ally a +2 circumstance bonus to its AC against that attack. If you do so, you take a –2 penalty to your own Armor Class until the beginning of your next turn. BOONS:
Faction Second Seeker (Jadnura) Champion Personal Dragonkin Heritage Promotional Starfinder Player Character Folio: You can use this boon, once per session, in one of two ways. The first option is to reduce the Resolve Point cost of resting to regain Stamina by 1 (down to 0 RP). The second option is to reduce the DC of any single starship combat check (including a gunnery check) by 4; this decision must be made before making the check. Ally none Social none Starship none Slotless Seeker of Knowledge You can use this boon once for every Reputation Tier you possess with the Second Seekers ( Jadnura) faction. Each time you use this boon, you can replay one scenario you’ve previously played as though that scenario had the repeatable scenario tag. This allows you to earn a Chronicle sheet and all associated rewards with the scenario, though you cannot select a scenario you’ve already played with this character.
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