Amiri

Never Stormfox's page

470 posts. Organized Play character for Therenger.


Full Name

Never Stormfox

Race

Human (Gravity Dweller)

Classes/Levels

Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

Gender

F

Age

18

Special Abilities

Dusk Light

Strength 18
Dexterity 14
Constitution 18
Intelligence 11
Wisdom 12
Charisma 10

About Never Stormfox

Race: Human (Gravity Dweller)
Alternate Racial Trait: Dusk Light (replaces Skilled, grants low-light vision and +2 racial bonus to Perception checks)
Faction: Exo-Guardians; Reputation: 14; Fame: 7

== Combat ==
Offense
Initiative: +2
Perception: +12
Base Attack Bonus: +6
Entropic Strike Damage: 2d6
Speed: 25 ft. (-5 Heavy Armor penalty)
Entropic Strike: 2d6+6/+12 (+12 total when using Advanced Melee Weapons)
Taclash, standard: +9 to hit, 1d4+10 S, Analog, disarm, nonlethal, reach, trip
--> Disarm: +16 to hit (+6 BAB, +2 wpn, +4 feat, +4 str) vs opponent KAC +8 (If you have a free hand, you may catch the falling item automatically before it hits the ground)
--> Trip Attack: +16 to hit (+6 BAB, +2 wpn, +4 feat, +4 str) vs opponent KAC +8
Singing disk, sopranino: +8 to hit, 1d4+5 So, Crit=Confuse, Analog, thrown (20 ft.), Weapon Fusion=Returning
Nyfiber Net: +8 to hit, (No Dmg), Drawn, Analog, entangle, thrown (10 ft.)
Dragon Gland, Wyrmling (Cold): 3d6, 15 ft. cone, Reflex Save/half at DC15
Proficiencies: (Weapons) Basic Melee, Advanced Melee, Small Arms, Special (Nyfiber Net)
Specialization: Advanced Melee Weapons (add character lvl to dmg)

Defense
HP:46 SP:62 RP:6
EAC:20 KAC:22
Saves: Fort +10, Ref +7, Will +8 (Iron Will, Ring of Resistance)
Armor: Lashunta Ringwear, II (+8 EAC, +10 KAC)
Vanguard Entropy Shield (basic riot shield or basic tactical shield)
Proficiencies: (Armor) Light, Heavy, and Shields

Slotted Boons

Basic Purchasing Plan (Slotless):
See Page 30 of Starfinder Society Guide, 2.0

Amateur Hireling Access (Ally):
Prerequisites: All Factions Tier 1, Basic Hireling Access (cost: 1 Fame)
Cost: 2 Fame
Benefit: You bring on a non-combat ally that can assist with a certain set of skill checks. This ally can perform the listed skills with a total bonus equal to 2+ your level. You must expend any necessary actions and be in range to perform the action yourself. The ally's result cannot be modified by class abilities or spells, but can be improved a successful Aid Another action. The ally does not participate in combat, cannot be killed outside of combat, and has no effect other than providing the ability to attempt skill checks. The ally can attempt a given skill check only once, cannot retry a check, and cannot take 10 or 20 on a check.
Skill Sets Purchased (cost 2 Fame for each set beyond the first):
Set 1: Computers, Engineering, Physical Science
Set 2: Bluff, Diplomacy, Intimidate
All skills at +5

Theme, Tinker:
You are a visionary in the field of micro-scale construction, able to elevate the applications of UPBs and other multifunctional materials to new heights. You might be a researcher who has made a breakthrough in design, a garage experimenter who delights in inventing or creating complex gizmos, or an enthusiast about all things homemade.

