Copper Dragon

Kalvarnix's page

36 posts. Organized Play character for FireElemental.


Race

| SP 33/33 HP 27/27 | RP 5/5 | EAC 14 KAC 18 (+1 if EP) | Fort +7 Ref +3 Will +1 | Init: +0 | Perc: +5 SM: +0

Classes/Levels

| Speed 40' (35' armor) Fly 30' avg (25' armor) | EP 1/4 |

Gender

NG Dragonkin Battle Medic Vanguard 3

About Kalvarnix

BOTTING:

Entropic Strike
[dice=Attack vs EAC]1d20+6[/dice]
[dice=Acid OR Bludgeoning OR (Acid & Bludgeoning) damage]1d4+7[/dice]

Entropic Strike through Red Star Plasma Lash with Reach and Merciful Fusion
[dice=Attack vs EAC]1d20+6[/dice]
[dice=Electric & Fire damage]1d4+7[/dice]

Red Star Plasma Lash with Reach and Merciful Fusion
[dice=Attack vs EAC]1d20+6[/dice]
[dice=Electric & Fire damage]1d4+6[/dice]

Sopranino Singing Disk (Thrown 20' or Melee)
[dice=Attack vs EAC]1d20+6[/dice]
[dice=Sonic damage]1d4+6[/dice]

Starship Combat
[dice=Chief Mate (Athletics)]1d20+9[/dice]

KALVARNIX - - - - - - - 124796-707
Unknown Dragonkin Vanguard 3
NG Large Dragon
Init +0; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE - - - - - - - SP 33 HP 27 RP 5
EAC 10; KAC 10
Fort +7; Ref +3; Will +1; +2 racial bonus to saving throws against effects that cause paralysis
Defensive Abilities Immunities sleep

OFFENSE
Speed 40 ft., fly 30 ft. (Ex, average)
Melee Entropic Strike +6 (1d4+7 A or B or A&B)
Melee Red Star Plasma Lash +6 (1d4+6 E&F) Critical knockdown Special powered (20/1), reach, trip, merciful fusion (on, swift to change)
Melee/Ranged 2x Sopranino Singing Disk +6 (1d4+6 So) Critical confuse Special analog, thrown (20 ft.)
Space 10 ft.; Reach 10 ft.
Offensive Abilities breath weapon (30-ft. cone, 1d6+4 F, Reflex DC 15 half, usable after every 10-minute rest)

STATISTICS
Str 16 (+3); Dex 10 (0); Con 18 (+4); Int 11 (0); Wis 10 (0); Cha 10 (0)
Feats Bodyguard, Improved Combat Maneuver (reposition), Tight Fit
Languages Common, Draconic, Triaxian, Jinsul

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
Personal Ability Crystal, MK 1 (Con +1)

Tool Kits and Other Skill Bonus Items
Aura-Translation Kit
Broad Spectrum Scanning Kit
Library Chip (Culture)
Library Chip (Mysticism)
Library Chip (Life Science)
Linguist's Kit
Navigator's Tools
Professional Tools
Survivalist's Kit
Trapsmith Tools

Other
Battery, Standard (20 charges)
Cable Line, Titanium Alloy 50'
Canteen
Clothing, Professional
Comm Unit, Personal
Fire Extinguisher (20 uses)
Gear Maintenance kit
Hammock
Mess Kit
Radiation Badge

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
Armor Light armor, heavy armor, and shields
Weapons Basic melee weapons, advanced melee weapons, and small arms

Entropic Pool (Su)
You have the supernatural ability to control matter as it changes states, allowing you to arrest, accelerate, or even reverse the typical course of events. This energy takes the form of a pool of Entropy Points (EP). You can have a maximum number of EP in your entropic pool equal to your Constitution modifier.

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.
* While you have no Entropy Points, you can spend 1 Resolve Point as a move action to gain 1 EP (2 EP at 10th level).
* Each time you take damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as DR, energy resistance, or the mitigate class feature), you gain 1 EP.
* If you take damage from a critical hit, you gain 1 EP, in addition to any you gain from the attack’s normal damage.
* If you score a critical hit on a significant enemy, you gain 1 EP.
* If you take a full action to charge, you gain 1 EP.
* If you take two move actions on the same turn to move your speed each time, you gain 1 EP.
* As a move action, you can designate a willing adjacent ally as an entropic focus. They remain an entropic focus until the beginning of your next turn, unless they cease to be adjacent to you or you designate a new entropic focus (both of which end this effect). If your entropic focus takes damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as DR, energy resistance, or the mitigate class feature), you gain 1 EP. If you are at least 6th level, you can expend a Resolve Point to designate an adjacent, willing ally as your entropic focus as a reaction when they take damage (and gain EP from damage they take from the triggering attack, if appropriate).

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.
* As part of a full action to charge or a move action to move your speed, you can expend 1 EP to gain a +10-foot enhancement bonus to your speed (normally land speed, but you can apply it to the speed for any movement type you have).
* As a move action, you can expend EP to boost the damage of the next entropic strike attack you make before the start of your next turn. You must decide how many EP to expend when you take this move action, and you can’t expend more EP than your level. If the boosted entropic strike hits, you deal +1d4 damage for every EP expended.

Entropic Strike (Su)
You can focus the power of entropy into a forceful attack. Though you must touch your target to damage it, the damage is not from the impact but from focused waves of entropic energy that unbind and dissolve your target, crush it, or both. Your entropic strike is a magical one-handed advanced melee weapon with the operative weapon special property that targets EAC (even when dealing bludgeoning damage). You can make this attack with nearly any body part and do not need a hand free to use this ability. Using your entropic strike does not require any additional action to use beyond the action you take to make an attack (for example, it can be used to make an attack of opportunity.) For any calculation that requires the item level of your entropic strike, treat your vanguard level as your entropic strike’s item level.

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 have focused on one specific aspect of how entropy interacts with the universe, building a philosophy that goes far beyond mere physics. This aspect grants you an expanded command of the universe around you and teaches you important insights about matters that most people never connect to entropy.

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)
You gain Improved Combat Maneuver (reposition) as a bonus feat and a +2 insight bonus to Medicine checks.

Mitigate (Ex)
You can control how you are affected by damage or effects that alter damage. As a reaction when you take damage, you can spend 1 Entropy Point to reduce the damage you take by an amount equal to your vanguard level (to a minimum of 0 damage). If you do, you can’t gain any Entropy Points from that attack.

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
Your close attention to the multivariate interactions between countless systems of order and disorder, combined with your study of advanced combat techniques, allows you to manipulate reality in devastating ways known as disciplines. You learn your first vanguard discipline at 2nd level and an additional discipline every 2 levels thereafter. The list of vanguard disciplines appears on pages 55–57. Unless otherwise specified, you can’t select the same discipline more than once. If a vanguard discipline allows a saving throw to resist its effects, the DC is equal to 10 + half your vanguard level + your Constitution modifier.

* 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)
Once per day, you can take an additional reaction during a single round, though you can still take only one reaction per triggering event. You can take a reaction before the first time you act in a combat, but not in a surprise round in which you are unable to act.

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)
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. You also gain a special form of weapon specialization for your entropic strike, allowing you to add a bonus to your damage equal to your vanguard class level plus half of any other class levels you have.

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.
T1 1-28 It Rests Beneath