Wendel

Rex Armstrong's page

115 posts. Alias of Wolffauer.


Full Name

Rex Armstrong

Race

| SP 45/45 HP 36/36| RP 6/6 | EAC 19; KAC 19 | Fort +4; Ref +8; Will +4 | Init: +6 | Perc: +10 (Trap Spotter), SM: +6

Classes/Levels

| Speed 40' | Active conditions: None

Gender

Male NG Brakim Roboticist Operative (Gadgeteer) 5

Size

M

Strength 11
Dexterity 18
Constitution 16
Intelligence 18
Wisdom 10
Charisma 10

About Rex Armstrong

SFS Info:
SFS # 262720-708
Experience 14
Slotted Faction Wayfinder
Wealth 1977 Credits

Reputation 24 Fame, 32 Global Reputation
Reputation with Acquisitives: 1
Reputation with Dataphiles: 1
Reputation with Second Seekers (Ehu Hadif): 1
Reputation with Second Seekers (Luwazi Elsebo): 1
Reputation with Wayfinder: 28

Background:
Rex Armstrong is a Brakim operative who was working against the Azlanti Star Empire. He grew up on Bortan II in the shadow of the Azlanti monitoring station. After working for small time criminal organizations for several year, he began freelancing, focusing on jobs that would strike at the Aeon Throne without bringing too much attention down on himself.

Recently however he's had to make himself scarce around the Star Empire, and as a result has found himself on Absalom Station working for the Starfinders.

Character Sheet:
Rex Armstrong
Brakim Roboticist Operative 5
NG Medium humanoid (brakim)

Init +6; Senses Perception +10, Sense Motive +6, Trap Spotter

Defense
--------------------
EAC 19, KAC 19, Mobility
SP 45 HP 36 RP 6
Fort +4, Ref +8, Will +4

Offense
--------------------
Speed 40 ft
Base Attack Bonus: +3

Melee +7 (Knife, Survival; 1d4+2 S, Analog, Operative)
Ranged +8 (Scorchgun, Microwave; 1d6+2 F; Range 60'; Ammo/Usage 20/1; Stun)
Space 5 ft.; Reach 5 ft.
Special Attacks
Trick Attack (Engineering) +21 vs 20+CR; +3d8 damage and target is flat-footed

Statistics
--------------------
Str 11 (+0), Dex 18 (+4), Con 16 (+3), Int 18 (+4), Wis 10 (+0), Cha 10 (+0)


Skills and Languages:
Trained Skills (60 skill ranks)
Armor Penalty 0
*Acrobatics (5 ranks): +14
*Athletics (5 ranks): +10
*Computers (1 rank): +11
*Culture (5 ranks): +14
*Disguise (1 rank): +6
*Engineering (5 ranks): +17
*Life Science (4 ranks): +10
*Medicine (5 ranks): +14
*Mysticism (4 ranks): +6
*Perception (5 ranks): +10
*Physical Science (4 ranks): +10
*Piloting (5 ranks): +14
*Profession - Technician (INT) (5 ranks): +14
*Sense Motive (1 rank): +6
*Slight of Hand (5 ranks): +15
*Stealth (5 ranks): +14
*Survival (5 ranks): +12

Untrained
*Bluff, Diplomacy, Intimidate: +2

+5 Profession to earn a living (Clothing & Tool Kit)
+4 racial bonus to Athletics checks to climb and to swim.
Reduce DC of Eng checks to identify creatures and technology by 5. (Theme Knowledge)
Day Job Take 10: 58 cr.

Starship-Combat Skills
*Computers (1 rank): +11
*Engineering (5 ranks): +17
*Piloting (5 ranks): +14
*BAB: +3
*Dex: +4

Skill Bonus Notes
*Computers: +1 Theme, +2 Insight (OE)
*Engineering: +3 Insight (Skill Focus), +2 Racial
*Slight of Hand: +3 Insight (Skill Focus)
*Survival: +2 Racial, +2 Insight (OE)
*All others: +2 Insight (OE)

Languages Common, Azlanti, Barkim; Vercite, Izalguun; Vesk, Ysoki, Morlamaw, Castrovelian, Gnome, Goblin


Equipment:
Weapons and Armor
Vesk brigandine II (infrared sensors); Scorchgun, Microwave (called, conserving); Knife, Survival

Consumables
Healing Serum Mk 1 (1); Fire extinguisher (20); Spare Battery (20); Medpatch (2); Utility Belt (5000 cr)

Augmentations
Force Soles, Mk 1; Synaptic Accelerators, Mk 1 (Int +2)

Other Gear
Backpack, Consumer; Datapad; Everyday clothing; Professional clothing; Hygiene kit; Hacking kit; Engineering tool kit; Professional's tools; Trapsmith's tools; Medkit, advanced.

