1-00 Claim to Salvation (Applied at Level 1) XP 1, Fame 2, 720 credits, Second Seekers +2 Reputation
Bought Nothing
1-01 The Commencement XP 1, Fame 2, 509 credits, Second Seekers +2 Reputation
Bought: Basic Iridshell 755
1-02 Fugitive On The Red Planet XP 1, Fame 2, 719 Credits,
Bought: Formal Wear 5
1-05 The First Mandar, XP 1, Fame 1, 737 Credits
Total Credits: 3 (starting)+720+509-755+719-5+737=1928
XP: 4
Fame: 7
Reputation:
Second Seekers +7
Boons Available:
Faction:
Second Seekers Champion (Initial)
Slotless:
Welcome to Starfinder Society Boon - 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. (Initial, 701 character)
Society Contract: Pregen only. Character with this slotted can reroll one d20, cross off to raise self from dead in 10 minutes
Claimant to Salvation: Special boon in future Salvation mission.
Marked Field Agent: Receive Society Subdermal Graft in Hand
True Savior of Tasch: 0/5
Protector of the Future: Cross of to receive Second Seekers (Luwazi Elsebo) boon that costs 2 or less that meet reputational tier for
Social Boon:
Faction's Friend. 3 uses. Use to get Rep bonus with Faction if failed to gain Fame.
AbadarCrop Acquaintance - AbadarCorp Respect
Ally Boon:
High Society Influence: Iteration-177, Naiaj, Ykris, Zo! (not Royo)
Unidentified Boon:
Journey to the Scoured Stars Segment 1
Boons Slotted:
Faction: Second Seeker Champion
Slotless:
-Welcome to Starfinder Society Boon - Tattoo of the Starfinder
-Claimant to Salvation: Special boon in future Salvation mission.
-Marked Field Agent
-True Savior of Tasch
Social: Faction's Friend for Second Seekers (Elsebo)
Ally Boon: High Society Influence: Zo!
Starship: Rugged Hull.
DEFENSE SP 14(soldier)+2(con)+2(Toughness)=18 HP 4(race)+7+7(soldier)=18 RP 4
EAC 15; KAC 18
Fort +3+1=4; Ref +2; Will +3+1=4
Special+4 to con checks to run, avoid damage from forced march, hold breath, void damage from starvation or thirst
+4 bonus to fort saving throws to void damage from hot or cold environments, thick and thin atmospheres, to avoid choking when breathing heavy smoke, avoid fatigue from sleep deprivations
OFFENSE **
Speed 25 ft; desert, hill, and mountainous difficult terrain can be moced through at normal speed
Melee tactical pike +5 (+2 BAB +3 STR) (1d8+3 P; analog, reach)
Ranged pulsecaster rifle +4 (+2 BAB +2 DEX) (50 foot range, 1d6 E; nonlethal)
or frag grenade I +4 (20 foot range, explode [15 ft., 1d6 ])
Offensive Abilities
STATISTICS Str 16 (+3); Dex 14 (+2); Con 13 (+1); Int 8 (-1); Wis 12 (+1);
Cha 10 (+0)
Weapons:
Ranged: Pulsecaster rifle, 1d6 E 50 feet range, 40 charges, usage 2, bulk 1, non lethal, 100 credits
Ranged: 1 x frag grenade, explode 1d6 P 15 feet, 20 feet range 35 credits
Melee: Pike, tactical, 1d8 P, bulk 2, analog, reach 475 credits
Other Starting purchases
batteries x 2 120 credit
serum of healing mk 1 x 2 100 credit
20 ft titanium cable line 10 credit
Personal comm 7 credit
1 flashlight 1 credit
Starstone compass 3 credit
Backpack, industrial 25 credit
clothing, professional 5 credit
field rations 4 credit
tent mass produced 2 credit
credstick (3 credits)
SPECIAL ABILITIES
Race:
Desert stride: desert, hill, and mountainous difficult terrain can be moved through at normal speed
Four-armed: Can hold four hands worth of weapons and equipment.
Historian: +2 racial bonus to Culture checks
Natural grace: +2 racial bonus to Acrobatics and Atheletics checks
Theme:
DC of Culture checks and Prof:Mercenary to recall knowledge about hierarchies, practices, personnel and so on in the military reduced by 5.
Athletics is a class skill. If already class skill from 1st level instead gain +1 bonus to athletics checks.
Class:
Primary Fighting Style: Hit and Run
Primary Fighting Style Technique: Bonus Feat Opening Volley
Feats:
Opening Volley Whenever deal damage to opponent with a ranged attack on first turn in a combat, gain +2 circumstance bonus on next melee attack roll against that opponent. Melee attack must occur before the end of next turn.
Toughness Stamina +1 per level, +4 to con checks to run, avoid damage from forced march, hold breath, void damage from starvation or thirst, +4 bonus to fort saving throws to void damage from hot or cold environments, thick and thin atmospheres, to avoid choking when breathing heavy smoke, avoid fatigue from sleep deprivations.
Coordinated Shot
When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe.