Slurk

Sir Feighnswelle's page

148 posts. Organized Play character for Lysle.


Race

EAC 12 | KAC 13 | Fort +7; Ref +4; Will +0 |Defensive Abilities: mitigate 4; Resist: cold 5

Classes/Levels

Movement: 30 ft., Swim 40 ft. | Size: 10 ft., Reach: 10 ft. |

Skills:
Athletics +10 (+18 when swimming), Culture +7, Diplomacy +9, Intimidate +11, Mysticism +6, Profession (profession (pugilist)) +9

Gender

Morlamaw Vanguard 4 (Athlete Theme) | Large monstrous humanoid (aquatic) | LN | SP 39/40 HP 32/32 RP 3/5

About Sir Feighnswelle

Sir Feighnswelle
Male morlamaw athlete[com] vanguard 4 Alien Archive 3 73, Character Operations Manual 50
LN Large monstrous humanoid
Init +0; Senses darkvision 60 ft.; Perception -1
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Defense SP 40 HP 32 RP 5
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EAC 12; KAC 13
Fort +7; Ref +4; Will +0
Defensive Abilities mitigate[COM] (4 damage); Resist cold 5
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Offense
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Speed 30 ft., swim 40 ft.
Melee entropic strike +6 (1d4+7 A & B; operative) or
. . tusk +6 (1d3+8 P)
Ranged azimuth laser pistol +4 (1d4+2 F; burn 1d4) or
. . frag grenade I +2 (explode [15 ft., 1d6 P, DC 6])
Space 10 ft.; Reach 10 ft.
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Statistics
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Str 15 (+2); Dex 10 (+0); Con 16 (+3); Int 10 (+0); Wis 8 (-1); Cha 14 (+2)
Skills Athletics +10 (+18 when swimming), Culture +7, Diplomacy +9, Intimidate +11, Mysticism +6, Profession (profession (pugilist)) +9; (reduce the DC of Culture checks related to details of your industry, whether historical or current)
Feats Cleave, Diehard, Fleet, Improved Combat Maneuver (trip)
Languages Abyssal, Aquan, Common, Copaxi, Morlamaw, Shobhad
Other Abilities amphibious, aspect embodiment (exergy)[COM], entropic pool[COM], entropic strike[COM], flatten bullets[COM], reactive[COM], water breathing
Combat Gear frag grenades I (2), mk I serums of healing (2); Other Gear second skin, azimuth laser pistol with 1 battery (20 charges), fire extinguisher, hygiene kit, industrial backpack, professional clothing, professional's tools, credstick (8,718 credits)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Starfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

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OLD INFO

Bot Sir Feighnswelle!:

Sir Feighnswelle fancies himself as a gentlemen pugilist of some renown even beyond his watery homeworld of Arniselle. He seeks to carry himself with a noble poise and grace, though his aging and ample body can prove to be rather cumbersome, particularly outside of water. The morlamaw enjoys talking about himself and his past adventures inside and outside of the ring.

While exploring, Sir Feighnswelle freely offers his knowledge and advice regarding different cultures and magic to help other explore.

[dice=Culture]1d20+7[/dice]
[dice=Mysticism]1d20+6[/dice]

Realizing that his eyes are more accustomed to watery situations, Sir Feighnswelle offers his aid to others who may be seeking clues, though he prefers to make his own assessment of the character of others.

[dice=Perception to Aid]1d20-1[/dice]
[dice=Sense Motive]1d20-1[/dice]

In social situations, Sir Feighnswelle speaks with authority and expects to have his demands met. If diplomacy is needed, he speaks well, but peppers his words with tales of his past glories. However, he is reluctant to use deceptive words, as he considers them to be somewhat unsporting.

[dice=Intimidate]1d20+11[/dice]
[dice=Diplomacy]1d20+9[/dice]

If combat breaks out, Sir Feighnswelle eagerly flops forward into the fray! He calls upon his vanguard abilities to quickly subdue his opponents, choosing to attack those opponents most “worthy” of his skill. When his flipper-like fist smacks an opponent, he most often accompanies the strike with “a sweet, wet kiss of acid”.

[dice=Melee (entropic strike)]1d20+1[/dice]
[dice=Damage (Acid or Bludgeoning)]1d4+1[/dice]

If he has the Entropy Points available, he usually sinks them into dealing additional damage.

