Neghemelu

Rue Bappleknap's page

No posts. Organized Play character for Cellion.


Full Name

Rue Bappleknap the Xth

Race

Dragonkin

Classes/Levels

Vanguard 2 | SP 24/24 HP 20/20 RP 6/6 | EAC 13 KAC 15 | F +8 R +2 W +2 (+2 vs. paralysis) | EP 0/5 | Init -1 | Perc +7 | Status: -none-

Gender

Male

Size

Large

Age

28

Alignment

NG

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

About Rue Bappleknap

SFS# 233690-706

Rue Bappleknap
Male Vanguard (Boundary)
NG Large Dragon
Init -1; Senses Perception +7; darkvision 60ft, low-light vision.
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Defense
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EAC 12, KAC 14
HP 20, SP 24, RP 6
Fort +8, Ref +2, Will +2 (+2 vs. paralysis)
Immune Sleep
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Offense
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Base Atk +2
Reach 10ft, 15ft with taclash
Space 10ft.
Speed 25 ft. Fly 25ft. (average maneuverability, must land on ground or fall)
Melee
Entropic Strike (Taclash) +5 (d3+5 A or B; Crit N/A; Magic, Operative, Reach, Trip, Disarm)
Ranged
Entropic Strike (Singing Disk) +5 (d3+5 A or B; Thrown 20ft; Crit Confuse; Magic)
Special Attacks
Breath Weapon (fire): 30ft cone, 1d6 fire damage, Reflex DC16 for half. (Once/rest)
Wyrmling Gland (Cold): 15ft cone, 3d6 cold damage, Reflex DC16 for half. (Once/rest, plus additional uses for 1 RP)
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Statistics
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Abilities:
Str 16 Dex 8 Con 20 Int 10 Wis 10 Cha 10

Feats:
Iron Will +2 Will saves.

Theme:
Battle Medic (+1 INT):
Theme Knowledge: Having studied and even occasionally treated infirmities and illnesses across the galaxy, you can detect and diagnose a wide array of maladies in both your own species as well as in beings from all walks of life. You have also done extensive research on unusual—even mystical—aspects of biology and chemistry, and now almost nothing in those fields surprises you. Reduce the DC of any Life Science or Mysticism check to recall knowledge about a disease or poison by 5. Medicine 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 Medicine checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

Skills:
(6 ranks/lvl, ACP = -2)
~Acrobatics +1 (|)
~Athletics +6 (||)
Bluff +0
Computers +1 (|)
~Culture +4 (|)
~Diplomacy +4 (|)
Disguise +0
Engineering --
~Intimidate +0
~Life Science --
~Medicine +5 (|)
~Mysticism +4 (|)
~Perception +7 (||)
Physical Science --
Piloting -1
~Profession (N/A) --
Sense Motive +0
Sleight of Hand --
~Stealth -3
~Survival +5 (||)

Languages:
Common, Draconic.

See EQUIPMENT SHEET
Racial Capabilities:
Draconic Vision: Dragonkin gain darkvision with a range of 60 feet and low-light vision, meaning they can see in dim light as if it were normal light.
Draconic Immunities: Dragonkin are immune to sleep effects and gain a +2 racial bonus to saving throws against effects that cause paralysis.
Breath Weapon: As a standard action, a dragonkin can breathe a 30-foot cone of flame that deals 1d6 fire damage. At 3rd level, a dragonkin adds 1-1/2 × his character level to the damage. A creature in the cone can attempt a Reflex save for half damage (DC = 10 + half the dragonkin’s character level + his Constitution modifier). A dragonkin can’t use this ability again until he has taken a 10-minute rest to recover Stamina Points.
Flight: A dragonkin gains an extraordinary flight speed of 30 feet with average maneuverability. Until a dragonkin is 5th level, he must end his movement on the ground at the end of each turn or fall.
Partner Bond: A dragonkin can form a permanent bond with one willing non-dragonkin creature. Once this bond is made, a dragonkin cannot form another partner bond unless its current partner dies. A dragonkin and its partner can communicate with each other as if they both had telepathy with a range of 100 feet. In combat, when a dragonkin is within 30 feet of its partner, both creatures roll initiative checks separately and treat the higher result as the result for both of them.

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TRACKED RESOURCES
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See stat line above.
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Special Abilities
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Entropic Pool:
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:
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 maneuver for which you have Improved Combat Maneuver, 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.


Vanguard Aspect (Boundary)
Aspect Insight You gain Improved Combat Maneuver (sunder) as a bonus feat and a +2 insight bonus to Perception checks.
Mitigate 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.
Vanguard Disciplines x1
  • Dampen You can dampen the entropic release of energy in violent effects. As a reaction when you are in the area of a damaging effect, you can spend 1 Entropy Point to cause it to deal only half damage to all creatures in the area. At 6th level, if the effect allows a save and you succeed, you can spend 1 additional Entropy Point to allow creatures that successfully save against the effect to take no damage.
    SFS Specific Stuff:
    CHRONICLES AT THE LINKY LINK
    [spoiler=Character Fluff]Appearance: ??
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    Bot Me!:
    Botting instructions: ?

    [dice=Sunder attempt; vs KAC+8]d20+9[/dice]