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About PippimiPippimi Volikoli
Abilities:
Str 20+4 Dex 18+2 Con 14 Int 8 Wis 14 Cha 13 Feats:
Opening Volley: Whenever you deal damage to an opponent with a ranged attack on your first or second turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn.
Improved Combat Maneuver (Grapple): +4 on grapple attempts. {SFS CRB} Weapon Focus (Advanced Melee Weapons): +1 to attack rolls with advanced melee weapons. Coordinated Shot: When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe. Mobility: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square. Enhanced Resistance: You gain damage reduction equal to your base attack bonus. Blind Fight: In melee, every time you miss because of concealment (see page 253), you can reroll your miss chance percentile roll one time to see if you actually hit (see page 243). You aren’t flat-footed against melee attacks from creatures you can’t see, and you can withdraw from creatures you can’t perceive. You don’t need to attempt Acrobatics checks to move at full speed while blinded. Spellbane: You gain a +2 insight bonus to saving throws against spells and spell-like abilities. If you ever gain the ability to cast spells or use spell-like abilities, you lose the benefits of this feat and can replace it with Great Fortitude, Lightning Reflexes, or Iron Will, or the improved version of one of those feats if you meet its prerequisites. Adaptive Fighting Spend a move action to gain a combat feat for 1 minute. Choice of Improved Disarm, Improved Bull Rush and Close Combat. Scurry: You gain the compression universal creature rule. In addition, you can occupy the same space as an ally of your size or larger without you or your ally taking any penalties for your doing so. Many Handed Master As long as you are not flat-footed, paralyzed, staggered, stunned, or unconscious, you gain a +2 bonus to your KAC against combat maneuvers. Underfoot As a move action, you can try to slip into the space of an adjacent foe larger than you are. To do so, attempt an Acrobatics check (DC = 15 + 1-1/2 × opponent’s CR). If you succeed, you enter your opponent’s space. If you fail, you remain in your starting position, and you are flat-footed and off-target until the end of your next turn. While you occupy a foe’s space, that foe is flat-footed and off-target. If your opponent tries to move out of your space, it provokes an attack of opportunity from you. Penetrating Attack Reduce your target’s energy resistances and damage reduction by 5 against your weapon attacks. Theme:
Corporate Agent (+1 CHA):
Theme Knowledge: When attempting a Profession or Culture check to recall knowledge about corporations and their executives, reduce the DC by 5. Diplomacy is a class skill for you. {SFS CRB} Networking: If your corporate database doesn’t have a piece of information you are searching for, you probably know someone who does. It takes you only 10 minutes to attempt a Diplomacy check to gather information, as long as you have connection to a local infosphere or a quick way to communicate with contacts in a settlement that is at least technologically average. Additionally if you have access to a local infosphere, you can take 20 on a skill check to recall knowledge in half the normal time (typically 1 minute). Strong Arm Tactics When you throw the name of your company around, you can usually get what you want, though acting in such a way never wins you any friends. When you successfully use Intimidate to bully a creature, its change in attitude lasts three times as long. At the GM’s discretion, this ability might not work on creatures that haven’t heard of your corporation. Skills:
(3 ranks/lvl, ACP = 0)
~Acrobatics +24 (12 ranks, 5 dex, 3 CS, 4 insight, 0 ACP) ~Athletics +15 (5 ranks, 7 str, 3 CS, 0 ACP) Bluff +1 Computers -- Culture -1 ~Diplomacy +16 (12 ranks, 1 cha, 3 CS) Disguise +1 ~Engineering +3 (1 rank, -1 int, 3 CS) ~Intimidate +6 (2 rank, 1 cha, 3 CS) Life Science -- ~Medicine -- Mysticism -- Perception +2 Physical Science -- ~Piloting +11 (3 rank, 5 dex, 3 CS) ~Profession (N/A) -- Sense Motive +2 Sleight of Hand -- Stealth +5 ~Survival +6 (1 rank, 2 wis, 3 CS) Languages:
Common, Skittermander, Vesk. Equipment:
Combat Gear
Spear of Fates, Tac. Starknife (Called), Ultrathin Longsword, Basic Vibroglove, Squad Hardlight Series (Infrared Sensors, Electrostatic Field Mk1, Thermal Capacitor Mk1, Jetpack), Golemforged Plating III (unequipped), Falcon Boots, Mk1 Ring of Resistance, Field Tactical Shield (--), Hailstorm Zero rifle, LFD Screamer. Consumables Frag Grenade I, Smoke Grenade x1, Standard batteries x4, Sprayflesh, Antitoxin Tier1 x3, Temporal disruption grenade x3, disruption grenade x3. Other Gear Personal Comm, Consumer Backpack, Everyday clothing, Travel Clothing, Mobile Hotelier Tent, Survey Map of Ukulam, Sleeping Bag, Hammock, Rope (50ft), Laser Drill, Datapad, Grappler, 100ft titanium cable line. Mk2 Str Upgrade, Mk1 Dex Upgrade. Credits: 494 cred. Weight ? (current) / 10 (encumbered) / 20 (overburdened) Racial Capabilities:
Grappler: Skittermanders get +2 to grapple checks.
