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About Rex ArmstrongSFS Info:
SFS # 262720-708
Experience 14 Slotted Faction Wayfinder Wealth 1977 Credits Reputation 24 Fame, 32 Global Reputation
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
Offense
Melee +7 (Knife, Survival; 1d4+2 S, Analog, Operative)
Statistics
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
+5 Profession to earn a living (Clothing & Tool Kit)
Starship-Combat Skills
Skill Bonus Notes
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
Augmentations
Other Gear
Monetary
Encumbrance
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
Operative Exploits (DC = 10 + 0.5 lvl + Dex, Skill = 10 + 1.5 lvl + Dex)
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
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:
Melee combat:
In starship combat, Rex prefers to be the Engineer, but can be a Gunner or Pilot in a pinch. Notes (this adventure):
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