Hoyfek

Loxx the Revenant's page

39 posts. Organized Play character for ‘Eκάτη.


Race

m N kishalee Evolutionist 3 [Xenoarchaeologis] | sp 21/24 | hp 23/23 | rp 6/6 | EAC 17 KAC 18 | F+3 R+7 W+2 | Resist Cold 2 | Perc +7 | DV60' |

About Loxx the Revenant

Advancement:

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# 342384-709
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0 - 1000 credit
1 - 2160 cr, 3 xp [Boon: Rescued Starfinder]
2 - 720 cr, 1 x [#3–05: The Hivemarket Heist]
3 - 720 cr, 1 xp [#4-08: Precious Cargo]
4 - 725 cr, 1 xp [#5-14: Ghost Level Delve]
5 - 1500 cr, 1 xp [#1–30: Survivor’s Salvation]

Total: 6105 cr, 7 xp

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Flexible Skill: Engineering | Skill Boost (+1) Stealth, Mysticism
Ranks: Athletics 1, Engineering 3, Mysticism 3, Perception 3, Stealth 1, Survival 1

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Appearance:
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Boons:

- Rescued Starfinder: You can start a new character who begins at 2nd level. This new PC begins play with 3 XP, 2,160 credits, 5 Fame, and 5 Reputation with the faction that character selects a faction boon for. You must keep a copy of this Chronicle sheet with the character.

- NOT USED [#1-30] - Counter Innovation (Slotless Boon; Limited-Use): You curtailed a dangerous threat to Absalom Station: a bodysnatcher slime clinic. Doing so brought these slimes into the light so the Society can study them. You can check the box that precedes this boon to use your Downtime to work with Society engineers to come up with a better defense against these slimes. This earns you the cerebral countermeasures biotech augmentation (Starfinder Alien Archive 2 19) for only 3,000 credits. This biotech upgrade is unique to your physiology and can be resold for only 300 credits.

Bot Me:

[dice=Shoulder Needle Gun]1d20 + 8; 1d6 + 4[/dice] [ooc]- Magic Piercing | KAC[/ooc


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m N kishalee Xenoarchaeologist Evolutionist III | Init +5; Perc +7, DV 60'
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Str 12 (+1) Deх 20 (+5) Con 12 (+1) Int 11 Wis 12 (+1) Cha 10
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DEFENSE
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EAC 17 KAC 18
HP 23 SP 24 RP 6
Fort +3 Ref +7 Will +2
Resist Cold 2
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OFFENSE
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Speed 30 ft. Base Atk +3
Ranged Seeking Adaptive Strike +8 (1d6+3 P; 45 ft)
Melee Survival Knife +8 (1d4+2 S; thrown 20 ft.)
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Skills [with ACP -1] Athletics +4, Engineering +7, Mysticism +8, Perception +7, Stealth +9, Survival +7
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Feats Far Shot, Retrotech, Toughness
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SPECIAL
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- Retrotech: Once per day, you can reroll a skill check to destroy, operate, or repair pre-Gap technology. This usually applies to an Engineering check, but it also can apply to a Computers check to hack a pre-Gap computer, a Medicine check to safely deactivate eons-old stasiscoffers, a Piloting check to fly an ancient vessel, or other similar situations. If you’ve already used retrotech today, you can spend 1 Resolve Point to regain a use of this ability.

- Xenoarchaeologist: Reduce the DC to identify rare, ancient, or alien tech by 5.

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- Distant Strikes (Ex): Increase the range increments of your ranged adaptive strike by 50%. As a swift action, you can spend 1 MP either to increase your ranged adaptive strike’s range increment by 100% (rather than by 50%).

- Far Shot: You take only a –1 penalty per full range increment between you and your target when using a ranged weapon.

- Survivalist: Kish have a +2 racial bonus to Survival checks and can take 20 on Survival checks to endure severe weather and predict weather.