Hyper: 1/day can take an extra move action. Low-light Vision: Low-light vision. Six-Armed: You have 6 arms. -------------------- TRACKED RESOURCES -------------------- See stat line above. -------------------- Special Abilities -------------------- Fighting Style: Hit & Run Opening Volley: You gain Opening Volley as a bonus feat. If you already have this feat, choose a bonus combat feat instead. At 9th level, you can use Opening Volley on both your first and second turns in combat. Nimble Fusillade: When you make a full attack, you can also either take a guarded step or move up to half your speed. This movement can come before, between, or after your attacks, but it can’t be split up. Duck and Weave: When you move or make a ranged attack, you can spend 1 Resolve Point to avoid provoking attacks of opportunity from that movement or ranged attack. Bonus Combat Feat: x6 Secondary Fighting Style: Blitz Rapid Response: You gain a +4 bonus to initiative checks and increase your land speed by 10 feet. Gear Boost: Armored Advantage: When you are wearing armor, you gain a +1 insight bonus to your Kinetic Armor Class. Gear Boost: Unstoppable Strike: Your attacks with weapons that deal energy damage slice through part of your target’s resistances. If your attack with a weapon does not already overcome the target’s energy resistance, treat the target’s energy resistances as though they were each 5 lower. Gear Boost -> Special Ops Training: Advanced Operations Specialist Choosing acrobatics. You gain an insight bonus to this skill equal to one-third your soldier class level. Currently +3. Soldier's Onslaught: When you make a full attack, you can make up to three attacks instead of two attacks. You take a -6 penalty to these attacks instead of a -4 penalty. Weapon Specialization! Character Fluff:
Appearance: A fuzzy, electric blue ball of fur, two and a half feet tall. With bright violet eyes and a big, grinning mouth, Pippimi always gives off an aura of approachability. She typically wears heavy armor with her arms bare and keeps a doshko twice her height at the ready.
Background: Pippimi works as a middle-manager in the sales and marketing department of Blastwerks, a Veskarium build-it-yourself arms dealer (think IKEA, but for weaponry). Her effervescent attitude and eagerness to please have helped her climb the corporate ranks faster than most of her more cantankerous Vesk colleagues. When a call went out for a corporate representative to go to butter up the Starfinder Society in hopes of securing a lucrative contract, Pippimi was the first to sign up. Personality: High Energy, High Encouragement, High Positivity Bot Me!:
Botting instructions: If Pippimi expects combat she wears her vibrogloves and takes out her starknife. Pippimi approaches combat with enemies she can reach by running up and trying to grapple them. She tries to position so she doesn't impose penalties on her ranged teammates. Her Coordinated Shot feat grants ranged allies a +1 to hit vs. enemies that she's threatening in melee range.
[dice=Grapple attempt; vs KAC+8]d20+28[/dice] [ooc.]Exceeding KAC+13 causes enemy to become pinned. Grapple rules can be found [url.=http://www.starjammersrd.com/game-mastering/combat/#Grapple]here[/url][/ooc.]
Against foes that require a magic weapon, she throws her Called Starknife and recalls it with a swift action.
Once a foe has been grappled or pinned, Pippimi can try to finish it off with a full attack longsword flurry!
With foes at long range:
[dice=Spear of Fates (Inferno Flame Mode)]d20+20[/dice] [dice=Damage (F)]5d8+12+7[/dice]
[dice=Spear of Fates (White Star Mode)]d20+17[/dice] [dice=Damage (E+F)]3d10+12[/dice]
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