Survivor

Stefani Mills's page

481 posts. Alias of Itzi.


Race

Game Concluded

About Stefani Mills

Appearance:
Stefani is a plain looking woman with a shock of wild, unkempt red hair. Her face is covered with a splash of freckles. She wears a heavy utility coat over the top of her Estex suit. She stands a little tall at 5' 10' and some might call her heavy-set, but only once.

Basics:

Female Human space-pirate soldier 12
NG Medium humanoid (human)

Init +16; Senses darkvision 60 ft.; Perception +12

Defense:

EAC 27 (+12 white carbon, +5 Dex); KAC 30 (+14 white carbon, +1 Armored Advantage, +5 Dex)
SP 144 HP 88 RP 14
Fort +12; Ref +13; Will +10

+2 bonus to saving throws against inhaled poisons or other airborne toxins.

+2 bonus to saves vs mind-affecting.

Offense:

Speed 40 ft.
Base Attack Bonus: +12

Melee Pulse gauntlet, thunderstrike +15 or +11/+11 or +9/+9/+9 (1d6+12 B&So; knockdown on crit)

Ranged Handcoil, explorer +21 or +17/+17 or +15/+15/+15 (1d6+5 E; arc 1d6 on crit; 40' range)

Ranged Disintegrator rifle, liquidator +21 or +17/+17 or +15/+15/+15 (1d20+10 A; corrode 1d6 on crit; 30' range)

Statistics:

Str 14 (+2); Dex 26 (+8); Con 18 (+4); Int 15 (+2); Wis 10 (+0); Cha 10 (+0)
Languages Azlanti, Common, Vesk, Kasatha;

Feats:

Level 1

Iron Will
You gain a +2 bonus to Will saving throws.

Weapon Focus: Longarms
Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a drone), you gain a +2 bonus instead.

Level 3

Toughness
For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

Level 5

Improved Iron Will
You can spend 1 RP to reroll a failed Will save.

Level 7

Versatile Focus
The benefits of Weapon Focus extend to all weapons with which you are proficient.

Level 9

Shot on the Run
As a full action, you can move up to your speed and make a single ranged attack at any point during your movement. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack with a ranged weapon (instead of only before).

Shadow Manifestation: Deadened Emotions
You are hollow inside.

Gift:
You gain a +2 insight bonus to Bluff checks and saving throws against mind-affecting effects. If another creature attempts to read your mind (such as with detect thoughts) and you succeed at the saving throw, you can render that creature shaken for 1 round as a reaction. You can do the same to a creature that fails a Bluff, Diplomacy, or Intimidate check against you by directing your lifeless gaze at it. This is a mind-affecting fear effect. A creature affected by your deadened emotions becomes immune to it for 24 hours.

Stain:
Reduce any morale bonus you receive by 1.

Level 10

Parting Shot
When using the withdraw action, you can make a single ranged attack at any point during your movement. If you have the trick attack class feature and are using an appropriate weapon, you can add your trick attack damage to the attack you make while withdrawing. Once you use this ability, you can’t use it again until the next time you regain Stamina Points with a 10-minute rest.

Level 11

Melt Defenses
When you score a critical hit with an attack that deals acid damage, instead of applying the normal critical hit effect, you can disrupt the target’s defenses for 1d4 rounds. Attacks against a creature whose defenses have been disrupted in this manner target EAC, regardless of the attacks’ damage type.

Level 12

Slippery Shooter
You gain a +3 bonus to your Armor Class against attacks of opportunity you provoke by making a ranged attack.

Soldier Abilities:

HP: 7
Stamina: 7 + Con modifier

Armor Proficiency: Light & Heavy

Weapon Proficiency: Basic and Advanced Melee Weapons, Small arms, Longarms, Heavy Weapons, Sniper Weapons, and Grenades

Primary Fighting Style: Hit-And-Run
The hit-and-run fighting style focuses on tactical movement as you move in and out of combat. You use ranged weapons but fight close up, and you can even mix ranged and melee attacks. Your abilities allow you to move even when you make full attacks and to avoid getting locked down by your enemies.

