Yex

Newt Crocker's page

19 posts. Alias of TrinketMike.


Full Name

Newt Crocker

Race

| SP: 13/13, HP: 14/14, RP: 5/5 | EAC 15, KAC 16, CMD 24 | DR: -- Resistances: -- | F:+6* R:+5* W:+0* | Init +3 | Perc +4, Social -1, Sense Motive +0 |

Classes/Levels

Acrobatics +7, Athletics +4 (+4 swim, climb), Medicine +7, Physical Science +5, Survival +6 | Speed 30 ft. | EP: 0/4 | Active Conditions: None

Languages

Common, Brakim

Strength 10
Dexterity 17
Constitution 18
Intelligence 10
Wisdom 10
Charisma 8

About Newt Crocker

Statistics:

Newt
Male Brakim Spacefarer Vanguard 1
N Medium humanoid (brakim)
Init +3; Senses Perception +4

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DEFENSE
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SP 13 HP 14 RP 5
EAC 15 (10 +2 armour, +3 Dex, +0 misc)
KAC 16 (10 +3 armour, +3 Dex, +0 misc)
AC vs. Combat Maneuvers 24 (8+KAC)
DRResistances
Fort +6, Ref +5, Will +0
…+2 radiation, extreme weather,
...+4 to continue running, forced march, hold breath, hot environments, cold environment, thick atmosphere, thin atmosphere, breathing in smoke, fatigue from sleep deprivation
...+6 starvation, thirst

Immune low level radiation

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OFFENSE
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Speed 30 ft.
Melee entropic strike +4 (1d3+4 A/B/both) (magic, block, operative, tagets EAC)
Ranged tactical pistol +4 (1d6 P) (analog)

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STATISTICS
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Str 10, Dex 17, Con 18, Int 10, Wis 10, Cha 8
Base Atk +1;
Feats improved combat maneuver (reposition), toughness
Skills Acrobatics +7 (1R), Athletics +4 (+4 higher to climb and swim) (1R), Engineering +2 (0R), Medicine +7 (1R), Perception +4 (1R), Physical Science +5 (1R), Survival +6 (1R)
(6 points; 6 class, 0 INT)
(Theme Knowledge: -5 DC physical science to identify strange hazards, worlds)
(Class Skills: Acrobatics, Athletics, Culture, Diplomacy, Intimidate, Life Science, Medicine, Mysticism, Perception, Physical Science, Profession, Survival)
Abilities entropic pool, entropic strike, jerry rigging, malleable limbs, vanguard aspect (inversion), vanguard insight
Proficiencies light, heavy, shields, basic melee, advanced melee, small arms
Languages Common, Brakim

Special Abilities:

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SPECIAL ABILITIES
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Entropic Pool - Max 4 EP
…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. Exerting such control takes incredible fortitude and reserves of energy, but you can absorb, store, and redirect this energy as a result of certain events in combat. This energy takes the form of a pool of Entropy Points (EP). When combat begins, you have 0 Entropy Points. While you have no Entropy Points, you can spend 1 Resolve Point as a move action to gain 1 EP (2 EP if you are 10th level or higher). Each time you take damage equal to or greater than twice your level from a single attack or effect from a significant enemy, you gain 1 EP. If you take damage from a critical hit, you gain 1 additional EP, on top of any gained from the attack’s normal damage. You can have a maximum number of EP in your entropic pool equal to your Constitution modifier. As long as you have at least 1 Entropy Point in your entropic pool, you gain a +1 enhancement bonus to your Armor Class. At the end of combat, you lose any Entropy Points you have gained. You can’t gain Entropy Points outside of combat.

