Phantasmal Octopus

Nibzij's page

No posts. Organized Play character for Christopher Wasko (RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16).


Full Name

Nibzij

Race

Ijtikri Vanguard 1; SP 11/11, HP 13/13, RP 5/5; EAC 14, KAC 16, CMD 24; F +6, R +4, W +0;

Classes/Levels

Spd 25, swim 25, crawl 10 (all +5 no armor); Init +2; Perception +5 (dark 60); EP 1

Gender

Male

Size

Medium

Strength 12
Dexterity 15
Constitution 18
Intelligence 8
Wisdom 10
Charisma 10

About Nibzij

SFS # 125136-708
Experience 0
Slotted Faction Second Seekers (Ehu)
Wealth 9 Credits

Reputation 0, 0 Global Reputation
Reputation with Acquisitives: 0
Reputation with Dataphiles: 0
Reputation with Exo-Guardians: 0
Reputation with Second Seekers: 0
Reputation with Wayfinders: 0
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Nibzij
Male battleborn ijtikri death-touched vanguard 1
CG Medium aberration
Init +2; Senses darkvision 60 ft., Perception +5

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Defense
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EAC 14, KAC 16
SP 11 HP 13 RP 5
Fort +6, Ref +4, Will +0

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Offense
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Speed 25 ft. (30 ft. base), swim 25 ft., crawl 10 ft.
Melee entropic strike +3 (1d3+4 A or B; magic)
Melee standard taclash +2 (1d4+1 S; analog, disarm, nonlethal, reach, trip)
Ranged tactical semi-auto pistol +3 (1d6 P; analog; 9/9 rounds)
Space 5 ft.; Reach 5 ft. (10 ft. with taclash)
Special Attacks entropic pool
Spell-Like Abilities (CL 1st) keen senses (1/day)

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Statistics
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Str 12, Dex 15, Con 18, Int 8, Wis 10, Cha 10

Skills Acrobatics +4 (+6 no armor), Intimidate +6, Perception +5 (theme knowledge), Stealth +6 (+8 no armor), Survival +4

Feats Advanced Melee Proficiency, Basic Melee Proficiency, Heavy Armor Proficiency, Improved Combat Maneuver (trip), Light Armor Proficiency, Kip Up, Mobility, Shield Proficiency, Small Arms Proficiency

Languages Common, Iji

Other Abilities entropic pool, first vanguard aspect (exergy), hardened mantle, ijtikri movement, mineral signature (indigo)

Combat Gear
Other Gear (3.5/6 Bulk) lashunta ringwear I, basic tactical shield, standard taclash, tactical semi-auto pistol with 9 small arm rounds, industrial backpack, everyday clothes, hygiene kit, personal comm unit, redstick (9 credits)

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Special Abilities
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Entropic Pool:
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:
    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 (exergy):
    You embody the total amount of potential work the energy in a system can perform when accessed by entropy. 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 (trip) as a bonus feat and a +2 insight bonus to Intimidate checks.

    Hardened Mantle:
    Ijtikris have a +4 racial bonus on saving throws against critical hit effects. In addition, they reduce the damage they take from a critical hit by an amount equal to their character level or CR + their Constitution bonus to a minimum of 1 unless reduced by other means.

    Ijtikri Movement:
    An ijtikri has a swim speed of 30 feet, and when crawling, an ijtikri can move at half their land speed. An ijtikri gains Kip Up as a bonus feat without meeting that feat’s prerequisites.

    Mineral Signature (indigo):
    Ijtikri traits vary based on where the individual developed, granting a +2 racial bonus to a skill, as well as a spell-like ability usable once per day. Caster level equals the ijtikri’s level or CR. The skill and spell-like ability are as follows:

    Indigo: Stealth, keen senses

    Theme Knowledge:
    Thanks to your experiences with the undead and the growing power of the grave within your form, you have an instinctive understanding and recognition of negative energy and undead. You can use Perception, rather than Mysticism, to recall knowledge about undead and negative energy effects when you first observe them. Perception 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 Perception checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

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    Boons Slotted this Adventure
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    Ally:
    Faction:
    Personal:
    Promotional:
    Social:
    Slotless:

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    Chronicle Sheets
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    Other Info
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    Bot:
    Use entropic strike on closest, most injured foe.
    dice=Attack vs EAC (entropic strike)]d20+3[/dice
    dice=Damage (acid)]d3+4[/dice

    Level Build:
    Feats: Cleave, Weapon Focus -> Versatile Focus, Improved Kip-Up; Scoundrel’s Finesse (when sanctioned, if appropriate)
    Purchases: mobility enhancer armor upgrade, grasping tentacle biotech
    Second Aspect: Cascade (never boundary - negates SLA)