- Toughness: You gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

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Evolution Track:

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MUTATION POINTS
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- Maintaining MP:

1 MP: You gain a +5-foot enhancement bonus to one speed of your choice.
2 MP: Your adaptive strike gains a critical hit effect based on its damage type: arc (electricity), bindAR (cold), bleed (piercing or slashing), burn (fire), corrode (acid), or knockdown (bludgeoning). Critical hit effects that deal damage deal 1d6 damage; this damage increases to 1d10 at 7th level, 2d10 at 13th level, and 3d10 at 19th level.
3 MP: The enhancement bonus to speed increases to +10 feet.
4 MP: If you’re wearing light armor or no armor, you gain a +1 enhancement bonus to your AC. If you’re wearing heavy or powered armor, you gain a +1 enhancement bonus to your EAC, though this can’t increase your EAC above your KAC.
5 MP: Once per round, when you deal damage with your adaptive strike, you can increase the damage dealt to one target by an amount equal to half your evolutionist level (minimum +1 damage).

- Spending MP:

1 MP: You can spend 1 MP on your turn to manifest your adaptive strike without taking an action.
2 MP: As a swift action, you can spend 2 MP to gain either a climb speed equal to half your land speed or a swim speed equal to half your land speed. This effect lasts 3 rounds. When you take a full action to charge, run, or withdraw, you can activate this ability without taking an action, rather than as a swift action.
Special: Once per round, you can spend Mutation Points with no effect (which you might want to do to lose penalties, for example). If you use this ability as a move action, you can spend up to 2 MP. If you use this ability as a standard action, you can spend up to 4 MP. If you use this ability as a full action, you can spend up to 6 MP.

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NICHE: SEPULCHRAL
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- Instinct: Once per round while you have 1 or more MP, when you deal damage with your adaptive strike to a living creature, you can increase the damage dealt to that creature by an amount equal to half your MP total, rounded up. This additional damage you deal increases to your MP total at 7th level, 1-1/2 × your MP total at 13th level, and 2 × your MP total at 19th level


- Drawback: Once per round while you have at least 1 MP and reduce a living creature to 0 HP with your adaptive strike, you must attempt a Will save with a DC = 10 + half your character level + your MP total. If you fail, you must take your first action of your next turn to either make another attack with your adaptive strike that includes the defeated creature as a target or take a move action to spend at least 1 MP with no effect.
While you have 3 or more MP, the first time you regain Hit Points or Stamina Points from an effect—other than from your grim harvest ability, you decrease the number of HP or SP you regain by an amount equal to half your MP total, rounded up (minimum 1 HP or SP recovered). The amount by which you reduce the HP or SP you regain increases to your MP total at 7th level, 1-1/2 × your MP total at 10th level, 2 × your MP total at 13th level, and 3 × your MP total at 17th level.


- Grim Harvest: As a reaction when either you reduce a significant enemy to 0 HP with your adaptive strike or a significant enemy within 15 feet of you is reduced to 0 HP, you can spend 1 MP to regain 1d4 Hit Points for every 2 evolutionist levels you have; you can spend 1 additional MP when using this ability to roll d6s instead of d4s, or you can spend 2 additional MP when using this ability to roll d8s instead of d4s. Once you use this adaptation, you can’t use it again until you rest for 10 minutes to regain Stamina Points.

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EQUIPMENT
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Ability Crystal (Magic), MK 1 - 1400

Resistant Hide, Mk 1 - free
[Cold 2; Necrograft; Skin]

Seeking Weapon Fusion - 440
The seeking fusion causes an attack from a weapon to veer toward its target. This negates any miss chance caused by the target having concealment, though it has no effect on miss chances from other sources (and does not offset the miss chance from a target having total concealment).

Carbon Skin, Graphite (L) - 1200
[EAC +3; KAC +4; MDB +4; ACP -1; UpS 1]
+ Jump Jets (L) - 1000
Capacity 20; Usage 2/action
You can activate jump jets as part of a move action in order to fly during your movement. You can fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, or you can fly up to 20 feet straight up. You must land at the end of your move action. Jump jets can’t lift you if you’re encumbered.

Survival Knife - 95

Bulk 3L

Spend -

Credits 2690 cr

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