Theme Knowledge (1st Level)
Reduce by 5 the DC of Engineering checks to identify technological devices, as well as Culture checks to recall knowledge about organizations and individuals that specialize in invention and do-it-yourself technology crafting. Engineering 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 your Engineering checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

== Skills ==
(Skill Rank + Class Mod + Ability Mod + Other Mod)
11 Acrobatics (6+3+2+0)
12 Athletics (6+3+3+0)
4 Culture (1+3+0+0)
4 Diplomacy (1+3+0+0)
6 Engineering (3+3+0+0)
11 Intimidate (6+3+0+2)
4 Life Science (1+3+0+0)
4 Medicine (1+3+0+0)
5 Mysticism (1+3+1+0)
12 Perception (6+3+1+2)
4 Profession: Inventor (1+3+0+0)
6 Stealth (2+3+2+0)
5 Survival (1+3+1+0)

== Class Features ==
Armor Proficiencies: Light armor, Heavy armor, and Shields
Weapon Proficiencies: Basic Melee, Advanced melee, and Small arms
Weapon Specialization: Advanced melee weapons (Add character level to damage)
Entropic Pool, entropic strike, first vanguard aspect (aspect insight)
Entropic strike damage: 1d3 + Con modifier
Aspect Insight: Gain Improved Combat Manuever fest for the listed manuever and +2 insight bonus to checks with one skill determined by your aspect.

First Vanguard Aspect: Exergy
You embody the total amount of potential work the energy in a system can perform when accessed by entropy.
* Aspect Insight (Ex): You gain Improved Combat Maneuver (trip) as a bonus feat and a +2 insight bonus to Intimidate checks.
* Aspect Embodiment (Ex): Once per combat, when you make two or more attacks in the same turn, you can gain 1 Entropy Point without taking any additional action.

Level 2: 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: Entropy Shield (Su)
As part of any move action or full action you take, you can create a field of condensed, compressed entropy that forms in place on one of your limbs to protect you as a basic riot shield or basic tactical shield (you choose which each time you create the shield). The shield has no bulk, but it otherwise functions in all regards as a physical shield of the selected type. You can dismiss the shield as part of any move or full action you take, and it disappears at the end of your turn if you are not holding it. At 5th level, your compressed entropy functions as a field riot or tactical shield. At 10th level, it functions as an advanced riot or tactical shield. At 15th level, it functions as an elite riot or tactical shield, and at 20th level, it functions as a paragon riot or tactical shield.

Vanguard Discipline: Antagonize (Ex)
You gain Antagonize as a bonus feat. You do not need to meet the prerequisites. At 6th level, when you successfully use Antagonize, the duration of the penalty is 3 rounds longer than normal, though the effects still end if the target attacks you, forces you to attempt a saving throw, or damages you. Additionally, it takes a further -2 penalty to attack rolls (-4 total).

Vanguard Discipline: Swift Antagonize (Ex)
You have mastered the art of quickly gaining the attention of opponents. You can use Antagonize once as a move action— you can do this even if you have already used Antagonize on the same foe in the past 24 hours, and using it as a move action does not prevent you from using Antagonize on the same foe as a standard action. This is not a language-dependent ability for you, but it does not work on mindless targets. Once you have used Antagonize as a move action, you cannot do so again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest.

Level 3: Reactive (Ex)
Once per day you can take and 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 combat, but not in a surprise round in which you are unable to act.

Level 5: Entropic Attunement (Su)
As long as you have at least 1 Entropy Point, your entropic strike gains the Breach special weapon property. Saving throw DC vs this effect = 16 (10+half vanguard lvl+Con bonus)

== Feats ==
Weapon Focus: Advanced melee
Weapon Specialization: Advanced Melee (lvl 3 class bonus feat)
Special Weapon Proficiency: Nyfiber net
Improved Combat Maneuver: Disarm
Improved Combat Maneuver: Trip (Class bonus feat)
Antagonize (Vanguard discipline bonus feat)
Iron Will (+2 to Will saves)
Improved Iron Will (spend 1 RP to reroll a Will save)

== Equipment ==
6805 credits
1 Serum of Healing Mk1
Tool kit, Engineering
Armor upgrade: Jetpack 3100 cr
Personal upgrade, mk 1 (+2 Str) 1400 cr
Ring of Resistance, mk 2 4200 cr (+2 Will save)

Lashunta Ringwear, II:
Level 5; Price 2,970; Category Heavy
EAC Bonus +8; KAC Bonus +10; Max. Dex Bonus +2
Armor Check Penalty -2; Speed Adjustment -5 ft.
Upgrade Slots 1; Bulk 2

These beautiful suits of heavy armor feature engraved metal bands that fit above and below the body’s major joints. Metal guards, woven chain sheets, and force fields stretch between the bands to form a complete set of protective gear. Tinted crystals are often added during the forging process to the ore used for ringwear to create glimmering suits of different hues.


