Valeros

Ratfink Tink Shlinkbink's page

39 posts. Organized Play character for CptJames.


Full Name

Ratfink Tink Shlinkbink

Race

SP: 12/24, HP: 20/20, RP: 5/6, EP 2/5|EAC: 15(16), KAC: 16(17)|Fort: +8 (+2 vs Radiation), Ref: +6, Will: +0|Init: +3|Perception: +7|Speed: 30ft|Immunities: Low Radiation

Gender

Male Brakim Vanguard (Boundary) Colonist 2

Alignment

NG

Languages

Common, Brakim, Azlanti, Draconic, Ghibrani

Strength 10
Dexterity 16
Constitution 20
Intelligence 13
Wisdom 10
Charisma 8

About Ratfink Tink Shlinkbink

Ratfink Tink Shlinkbink
Male Brakim Vanguard (Boundary) 2
NG Medium Humanoid (Brakim)
Init +3; Senses Perception +7

Defence

EAC 15, KAC 16, AC vs CM 24
SP: 24, HP: 20, RP: 7
Fort +8 (+2 vs Radiation), Ref +6, Will +0;

Offense

Speed 30 ft.
Melee Entropic Strike +5 vs EAC (1d3+5 A/B), Operative, Magical.
Ranged Static Arc Pistol +5 vs EAC (1d6 E), Crit: Arc 2, Range 50ft, Ammo 20/Usage 2, Stun.

Statistics

Str 10, Dex 16, Con 20, Int 13, Wis 10, Cha 8
Base Atk +2; Melee Atk +2, Ranged Atk +5, Thrown Atk +2
Feats Positive Conduit, Improved Combat Manoeuvre (Sunder)
Vanguard Disciplines Intervene
Skills
Acrobatics +8 (2 ranks),
Athletics +10 (2 ranks),
Bluff -1,
Culture +6 (2 ranks),
Diplomacy -1,
Disguise -1,
Engineering +5 (2 ranks),
Intimidate -1,
Life Science +6 (2 ranks),
Perception +7 (2 ranks),
Piloting +3 (0 ranks),
Sense Motive +0,
Stealth +3,
Survival +8 (2 ranks);
Languages Common, Brakim, Azlanti, Draconic, Ghibrani
Other Gear Freebooter Armour 1, Industry Backpack, Athletic Clothing, Titanium Alloy Cable Line (30ft), Radiation Badge, Gill Sheaths

Special Abilities/Feats/Racial Traits

Entropic Pool:
ENTROPIC POOL (SU) 1st Level
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:
ENTROPIC STRIKE (SU) 1st Level
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 manoeuvre for which you have Improved Combat Manoeuvre, 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.

Boundary Aspect:
You embody the forces that keep a system separated from its surroundings, isolating the reach of its entropy.
1st Level Aspect Insight (Ex): You gain Improved Combat Manoeuvre (sunder) as a bonus feat and a +2 insight bonus to Perception checks.

4th Level Aspect Embodiment (Ex): Once per combat encounter, when an attack misses you or hits but fails to damage you, or you succeed at a saving throw that negates an effect, you can gain 1 Entropy Point without taking any additional action.

12th Level Aspect Catalyst (Su): Each ally within 30 feet gains the ability to use your mitigate class feature without spending Entropy Points once within the next 10 rounds, using your vanguard level to determine the amount of damage reduced.
Improved: Each ally within 30 feet can instead use your mitigate ability twice in the next 10 rounds.

18th Level Aspect Finale (Su): Once within the next 10 rounds, using your vanguard level to determine the amount of damage reduced.

Positive Conduit Feat:
Your body resonates with positive energy, absorbing more benefit than usual from healing effects.
PREREQUISITES
Con 13.
BENEFIT
When you regain Hit Points from a magical effect or serum, you regain an additional amount of Hit Points equal to your Constitution modifier. Once you use this ability, you can’t use it again until you take a 10-minute rest to regain Stamina Points.

Mitigate Vanguard Ability:
MITIGATE (EX)
You can control how you are affected by damage or effects that alter damage. As a reaction when you take damage, you can spend 1 Entropy Point to reduce the damage you take by an amount equal to your vanguard level (to a minimum of 0 damage). If you do, you can’t gain any Entropy Points from that attack.
Additionally, as a swift action, you can remove any DR or energy resistance you have, or the AC benefit of any ability or spell that increases your AC. If the effect granting DR or energy resistance has a duration, this ends the effect entirely for you. If you end an AC benefit, that AC benefit is ended for the duration of the effect. If the ability does not normally have a duration, you suspend the listed benefits until the beginning of your next turn. Additionally, whenever you first come under the effect of an ability or spell that grants you DR, energy resistance, or a bonus to AC, you can waive that benefit of the effect.

Intervene Vanguard Discipline:
INTERVENE (SU)
As a reaction when an adjacent ally is damaged by an attack, you can take half the attack’s damage, with your ally taking the remaining damage. This doesn’t prevent your ally from suffering related effects, nor does it cause such effects to apply to you. If you have the Bodyguard feat and you take a reaction to apply that feat’s benefit to an adjacent ally who is then hit by the attack, you can activate intervene for that attack without taking an additional action.

Malleable Limbs Brakim Racial:
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.

Colonist Theme:
COLONIST +1 CON
You have an unquenchable trailblazer’s spirit, matched with the training and fortitude you’ll need to carve out a new life for yourself and others in the wilderness. Although you might be the sort to go it alone on the frontier, you’re more likely part of a small group of settlers. You might be preparing for your first voyage, or you might be a grizzled veteran who has already helped found several successful colonies.

THEME KNOWLEDGE 1st
You have amassed a vast knowledge of past colonization efforts, including those that have failed due to ignorance or carelessness. You know that basic knowledge about a new, uncharted world is the most valuable resource any colonist can have. Reduce the DC to identify average creatures using Life Science by 5. Survival 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 Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

PROVIDING FOR OTHERS 6th
You know that a colony’s survival means that each colonist look out for everyone else in times of hardship or privation. When you successfully use the Survival skill to endure severe weather or live off the land, increase the number of other creatures you can grant saving throw bonuses or sustenance to by an amount equal to half your level. You can give another creature any benefit that you would gain from a Survival check to endure severe weather or live off the land (such as a bonus to Fortitude saves or sustenance you would gain), but if you do, you don’t gain it for yourself.

PIONEER’S RESILIENCE 12th
You are more resistant to effects that would overwhelm a less experienced settler. Once per day, you can reroll a Fortitude saving throw to resist the effects of a disease, poison, or severe weather.

AN EYE TO THE FUTURE 18th
Up to twice per day when you successfully use the Survival skill to predict the weather, you can spend 10 minutes contemplating what the future holds to regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. You must spend 1 minute observing the surrounding area and its weather patterns to use this ability, even if you have another ability that allows you to predict the weather in a shorter amount of time