Opening Volley (Ex)
You gain Opening Volley as a bonus feat. If you already have this feat, choose a bonus combat feat instead. At 9th level, you can use Opening Volley on both your first and second turns in combat.

Bonus Feat: Opening Volley
Whenever you deal damage to an opponent with a ranged attack on your first turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn.

Level 2

Bonus Feat: Deadly Aim
When you take the attack or full attack action with weapons (including a solarian’s solar manifestation, but not spells or other special abilities of any kind), you can take a -2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1).

Level 3

Gear Boost: Armored Advantage (Ex)
When you are wearing armor, you gain a +1 insight bonus to your Kinetic Armor Class.

Weapon Specialization
You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.

Bonus Feat: Weapon Specialization
Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

Level 4

Bonus Feat: Improved Initiative
You gain a +4 bonus to initiative checks.

Level 5

Nimble Fusillade (Ex)
When you make a full attack, you can also either take a guarded step or move up to half your speed. This movement can come before, between, or after your attacks, but it can’t be split up.

Level 6

Bonus Feat: Quick Draw
You can draw a weapon as a swift action. Additionally, when making an attack using a thrown weapon as an attack or full attack action, you can draw a weapon as part of the action of making a thrown attack with it. You can draw a hidden weapon (see Sleight of Hand on page 146) as a move action.

Level 7

Gear Boost: Plasma Immolation (Ex)
You are expert at setting things on fire with plasma. If your attack roll with a weapon in the plasma category is a 19 (the d20 shows a 19), and the attack hits your target, the target gains the burning condition. The condition deals 1d4 fire damage if the weapon has an item level of 1st-6th, 1d8 if its item level is 7th-14th, and 2d8 if its item level is 15th or higher.

Level 8

Bonus Feat: Mobility
You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.

Level 9

Secondary Fighting Style: Blitz
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.

Rapid Response
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.

Level 10

Keep Fighting
As a move action, you can spend 1 Resolve Point to regain Stamina Points equal to 2d6 + your soldier level. You can’t use this ability again until after you regain Stamina Points from a 10-minute rest. The number of Stamina Points you regain increases by 1d6 at 10th level, 15th level, and 20th level.

Level 11

Soldier's Onslaught
When you make a full attack, you can make up to three attacks instead of two attacks. You take a -6 penalty to these attacks instead of a -4 penalty.

Gear Boost: Heavy Onslaught (Ex)
Your attacks with heavy weapons bypass part of the target’s damage reduction. If your heavy weapon does not already overcome the target’s damage reduction, treat the target’s damage reduction as though it were 5 lower. At 15th level, treat the target’s damage reduction as 10 lower.

Level 12

Bonus Feat: Slippery Shooter
You gain a +3 bonus to your Armor Class against attacks of opportunity you provoke by making a ranged attack.

Space Pirate Abilities:

Level 1

Theme Knowledge (Ex)
You have a distinct advantage over others when operating in the shadows of society. Reduce the DC of Culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates by 5. Bluff 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 your Bluff checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Level 6

Smuggler (Ex): 1/day
You know how and when to move illicit goods and how to get in and out of tight situations that might spell doom for a less seasoned smuggler. Once per day when you attempt a Stealth check to hide, you can roll twice and take the higher result. Additionally, whenever someone attempts a Perception check to search your body for objects you have hidden on your person using the hide object task of the Sleight of Hand skill, the searcher receives only a +2 bonus to the check, instead of a +4 bonus.

Level 12

Sword and Pistol
You are well trained in a traditional piratical fighting style dating as far back as the antiquated ages before the Gap. When you are wielding at least one one-handed melee weapon and at least one small arm, you can make two attacks against the same target with one of each type of weapon as a standard action. Each attack takes the same –4 penalty as a full attack action.

Human Abilities:

HP: 4

Ability Adjustments:
+2 to any one ability score.

Bonus Feat: Iron Will

Skilled:
Humans gain an additional skill rank at 1st level and each level thereafter.

