Nimblewright

Pangea Beta's page

72 posts. Alias of Eric Collins - France.


Full Name

PANGEA Beta Model

Race

Init +9 | Perc +13 w. Trap Spotter (10 ft.) | SM -1 | EAC 26 ; KAC 26 -8 kinetic dam' (-2 lunge, +1 shield, +1 block/EP) | vs. CM 34 | Move: 50 ft |

Classes/Levels

F +12 | R +11 | W +3 | (+2 vs. mind-affect', disease, poison...) | Lunge, Dirty Trick, Sunder, Deadly Aim, Enhanced Resistance

Gender

Sexless Android (Xenoarchaeologist) worships Triune | Neutral - Vanguard 8 | 104/112 SP | 68/68 HP | 7/10 RP |

Size

M

Age

New

Special Abilities

Deadly Aim ; Lunge ; Dirty Trick, Sunder, Deadly Aim, Enhanced Resistance

Alignment

N

Deity

Triune

Location

Akiton

Languages

Common ; Akitonian ; Ysoki ; Drow ; Aklo ; Castrovelian (or Lashunta) ; Exoian ; Kasatha ; Shirren ; Triaxian ; Vercite ; Vesk

Occupation

Head of Security

Homepage URL

PANGEA

Strength 10
Dexterity 20
Constitution 22
Intelligence 15
Wisdom 12
Charisma 8

About Pangea Beta

Status
Used: 1 charge for Jet Pack

Playtest pregen for SFS #101218-702

Vanguard level 8
Android
Xenoarchaelogist

Stats:
10 STR (+0)
20 DEX (+5)
22 CON (+6)
15 INT (+2)
12 WIS (+1)
8 CHA (-1)

112 SP
68 HP
10 RP

+8 BAB

Fort +12
Ref +11
Will +3
+2 racial vs. disease, mind-affecting effects, poison &sleep (unless they are vs. constructs)
When succeed at save vs. disease or poison, treat as 2 consecutive successes for purpose of curing

Does not breathe or suffer the normal environmental effects of being in a vacuum

Low-light
Darkvision - 60 feet
Blindsense (Heat) - 30 feet

Skills:
+2 DC to Sense Motive on me
+16 Acrobatics
+11 Athletics
+13 Culture
-1 Diplomacy
+13 Engineering (-5 DC to identify rare, ancient, or alien tech) +4 vs. traps
-1 Intimidate
+13 Life Science
+13 Medicine
+13 Perception (Trap Spotter: auto’ roll w. 10 ft. from trap)
+15 Physical Science
(-2 to Sense Motive)

Languages: Common ; Akitonian ; Ysoki ; Drow ; Aklo ; Castrovelian (or Lashunta) ; Exoian ; Kasatha ; Shirren ; Triaxian ; Vercite ; Vesk

Feats:
Light & Heavy Armor, Shields, Basic & Advanced Melee Weapons, Small Arms, Improved Combat Maneuver (dirty trick), Weapon Spec’ (incl’ Entropic Strike), Improved Combat Maneuver (sunder), Improved Initiative ; Deadly Aim (-2 to hit ; +4 dam’) ; Fleet (+10 speed) ; Enhanced Resistance (-8 dam' vs. Kinetic) ; Lunge (+5 ft. reach ; -2 AC)

Entropic Pool (Su):
Start combat w. 0 Entropy Points (EP)
6 max EP
Move to spend 1 RP to gain 1 EP
W. receive 16+ dam’ gain 1 EP (+1 more EP if crit')
W. I crit’, I can forgo extra dam’ and gain 1 EP
W. 1 EP in pool = +1 Enhancement AC
1/combat: w. inflict a condition to an enemy, gain 1 EP

Entropic Strike (Su):
Can attack even with hands full.
Melee attack counts as one-handed magical advanced melee weapon.
With block (+1 enhancement bonus to AC for 1 round vs. melee attacks target I hit) & operative (Dex to hit) properties.
Targets EAC
Can deliver entropic strike with any melee weapon or shield I am proficient in.
Considered made of material the weapon or shield is made of (for DR or weaknesses), and if melee weapon or shield is level 6+, also apply special property, critical hit effect, or weapon fusion.
2d8+6 damage that counts as Force (each attack: choose to deal acid or bludgeoning damage, or both).
Using Improved Combat Maneuver vs. adjacent creature, target EAC+8 (not KAC).
When 1 EP in pool: deal kinetic (still vs. EAC) ; ignore 8 hardness ; choose normal crit’ or Corrode (2d8/round until ‘extinguished’), or spend 1 EP to apply both

Dirty Trick:
Target is blinded, deafened, entangled, off-target, shaken, or sickened (your choice) for 1 round + 1 round / for every 5 over the target’s EAC+8 (or KAC if not adjacent) - see conditions
Target can remove condition as a move.
Range dirty tricks: –2 for every 5 ft. to target.

Sunder:
Deal damage to one object held in the target’s hand or accessible on its body. The object must be something that could be drawn easily by the target as a move action.Reduce damage by hardness.

