Taergan Flinn

Orrian Balnelis's page

179 posts. Organized Play character for AFlashInTime.


Full Name

Orrian Balnelis

Race

Half-Elf

Classes/Levels

Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo

Spoiler:
Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

Gender

Male

Size

Medium

Age

22

Special Abilities

Low-light vision/Darkvision (infrared armor upgrade)

Alignment

N

Deity

Eldest

Languages

Castrovelian (Lashunta), Common, Drow, Elven, Gnome

Occupation

Herbalist

Strength 10
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 13
Charisma 10

About Orrian Balnelis

Orrian Balnelis, 5th level Soldier/Starfinder Forerunner (Colonist) Starfinder Society #: 8601-708

Faction: SSJ SP/HP: 50/39 Move: 30 Senses: Low-light vision, Dakvision (IR)
Init: +8 (+4 Dex, +4 untyped) Armor Check Penalty: 0
Race: Half-Elf Resolve points: 6
EAC: 20 (10, +6 Armor, +4 Dex) KAC: 21 (10, +6 armor, +4 Dex, +1 insight)
Alignment: N BAB: +5 Religion: Eldest Home world: Castrovel
Age: 22 Height: 6’1” Weight: 175 lbs
Languages: Castrovelian (Lashunta), Common, Drow, Elven, Gnome, Vesk

Abilities:
• Str: 12 (+1) (0, +2 5th)
• Dex: 18 (+4) (4, racial +2, mk 1 upgrade)
• Con: 16 (+3) (3, theme, +2 5th)
• Int: 14 (+2) (racial bonus +2, +2 5th)
• Wis: 15 (+2) (3, +2 5th)
• Cha: 10 (+0) (0)

Saves (+2 vs enchantment spells and effects; immune to sleep effects):
• Fort: +7 (+3 Con, +4 class)
• Ref: +5 (+4 Dex, +1 class)
• Will: +6 (+2 Wis, +4 class)

Skills (30):
• Acrobatics +12 (5 ranks, +3 class, +4 Dex)
• Athletics +7 (3 rank, +3 class, +1 Str)
• Culture +6 (1 rank, +3 class, +2 Int)
• Engineering +6 (1 rank, +3 class, +2 Int)
• Intimidate +4 (1 rank, +3 class, +0 Cha)
• Life Science +7 (2 rank, +3 class, +2 Int)
• Medicine +6 (1 rank, +3 class, +2 Int)
• Perception +11 (5 ranks, +3 class, +2 Wis, +2 racial)
• Piloting +8 (1 rank, +3 class, +4 Dex)
• Profession (Herbalist) +14 (5 ranks, +3 class, +2 Wis, +4 tool kit)
• Survival +14 (5 ranks, +3 class, +2 Wis, +3 Insight, +1 theme)
◦ Can choose to reroll a check once per day and take the better result (trained for trouble)

Feats/Theme:
• Skill Synergy Life Science and Perception (1st)
• Skill Focus Survival (1st level racial bonus)
• Improved Initiative (3rd level)
• Weapon specialization (3rd level soldier bonus)
• Weapon focus: heavy weapons (5th level)
• Colonist (Theme) – Reduce DC to identify average creatures using life science by 5.

Equipment/attacks:
• Survival knife +9 (+5 BAB, +4 Dex), 1d4+3S, -, -, Analog; block
• Advanced Infinity Rifle +10 (+5 BAB, +4 Dex, +1 WF), 2d4+5 F, 60 ft, 1 (20), boost 2d4
• Machine gun, squad +10 (+5 BAB, +4 Dex, +1 WF) 1d10+5P, 60 ft, 2 (40), analog/automatic
• Crossbolter, tactical +9 (+5 BAB, +4 Dex), 1d10+5P, 70 ft, 1 (1), unwieldy

Racial Abilities:
• Size and Type: Half-elves are medium humanoids with both the elf and human subtypes.
• Free skill focus feat at first level.
• Low-Light Vision: Half-elves can see in dim light as if it were normal light.

Class Abilities:
• Primary fighting style: Sharpshoot
• Primary style technique: Sniper’s Aim: Reduce AC bonus granted by cover by 2 against a target with cover. Doesn’t work against total cover.
• Trained for trouble: gain Culture and Survival as class skills. If already class skills (survival), can roll twice and take better result once per day. Can attempt Engineering, Mysticism, and Life Science checks to ID creatures even if not trained in those skills. Can attempt survival checks to move overland at full speed during severe weather and still gain the bonus for moving at half-speed. Can also attempt survival checks to live off the land at full speed.
• Gear Boost (soldier 3rd): Armored advantage: when wearing armor, gain a +1 insight bonus to your KAC.
• Ready for Anything (Starfinder forerunner 4): As an advance scout and planner for larger expeditions, you have trained yourself to be ready for nearly anything. This experience and expertise at planning gives you a number of abilities. When you are able to act in the surprise round of a combat, you gain a +2 bonus to your initiative check for that combat. When you successfully identify a creature with a skill check (see page 133), you learn one more useful piece of information than normal. When you reach 11th level in the class with which you took this archetype, you instead learn two more pieces of useful information than normal. When you attempt a Culture check to decipher writing (see page 139), there is no chance you will misconstrue the message (though you might still be unable to translate it), and you can take 20 (see page 133) on Culture checks to decipher writing even if you are not trained in Computers and don’t have access to a computer or downloaded dataset.
• Focus Fire (Fighting Style 5th level): When you make a full attack with a ranged weapon, you can make both attacks with a –3 penalty instead of a –4 penalty as long as they both target the same creature. If your first attack kills or knocks out the target, you can instead make the second attack against a different creature at a –4 penalty.

Total carried: Bulk:
• Everyday clothes L
• Survival knife L
• Advanced Infinity Rifle 1
◦ Seeking Weapon Fusion -
• Squad Machine Gun 2
• Lashunta Mind Mail I L
◦ Upgrade slot (1): Infrared -
◦ Upgrade slot (2): TBD
• Backpack (industrial) 1
◦ Everyday clothes L
◦ Environmental clothes L
◦ Tool kit, profession L
◦ Computer, Tier 1 -
▪ 2x miniature upgrade -
▪ Self-charging upgrade -
◦ Serum of healing L
◦ Serum of healing L
◦ 5 extra clips for machine gun 5L
◦ Battery L
◦ Battery L
◦ Personal upgrade mk1 -
◦ Cred stick
• Left on ship/storage etc.
◦ Graphite Carbon Skin 1
◦ Tactical Crossbolter 2
◦ 20 arrows/bolts L
◦ Hygiene kit 1
Total Bulk Carried: 5.5L