Entropic Strike - You master order and disorder in your vicinity, and you can tax your body to focus the power of entropy into a forceful attack. Though you must touch your target to damage it, the damage comes not primarily from the power of the impact but from the focused waves of entropic energy that unbind and dissolve your target, crush it, or both. While most humanoids use a fist or foot (and more uniquely shaped species rely on head butts, tail lashes, or something else more alien), you can make this attack with nearly any body part and do not need a hand free to use this ability. Your entropic strike is a melee attack that counts as a magical advanced melee weapon with the block and operative weapon special properties and that targets EAC (even when dealing bludgeoning damage, as described on page 11). For any calculation that requires the item level of your entropic strike (including those gained from entropic attunement; see page 12), treat your vanguard level as your entropic strike’s item level. Although you do not need a free hand to use your entropic strike, it counts as a one-handed weapon for other purposes.
…You can also deliver an entropic strike with any melee weapon with which you are proficient or any shield that allows you to make unarmed attacks. When you do this, the attack acts as your entropic strike (targeting EAC, gaining the block and operative weapon special properties, and dealing the damage of your entropic strike). Your entropic strike is considered to be made of whatever material the weapon or shield is made of for the purposes of bypassing DR or creature weaknesses. If the melee weapon or shield is no more than 2 item levels below your vanguard level, you can also apply any weapon special property, critical hit effect, or weapon fusion the melee weapon or shield has to your entropic strike.
…Your entropic strike deals damage equal to 1d3 + your Constitution modifier. For each attack, you can choose for this to deal acid damage, bludgeoning damage, or both. This damage increases as you gain levels (see Table 1–2 above). If you are 10th level or higher, you can also add your Strength modifier to the damage of your entropic strike.
…When you score a critical hit with entropic strike against a significant enemy during combat, you can forgo dealing the extra damage from the critical hit to gain 1 Entropy Point.
…Additionally, beginning at 5th level, when you use any combat maneuver for which you have Improved Combat Maneuver against an adjacent creature, you can target their EAC + 8 (rather than their KAC + 8) to determine success.

Jerry Rigging Brakims have a +2 racial bonus to Engineering checks.

Malleable Limbs - Lacking an internal skeleton, a brakim can change her limbs easily. This adaptability grants a brakim a +4 racial bonus to Athletics checks to climb and to swim. If a brakim loses a limb or digit, it regrows in 1d4 hours. In addition, as a full action, a brakim can change up to all four of her limbs to give herself one of the following advantages.
…A brakim can stretch her limbs. A stretched arm has 5 feet of additional reach. A stretched leg gives 5 feet of additional height. Stretched limbs are weak for combat, so a brakim takes a –2 penalty to attack rolls and gains no Strength bonus to damage with them. In addition, while her legs are stretched, a brakim can’t run or charge.
…A brakim can modify her arms for locomotion, moving as a quadruped and gaining a 10-foot enhancement bonus to her speed. While a brakim’s arms are modified this way, she can’t wield or hold objects that require two hands.
…A brakim can modify her legs and feet to be manipulators like arms and hands, respectively. In this mode, a brakim can wield or hold up to four hands worth of weapons or equipment. However, while a brakim holds an object with her modified foot, she takes a 10-foot penalty to her speed. While she holds an object that requires two hands with her feet and legs, she can move only by crawling. If a brakim wants to hold an object with every hand and foot, she must be prone.
…As a move action, or a reaction when grabbed or otherwise held by a limb, a brakim can detach her limbs. She takes 1 damage directly to her Hit Points for each limb she sheds.

Primary Vanguard Aspect - Aspect: Inversion, DC 15
You understand that entropy’s various interactions with the physical world control and define every energy system, natural phenomenon, and physical object. You have focused on one specific aspect of how entropy impacts and interacts with the universe, building a philosophy that goes far beyond mere physics. As you grow in power, embodying 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 must select one vanguard aspect when you take your first level of vanguard. Once made, this choice can’t be changed. If an aspect ability allows 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.
…You embody the manipulation of entropy within systems to reverse their normal progression.

Primary Aspect Insight
Your understanding of a specific element of entropy gives you insights into combat and one specific skill in a way non-vanguards rarely understand. You gain the Improved Combat Maneuver feat for the listed combat maneuver. Additionally, you gain a +2 insight bonus to checks with one skill determined by your aspect.
…Aspect Insight (Ex): You gain Improved Combat Maneuver (reposition) as a bonus feat and a +2 insight bonus to Medicine checks.

Theme Knowledge (spacefarer) - You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science 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 Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

Toughness For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, 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.

Wasteland Dweller
Brakims are immune to low radiation. They also gain a +2 racial bonus to Survival checks, to Fortitude saving throws against radiation and extreme weather, and to Constitution checks against starvation and thirst.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear tactical pistol, rounds (30)
Possessions Freebooter Armour I, comm unit, flashlight, industrial backpack, clothing (2), tent, hygiene kit
Carrying Capacity
Unencumbered 0-6 Encumbered 7-12 Overburdened 13+
Current Bulk 1 (5L)
Credits 1

Background:

Appearance and Personality:

The Dude