[dice=Additional acid damage to entropic strike per spent Entropy Point]1d4[/dice]

At range, Sir Feighnswelle uses a trusty, old laser sidearm.

[dice=Range (azimuth laser istpol)]1d20+1[/dice]
[dice=Damage (F)]1d4+1[/dice]

If a party member takes considerable damage, Sir Feighnswelle can do little more than shake his head and suggest that the party member do a better job of dodging next time.

Sir Feighnswelle
Male morlamaw athlete[com] vanguard 3 Alien Archive 3 73
LN Large monstrous humanoid
Init +0; Senses darkvision 60 ft.; Perception -1
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Defense SP 30 HP 25 RP 4
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EAC 12; KAC 13
Fort +6; Ref +3; Will +0
Defensive Abilities mitigate[COM] (3 damage); Resist cold 5
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Offense
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Speed 30 ft., swim 40 ft.
Melee entropic strike +5 (1d4+6 A & B; operative) or
. . tusk +5 (1d3+6 P)
Ranged azimuth laser pistol +3 (1d4+1 F; burn 1d4) or
. . frag grenade I +1 (explode [15 ft., 1d6 P, DC 6])
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
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Str 15 (+2); Dex 10 (+0); Con 16 (+3); Int 10 (+0); Wis 8 (-1); Cha 14 (+2)
Skills Athletics +9 (+17 when swimming), Culture +6, Diplomacy +8, Intimidate +10, Mysticism +5, Profession (profession (pugilist)) +8; (reduce the DC of Culture checks related to details of your industry, whether historical or current)
Feats Cleave, Diehard, Fleet, Improved Combat Maneuver (trip)
Languages Abyssal, Common, Copaxi, Morlamaw, Shobhad
Other Abilities amphibious, entropic pool[COM], entropic strike[COM], reactive[COM], water breathing
Combat Gear frag grenades I (2), mk I serums of healing (2); Other Gear second skin, azimuth laser pistol with 1 battery (20 charges), fire extinguisher, hygiene kit, industrial backpack, professional clothing, professional's tools, credstick (7,566 credits)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Starfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Experience 8 XP
Slotted Faction Exo-Guardians
Wealth 7,566 Credits

Reputation 16 Fame, 16 Global Reputation
Reputation with Acquisitives: 0
Reputation with Dataphiles: 0
Reputation with Exoguardians: 16
Reputation with Second Seekers (Luwazi Elsebo): 0
Reputation with Wayfinders: 0
___________________________________________

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Special Abilities
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Theme Knowledge (Athlete): Sir Feighnswelle has been a pugilist for years and he knows a great deal about the boxing industry. When recalling knowledge regarding details about the boxing industry, whether historical or current, reduce the DC of the Culture check by 5. In addition, Sir Feighnswelle gains a +1 bonus to his Athletics checks. Likewise, he gained a +1 Con at character creation, which is already factored into his stats.

Entropic Pool (Su): Sir Feighnswelle has the supernatural ability to control matter as it changes states, allowing him to arrest, accelerate, or even reverse the typical course of events. This energy takes the form of a pool of Entropy Points (EP). Sir Feighnswelle can have a maximum number of EP in his entropic pool equal to 3 (his Constitution modifier).

Sir Feighnswelle can gain Entropy Points only when involved in a combat encounter that includes a significant enemy. When combat begins, Sir Feighnswelle gains 1 Entropy Point at the beginning of his first action; at the end of combat, he loses any Entropy Points he has remaining. In addition to methods granted by vanguard aspects, Sir Feighnswelle can gain Entropy Points in the followings ways.

While he has no Entropy Points, Sir Feighnswelle can spend 1 Resolve Point as a move action to gain 1 EP (2 EP at 10th level).

Each time Sir Feighnswelle takes damage equal to or greater than twice his 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), he gains 1 EP.

If Sir Feighnswelle takes damage from a critical hit, he gains 1 EP, in addition to any he gains from the attack’s normal damage.

If Sir Feighnswelle scores a critical hit on a significant enemy, he gains 1 EP.

If Sir Feighnswelle takes a full action to charge, he gains 1 EP.

If Sir Feighnswelle takes two move actions on the same turn to move his speed each time, he gains 1 EP.