Monetary
Credstick with 1977 credits

Encumbrance
2 Bulk; Capacity: 0-6/7-12/13+


Class Abilities:
Operative's edge: +2 insight to all skill checks and initiative.
Quick Movement: +10 ft speed.
Trick attack: +4 Engineering vs DC 20 + CR, +3d8 damage and target is flat-footed
Debilitating trick: When you hit with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn.
Evasion: If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect.

Specialization: Gadgeteer
Associated Skills: Engineering and Sleight of Hand. You can attempt an Engineering check with a +4 bonus to make a trick attack by using a customized device to momentarily distract your enemy.
Skill focus (Specialization): +3 insight to Engineering and Sleight of Hand
Utility Belt: You can spend credits to store supplies in your utility belt, effectively depositing credits for later use. The maximum amount is equal to 1,000 credits per operative level you have (2,000 credits per level at 13th level, and 5,000 credits per level at 17th level). As a move action, you can produce any item with light or negligible bulk from your utility belt that does not have a price that exceeds the amount of credits currently deposited in the belt and that has an item level no greater than your operative level –2. This reduces the number of credits stored in the belt by a value equal to the item’s price. Once you have spent the credits deposited in the belt, you must spend 1d4 hours buying supplies in a typical settlement before you can use the utility belt again.

Operative Exploits (DC = 10 + 0.5 lvl + Dex, Skill = 10 + 1.5 lvl + Dex)
Lvl 2: Elite Saboteur: You can attempt an Engineering check to disable a device on a lock or trap in half the normal time. If this would reduce the duration to less than 1 round, you can disable the device as a standard action.
Lvl 4: Trap Spotter: You double your operative’s edge bonus to Perception checks to notice traps. Additionally, you automatically receive a Perception check to notice a trap when you pass within 10 feet of it.


Racial Abilities:
Jerry Rigger: Brakims have a +2 racial bonus to Engineering checks.
Malleable Limbs: Lacking an internal skeleton, a brakim can change his 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 his limbs to give himself one of the following advantages.
* A brakim can stretch his 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 his legs are stretched, a brakim can’t run or charge.
* A brakim can modify his arms for locomotion, moving as a quadruped and gaining a 10-foot enhancement bonus to his speed. While a brakim's arms are modified this way, he can't wield or hold objects that require two hands.
* A brakim can modify his 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 his modified foot, he takes a 10-foot penalty to her speed. While he holds an object that requires two hands with his feet and legs, he can move only by crawling. If a brakim wants to hold an object with every hand and foot, he must be prone.
* As a move action, or a reaction when grabbed or otherwise held by a limb, a brakim can detach his limbs. He takes 1 damage directly to his Hit Points for each limb he sheds.
Wasteland Dweller: Brakims are immune to low radiation. They also gain a +2 racial bonus to Survival checks, to Fortitude saving throws against radiation and extreme weather, and to Constitution checks against starvation and thirst.

Theme Abilities:
Theme Knowledge (1st) You’re obsessed with the intricacies of constructs and how automated machines function. You can easily identify what a machine’s function is and have an easier time attempting to access the internal programming of mechanized life-forms. Reduce the DC of Engineering checks to identify creatures and technology by 5. Computers is a class skill for you, though if it is a class skill from a class you take at 1st level, you instead gain a +1 bonus to Computers checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

Feats and Proficiencies:
Light armor proficiency. Basic melee weapons, small arms and sniper weapons proficiency.

1st lvl: Weapon Focus (Small Arms) +1 attack
Skill focus (Specialization) +3 Insight to Engineering and Sleight of Hand
Weapon Specialization (basic melee weapons, sniper weapons) + lvl damage
Weapon Specialization (operative melee weapons, small arms) + 1/2 lvl damage
3rd lvl: Medical Expert You can use the Medicine skill in conjunction with a medpatch to treat deadly wounds as a full action. You can also use the Medicine skill to provide longterm care with just a medkit.
5th lvl: Mobility You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.

Boons Slotted this Adventure:
Ally: Acquainted with Datch
Faction: Free Agent
Personal: Brakim Admittance
Promotional: Promotional Reroll (T-Shirt)
Social: AbadarCorp Augmentations
Starship: Starship Schematic
Slotless: Big Win Against Big Potion

Bot Me:
Rex prefers not to engage in melee combat, and will try to keep his distance while lining up clear shots for trick attack + scorchgun.

Ranged combat:
[dice=Trick Attack (Engineering)]1d20+21[/dice]
[dice=Scorchgun, Microwave]1d20+8[/dice]
[dice=Damage (F)]1d6 + 2[/dice]
[dice=Trick Damage (F)]3d8[/dice]

Melee combat:
[dice=Trick Attack (Engineering)]1d20+21[/dice]
[dice=Survival Knife]1d20+7[/dice]
[dice=Damage (S)]1d4 + 2[/dice]
[dice=Damage (S)]3d8[/dice]

In starship combat, Rex prefers to be the Engineer, but can be a Gunner or Pilot in a pinch.

Notes (this adventure):