Taclash, standard:
- 1d4 (Slashing)
- Analog, disarm, nonlethal, reach, trip

Singing disk, sopranino:
- 1d4 (Sound)
- Crit=Confuse, Analog, thrown (20 ft.)
- Weapon Fusion, Returning: You can add this fusion only to a weapon that has the thrown weapon special property. A returning weapon flies through the air back to you after you make a thrown ranged attack with it. It returns to you just before your next turn (and is therefore ready to use again in that turn). Catching the weapon when it comes back takes no action. If you can’t catch it, or if you have moved since throwing it, the weapon drops to the ground in the square from which you threw it.

Nyfiber Net:
- Drawn, Analog, entangle, thrown (10 ft.)

Dragon Gland, Wyrmling (Cold):
You implant an arcanicus gland modified to function for a creature of your race at the back of your throat. You can trigger this gland as a standard action to expel a breath weapon in a 15-foot cone as an extraordinary ability. Choose the damage type when the organ is biocrafted, picking from the following list: acid, cold, electricity, or fire. You are not harmed by using your own breath weapon. Once you’ve used your breath weapon, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. A wyrmling dragon gland deals 3d6 damage, a standard gland deals 9d6 damage, and a wyrm gland deals 18d6 damage. Targets in the area can attempt a Reflex save (DC = 10 + half your level + your Constitution modifier) to take only half damage.

Backstory:
"Not now, Tidbit!" Never spat through gritted teeth. The tiny robot continued to chirp biometrics at her in spite of her protest.

Heart rate 181, systolic blood pressure 245, oxygen 89%...

Dammit, Never, breathe, she scolded herself, quietly thankful for her little friend's ceaseless concern.

The fatigue in her arm was real, but the strain on the rest of her body was just as serious, and if the exertion did not end in the next few seconds she would probably pass out. That's if her arm didn't break first.

The hulking Vesk sitting across the narrow table from her seemed to be enjoying the situation, showing none of the signs of trauma that rippled across Never's face, flushed crimson. Biceps bulged and veins stood taut, hands clenched together wrapped in microcord to prevent either contestant from slipping the grip. She could smell its breath, stinking of numeat or whatever organic protein cocktails Vesk were into these days.

And she was losing. Her arm tipped past forty-five degrees, hovering precariously, knuckles down, on her side of the table. She tasted bile. Tidbit chirped at her with maximum urgency.

Through the waves of pain attacking her central nervous system, Never starred unflinching at her massive opponent. "No. I've got this."

The real damage to her body sparked a fusion inside her: a quantum of pure chaos. Something she had learned to harness long ago, the thing that made her different and allowed her to survive in the Absalom slums between the Mercantile Districts and the Shipyards.

She harnessed it now, channeling it through her core and into her failing right arm. Instantly her wrist cocked upward, and with the change in leverage she started to turn the Vesk around. The giant reptilian looked alarmed, then panicked, and when their arms returned to starting position it seemed desperate. The small gathered crowd of drunken gamblers broke into excited roars, the majority screaming obscenities at the Vesk, their wagers about to be forfeit.

Her body burned with power, and she accelerated her arm through the pin, cracking her opponent's knuckles and the table beneath. She burst upright, triumphant, the agony of her torn muscles temporarily muted by the thrill of victory.

When the microcord was cut she helped her opponent to its feet. It hadn't been a fair fight, but no one needed to know it. She would survive another day, and screw the rest of them.

The bartender gave her an ice pack and added Never's share of the winning wagers to her cred chip - a fraction of the take, but it wasn't the credits she wanted. She gathered Tidbit in her pocket and stepped out back, where a small sledge spilled over with salvage.