As a move action, Sir Feighnswelle can designate a willing adjacent ally as an entropic focus. They remain an entropic focus until the beginning of his next turn, unless they cease to be adjacent to him or Sir Feighnswelle designates a new entropic focus (both of which end this effect). If his entropic focus takes damage equal to or greater than twice his 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), Sir Feighnswelle gains 1 EP. Upon reaching 6th level, he can expend a Resolve Point to designate an adjacent, willing ally as his 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 Sir Feighnswelle gains through vanguard aspects and disciplines. As long as you have at least 1 Entropy Point in his entropic pool, he gains a +1 enhancement bonus to his Armor Class.

As part of a full action to charge or a move action to move his speed, Sir Feighnswelle can expend 1 EP to gain a +10-foot enhancement bonus to his speed (normally land speed, but he can apply it to the speed for any movement type he has).

As a move action, Sir Feighnswelle can expend EP to boost the damage of the next entropic strike attack he makes before the start of your next turn. Sir Feighnswelle must decide how many EP to expend when he takes this move action, and he can’t expend more EP than his level. If the boosted entropic strike hits, Sir Feighnswelle deals +1d4 damage for every EP expended.

Entropic Strike (Su): Sir Feighnswelle can focus the power of entropy into a forceful attack.

Though he must touch his target to damage it, the damage is not from the impact but from focused waves of entropic energy that unbind and dissolve his target, crush it, or both. Sir Feighnswelle's entropic strike is a magical one-handed advanced melee weapon with the operative weapon special property that targets EAC (even when dealing bludgeoning damage). Sir Feighnswelle can make this attack with nearly any body part and does not need a hand free to use this ability. Using his entropic strike does not require any additional action to use beyond the action he takes 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 his entropic strike, Sir Feighnswelle treats his vanguard level as his entropic strike’s item level.

Sir Feighnswelle can also deliver an entropic strike with any melee weapon, or any shield that allows him 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 his class level or a class level equal to the weapon’s item level, whichever is lower. When he uses this option, Sir Feighnswelle's 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, Sir Feighnswelle can apply any weapon special property, critical hit effect, or weapon fusion the melee weapon or shield has to his 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 his entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for his weapon (such as the amount of a bleed critical hit effect), Sir Feighnswelle uses the value for the weapon he is gaining the effect from.

At 1st level, Sir Feighnswelle's strike deals damage equal to 1d3 + 3 (his Constitution modifier_, but he does not add his Strength modifier (unlike most melee attacks). For each attack, Sir Feighnswellecan deal acid damage, bludgeoning damage, or both. This damage increases as he gains levels (see Table 2–2: Vanguard). At 10th level, Sir Feighnswelle also adds his Strength modifier to the damage of his entropic strike. At 5th level, when he uses any combat maneuver for which he has Improved Combat Maneuver, he can target a foe’s EAC + 8 (rather than KAC + 8) to determine success, and he also determines the level of success (such as how far he pushes a foe with a successful bull rush) using EAC.

First Vanguard Aspect (Exergy): Sir Feighnswelle has focused on one specific aspect of how entropy interacts with the universe that of exergy, building a philosophy that goes far beyond mere physics. This aspect grants him an expanded command of the universe around himand teaches himimportant insights about matters that most people never connect to entropy.

If an aspect ability allows a target to attempt a saving throw to resist its effects (including spell-like abilities), the DC is equal to 10 + 0 (half Sir Feighnswelle's vanguard level) + 3 (his Constitution modifier) unless stated otherwise.

Aspect Insight" Sir Feighnswelle gains Improved Combat Manuever (trip) as a bonus feat and a +2 insight bonus to Intimidate checks.

AMPHIBIOUS
Morlamaws have both the amphibious and water breathing universal creature rules, allowing them to breathe both water and air normally.

COLD RESISTANCE
Morlamaws are accustomed to swimming in frigid and icy waters; they have cold resistance 5.

DARKVISION
Morlamaws have darkvision with a range of 60 feet.

MORLAMAW MOVEMENT
Morlamaws have a land speed of 20 feet and a swim speed of 40 feet.

NATURAL WEAPONS
Natural weapons (and natural attacks), such as acid spit, bite, claw, or slam, don’t require ammunition and can’t be disarmed or sundered.
In addition, a player character with this ability as a racial trait is always considered armed. They can deal 1d3 lethal piercing damage with unarmed strikes, and the attack doesn’t have the archaic special property. They also gain a unique Weapon Specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).