Primary Vanguard Aspect (Su) Reaction
Secondary Vanguard Aspect (Su) Boundary
Vanguard Disciplines
Constant Vigilance ; Curative Deconstruction ; Blindsense ; Powerful Attunement

Mitigate (Ex):
Reaction : spend 1 EP to reduce dam’ by 8
(and gain no EP from that attack)

Reactive (Ex):
1/day
Take extra Reaction in round (can before I act, but not it surprised)

Uncanny Agility (Ex):
• Immune to Flat Footed
• No bonuses vs. me if I am flanked or prone
• Covering & harrying fire get no bonus vs. me

Armor:
• Vesk Brigandine III - EAC +10, KAC +10 (Upgrade Slots 2) Bulk L
• Tactical Cold Iron shield, Field - +1 (move to align’ vs. 1 enemy @ +2) Bulk 1

Weapon & Ammo':
• Semi-Auto Pistol, Advanced - 2d6 P dam’ - 60 ft. - no crit’ - 12 rounds - 1/shot - Bulk L
• Ammo':
- 1 clip (12 rounds) of normal 2d6 P dam'
- 2 clips + 8 spare rounds of explosive rounds
(extra dam' from crit' is fire damage ; deals 1/2 damage to targets that take 1/2 damage from energy attacks but no damage from kinetic attacks, such as incorporeal creatures ; counts as weapon w. explode property vs. swarms ; at GM’s discretion can set extremely flammable materials on fire)
• Smoke Grenade (Bulk L)

Cybernetics:
Minimal Speed Suspension (all legs) +10 speed Enhancement

Equipment:
Engineering & Trapsmith toolkits (Bulk L x2)
Fire extinguisher (Bulk L)
50 ft. titanium cable (Bulk 5 L)

Armor Upgrades:
in armor slots
• Hover Field (Bulk L)
Hover an inch above ground. Leave no tracks nor trigger mechanical traps w. floor-based location trigger. Needs strong, stable surface. Can move briefly across delicate flooring that won’t support weight, across water or other liquid surfaces, but must end move on surface that supports you normally or upgrade ceases to function until once more on a stable surface for full round
• Jump Jets (Bulk L)
Activate as part of move action to fly up to 30 feet (average maneuverability), max' height 10 ft., or fly up to 20 ft. straight up. Must land at end of move action
in personal slot
• Targeting Computer (no Bulk)
Ignore concealment (except total) on attacks you make

Carrying less than 3 Bulk (5 Bulk = Encumbered)

Equipment Purchase List:
18.000 Cr.
1.400 Cr. Mk I Personal Upgrade (Dex)
6.500 Cr. Mk II Personal Upgrade (Con)
2.500 Cr. Shield
450 Cr. Cold iron on shield
1.900 Cr. Standard Speed Minimal
1.800 Cr. Hover Field
1.000 Cr. Jump Jets
2.250 Cr. Targeting Computer
40 Cr. Toolkits
5 Cr. Fire extinguisher
50 Cr. Cable
60 Cr. Explosive rounds
40 Cr. Smoke Grenade
(30 Cr. left)

Space Combat:
Captain
-1 Bluff
-1 Diplomacy
-1 Intimidate

Engineer
+13 Engineering

Gunner
+13 Gunnery

Pilot
+5 Piloting

Science Officer
— Computers

BOT THE ANDROID:
Dirty Trick
[dice=Dirty Trick vs. EAC+8]1d20+17[/dice]

Sunder
[dice=Sunder vs. EAC+8]1d20+17[/dice] Ignore 8 Hardness if 1 EP
[dice=Acid or Bludge]2d8+14[/dice] counts as Force
w. Deadly Aim
[dice=Sunder vs. EAC+8]1d20+15[/dice] Ignore 8 Hardness if 1 EP
[dice=Acid or Bludge]2d8+18[/dice] counts as Force

Melee
one attack
[dice=Entropic Strike vs. EAC]1d20+13[/dice]
[dice=Acid or Bludge]2d8+14[/dice] counts as Force
one attack w. Deadly Aim
[dice=Entropic Strike vs. EAC]1d20+11[/dice]
[dice=Acid or Bludge]2d8+18[/dice] counts as Force
two attacks
[dice=Entropic Strike vs. EAC]1d20+9[/dice]
[dice=Acid or Bludge]2d8+14[/dice] counts as Force
[dice=Entropic Strike vs. EAC]1d20+9[/dice]
[dice=Acid or Bludge]2d8+14[/dice] counts as Force
two attacks w. Deadly Aim
[dice=Entropic Strike vs. EAC]1d20+7[/dice]
[dice=Acid or Bludge]2d8+18[/dice] counts as Force
[dice=Entropic Strike vs. EAC]1d20+7[/dice]
[dice=Acid or Bludge]2d8+18[/dice] counts as Force

Ranged 60 ft. range
one attack
[dice=Pistol vs. KAC]1d20+13[/dice]
[dice=Piercing]2d6+4[/dice]
one attack w Deadly Aim
[dice=Pistol vs. KAC]1d20+11[/dice]
[dice=Piercing]2d6+8[/dice]
two attacks
[dice=Pistol vs. KAC]1d20+9[/dice]
[dice=Piercing]2d6+4[/dice]
[dice=Pistol vs. KAC]1d20+9[/dice]
[dice=Piercing]2d6+4[/dice]
two attacks w. Deadly Aim
[dice=Pistol vs. KAC]1d20+7[/dice]
[dice=Piercing]2d6+8[/dice]
[dice=Pistol vs. KAC]1d20+7[/dice]
[dice=Piercing]2d6+8[/dice]