Never kicked through it, looking for the hi-tech stuff she knew would yield the most UPBs, when she felt someone approach. Her hands instinctively gripped the singing disk and taclash and she spun on the new threat.

"Easy!" An older human woman held her hands out and affected a calming demeanor. She wore a uniform of some kind, and she looked smart in it.

"Alright," Never responded, "Your move."

"I watched you in there. They way you took over that match; that was more than raw strength."

Never remained tense. "What do you think you know about it?"

"My name is Raci Tenmore. I find people with certain--skills." Carefully, the gray-haired woman produced a signature card and handed it to Never. "When you get tired of arm wrestling scavengers for scrap, look me up. There's more to life than this for someone like you, if you want it." Raci turned and retreated through the bar, leaving Never alone once more.

Never looked at the electric signature on the card. She huffed. "Starfinders. Go figure."

Tidbit poked its little cone-shaped head out of her pocket and chirped.

"And leave all this?" She sat heavily against the wall and rubbed her sore arm. "Ah, what the hell..."

Level 1 crunch:
Faction: Wayfinders
Race: Human (Gravity Dweller)
Alternate Racial Trait: Dusk Light (replaces Skilled, grants low-light vision and +2 racial bonus to Perception checks)

Theme: Tinker
You are a visionary in the field of micro-scale construction, able to elevate the applications of UPBs and other multifunctional materials to new heights. You might be a researcher who has made a breakthrough in design, a garage experimenter who delights in inventing or creating complex gizmos, or an enthusiast about all things homemade.

Theme Knowledge (1st Level)
Reduce by 5 the DC of Engineering checks to identify technological devices, as well as Culture checks to recall knowledge about organizations and individuals that specialize in invention and do-it-yourself technology crafting. Engineering 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 your Engineering checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

Class: Vanguard
Stamina: 11
Hit Points: 11
Resolve Points: 5
BAB +1
Skill Ranks / Lvl: 6 + Int modifier
Saves: Fort +6, Ref +3, Will +0
Proficiencies (Armor) Light, Heavy, and Shields, (Weapons) Basic Melee, Advanced Melee, and Small Arms

Skills: (Skill Rank + Class Mod + Ability Mod + Other Mod)
4 Acrobatics (0+3+1+0)
5 Athletics (0+3+2+0)
4 Culture (1+3+0+0)
2 Diplomacy (0+3-1+0)
4 Engineering (1+3+0+0)
4 Intimidate (0+3-1+2)
4 Life Science (1+3+0+0)
4 Medicine (1+3+0+0)
4 Mysticism (1+3+0+0)
5 Perception (0+3+0+2)
4 Profession: Inventor (1+3+0+0)
4 Stealth (0+3+1+0)
3 Survival (0+3+0+0)

Class Features: Entropic Pool, entropic strike, first vanguard aspect (aspect insight)
Entropic strike damage: 1d3 + Con modifier
Aspect Insight: Gain Improved Combat Manuever fest for the listed manuever and +2 insight bonus to checks with one skill determined by your aspect.

First Vanguard Aspect: Exergy
You embody the total amount of potential work the energy in a
system can perform when accessed by entropy.
Aspect Insight (Ex): You gain Improved Combat Maneuver (trip)
as a bonus feat and a +2 insight bonus to Intimidate checks.

Equipment
Taclash, standard 1 240 1d4 S — L Analog, disarm, nonlethal, reach, trip
Singing disk, sopranino 1 115 1d4 So Confuse L Analog, thrown (20 ft.)
- Weapon Fusion: Returning lvl 1 120cr
You can add this fusion only to a weapon that has the thrown
weapon special property. A returning weapon flies through the
air back to you after you make a thrown ranged attack with it. It
returns to you just before your next turn (and is therefore ready
to use again in that turn). Catching the weapon when it comes
back takes no action. If you can’t catch it, or if you have moved
since throwing it, the weapon drops to the ground in the square
from which you threw it.
Nyfiber net 2 460 — 10 ft. — Drawn — 1 Analog, entangle, thrown

Feats
Weapon Focus (advanced melee)
Special Weapon Proficiency (Nyfiber net)