Skills:

Acrobatics +12 (2 ranks, +8 Dex, +3 class skill, -1 ACP)
Athletics +16 (12 ranks, +2 Str, +3 class skill, -1 ACP)
Bluff +10 (7 ranks, +3 class skill, +2 deadened emotions)
Computers -
Culture -
Diplomacy +0
Disguise +0
Engineering +8 (3 ranks, +2 Int, +3 class skill)
Intimidate +15 (12 ranks, +3 class skill)
Life Science -
Medicine +17 (12 ranks, +2 Int, +3 class skill)
Mysticism -
Perception +12 (12 ranks)
Physical Science -
Piloting +23 (12 ranks, +8 Dex, +3 class skill)
Sense Motive +0
Sleight of Hand -
Stealth +7 (+8 Dex, -1 ACP)
Survival +15 (12 ranks, +3 class skill)

Augmentations:

Darkvision Capacitors
These replacement eyes allow you to see in total darkness, giving you darkvision with a range of 60 feet. They operate by sending out low-powered ultraviolet lasers that are then detected by receptors within the capacitors. When your capacitors are in operation, their lasers can be detected by creatures that have darkvision capacitors or can otherwise see ultraviolet light.

Respiration compounder
A respiration compounder consists of a series of modules that attach to your lungs, letting you survive longer without having to breathe. Treat your Constitution score as though it were doubled for the purpose of how long you can hold your breath. You also gain a +4 bonus to Constitution checks to continue holding your breath. This doesn’t protect you from other dangers of an airless environment.

The compounder also filters your air, granting a +2 bonus to saving throws against inhaled poisons or other airborne toxins.

Regenerative Blood, Mk I (5 hp)
Your heart is genetically engineered to release regenerative chemicals that can heal physical trauma. Whenever you take a 10-minute rest and spend a Resolve Point to regain Stamina Points, you also regain a number of Hit Points. Similarly, when you spend Resolve Points to stay in the fight, you regain additional Hit Points. The amount of Hit Points you regain is based on the augmentation’s model.

Gear:

Total Gear Value (including cash): 28,000cr

pulse gauntlet, thunderstrike (475cr, 1 bulk)
handcoil, explorer (1200cr, L bulk)
disintegrator rifle, liquidator (5440cr, 2 bulk)
w/ heavy bipod (700cr, L bulk)
carbon skin, white carbon (19,650cr, 1 bulk)
ring of resistance, mk 1 (735cr,)

darkvision capacitors (1750cr)
regenerative blood, mk 1 (3250cr)

industrial backback (25cr, 1 bulk)
[
battery x6 (360cr,)
engineering kit (20cr, L bulk)
medpatch x2 (100cr, 0 bulk)
serum of healing, mk 1 x3 (150cr,)
binoculars (50cr, L bulk)
hygiene kit (3cr, 1 bulk)
rope 50' (1cr, 1 bulk)
]

3,781 cr

Attack Macros:

[dice=Thunderstrike Pulse Gauntlet Attack]1d20+15[/dice]
[dice=Thunderstrike Pulse Gauntlet Attack]1d20+15-4[/dice]
[dice=Thunderstrike Pulse Gauntlet Attack]1d20+15-6[/dice]
[dice=Thunderstrike Pulse Gauntlet Damage - Bludgeoning & Sonic]1d6+12[/dice]

[dice=Explorer Handcoil Attack]1d20+21[/dice]
[dice=Explorer Handcoil Attack]1d20+21-4[/dice]
[dice=Explorer Handcoil Attack]1d20+21-6[/dice]
[dice=Explorer Handcoil Damage - Electrical]1d6+5[/dice]

[dice=Liquidator Disintegrator Rifle]1d20+21[/dice]
[dice=Liquidator Disintegrator Rifle]1d20+21-4[/dice]
[dice=Liquidator Disintegrator Rifle]1d20+21-6[/dice]
[dice=Liquidator Disintegrator Rifle - Acid]1d20+10[/dice]
[dice=Liquidator Disintegrator Rifle - Critical Corrode]1d6[/dice]