Race |
Active condition(s): Inspiring Boost used on Gunnar |
Classes/Levels |
|
Gender |
Tall Cute Halfling Lass | SP 13/16 ; HP 20/20 ; RP 3/4 | EAC 13 ; KAC 14 | (+2 vs. fear effects) Fort. +2 ; Ref. +7 ; Will +4 | Speed 30 ft. | Perc' +6 ; SM +6+1d6 | |
About Thirteen'
Adventure info:
Thirteen
Female Halfling
3rd level Envoy, Ace Pilot
CG - Black Butterfly - Second Seekers: Luwazi Elsebo
101218-703 (Pangea-Gamma)
1m07 (3 1/2 feet) 14 kgs (30 lbs.)
24 years old
“Tall”, slim, cute Halfling lass in a leather biker’s jumpsuit with heavy leather gloves, and a Starfinder badge hooked to a laniard w. Laboni’s junk-race pit-crew badge
She has a heavy tool belt with a holstered pistol & some clips, a big wrench, a pair of smoke canisters, a couple bottles of liquid nitro, a first aid kit, a half a dozen tool kits, and a fire extinguisher.
She is riding a X-7 Raptor.
STATS
9 Str - 18 Dex - 10 Con - 14 Int - 10 Wis - 16 *Cha
(Synaptic Accelerator to Dex)
(+2 vs. fear effects)
+2 Fort (+1 +0 Con +1 racial)
+8 Ref (+3 +4 Dex +1 racial)
+4 Will (+3 +0 Will +1 racial)
16 SP / 20 HP / 4 RP
14 EAC 15 KAC
(+0/+1 ; +4 Dex)
BAB +2
OFFENSE
• Pistol w. explosive rounds 9/9 (analog, underwater) +6 (1d6+1 P & F ; deals 1/2 dam’ vs. targets that take 1/2 damage from energy but no dam’ from kinetic attacks, such as incorporeals ; counts as explode vs. swarms ; can set extremely flammable materials on fire, such as oil-soaked rags or dry tinder ; crit’: Knockdown & all extra dam’ is F) - 30 ft. range
2 clips of explosive rounds (9/9)
1 clip of regular rounds (5/9)
• Bike Wrench (analog, operative, underwater) +6 (1d4-1+1 B)
• Smokers x 2 (20 ft. smoke cloud, 1 minute) +1 vs. AC 5 - 20 ft. range
Inhale & Fort’ save each round (DC = 15 + 1 per previous check) or spend round choking and coughing (can do nothing else). Choke for 2 consecutive rounds = 1d6 nonlethal damage.
Regardless armor: smoke obscures vision, granting concealment to anyone within it.
FEATS
Light Armor ; Basic Melee Weapons, Grenades, Small Arms ; Skill Focus: Piloting ; Weapon Spec’
SKILLS
(8+Int/level)
+12 Acrobatics (Dex) 3 ranks +3 class skill +4 Dex +2 racial
+5 Athletics (Str) 1 rank +3 class skill -1 Str +2 racial
+9 Bluff (Cha) 3 rank +3 class skill +3 Cha
+6 Computers (Int) 1 rank +3 class skill +2 Int
+6 Culture (Int) 1 rank +3 class skill +2 Int ; -5 DC recall knowledge starship & vehicle models & parts, and famous hotshot pilots
+9 (+1d6) Diplomacy (Cha) 3 ranks +3 class skill +3 Cha +1d6 insight (Expertise)
determine result w/o expertise die, then choose to either reroll or add expertise die
+7 Disguise (Cha) 1 rank +3 class skill +3 Cha
+6 Engineering (Int) 1 rank +3 class skill +2 Int ; +4 w. kit
+9 Intimidate (Cha) 3 ranks +3 class skill +3 Cha
+6 Medicine (Int) 1 rank +3 class skill +2 Int
+8 Perception (Wis) 3 ranks +3 class skill +0 Wis +2 racial
+14 Piloting (Dex) 3 ranks +3 class skill +4 Dex +1 theme + 3 insight (Skill Focus) ; +2 w. bike & +2 w. gloves to ram and run over
+6 +1d6 Sense Motive (Wis) 3 ranks +3 class skill +0 Wis +1d6 insight (Expertise)
+8 Sleight of Hand (Dex) 1 rank +3 class skill +4 Dex
+11 Stealth (Dex) 2 ranks +3 class skill +4 Dex +2 racial ; reduce penalty for moving by 5 & for sniping by 10
+1 Survival (Wis) 1rank +0 Wis ; +4 w. kit for orienteering
ENVOY
Expertise
+1d6 to Sense Motive & Diplomacy
Slick Customer (Ex; Diplomacy)
Diplomacy: determine result w/o expertise die, then choose to either reroll or add expertise die
Get ‘Em (Language-Dependent, Mind-Affecting, Sense-Dependent)
Move action to can choose one enemy w. 60 feet. Until the start of my next turn, you and allies gain +1 morale bonus to attack that enemy. Bonus persists even if enemy moves beyond 60 feet or out of line of sight or hearing.
Inspiring Boost (Language-Dependent, Mind-Affecting, Sense-Dependent)
Standard action to signal ally within 30 feet who took damage from any attack by significant enemy at any point after your last turn ended. Ally regains 2 x Envoy level + CHA SP (up to max’).
Once benefited from my inspiring boost, cannot gain benefits again until takes 10-minute SP rest.
EQUIPEMENT
Starfinder Insignia (tier 1 datapad ; DC20 Perception or SM to spot)
Laboni’s & Starfinder Badge
Thick Leather Gloves
Automatic
Bike Wrench
2 x Smokers
First Aid Kit: basic medkit, medpatch, 4 serums of healing
6 Kits: disguise ; engineering ; hacking ; navigator’s tools (+4 Survival when orienteering) ; sports commentator (+4 to Profession) ; trapsmith’s tools (+4 to Engineering or Mysticism to arm or disarm traps)
Brigh’s Bolt
Simple, shiny metal bolt the size of a thumbnail and has an image of a tiny gear on its head.
Full action to affix to a broken suit of armor, tool, vehicle, or weapon to negate the penalties of the broken condition for as long as the bolt is affixed. The bolt does not repair any damage sustained by the object and the object is still visibly damaged, so its resale value is reduced as normal for a broken item. If the item is repaired so as to no longer have the broken condition, the Brigh’s bolt falls off; otherwise, it can be removed as a full action. If an item to which a bolt is attached is destroyed, the bolt is also destroyed.
AUGMENTATIONS
(left hand) Society Subdermal Graft (swift action ; increase light level 1 step @5 ft.)
ENCUMBRANCE
Carried 2 B (can carry 5 B)
Medpatch (1 L)
Basic Medkit (1 B)
4 x Serums of Healing Mk 1 (4 L)
Stationwear Flightsuit (1 L)
Baton (1 L)
Pistol (1 L) + 9 rounds
30 explosive rounds (L)
2 x Smoke Grenades (2 L)
Reckless Gloves (1 L)
Fire Extinguisher (1 L)
6 x Kits (6 L)
(1 B 19 L)
CREDITS
1000 + 720+46 + 749+46-50 + 200+2160+46
4917 Cr. before adventure 4
spent before adventure 4:
50 Cr. - Medpatch
100 Cr. - Basic Medkit
3 x 50 Cr. - Serums of Healing Mk 1
95 Cr. - Stationwear Flightsuit
90 Cr. - Tactical Baton
9 Cr. - Underwater
260 Cr. - Tactical Semi-Auto Pistol
26 Cr. - Underwater
2 x 40 Cr. - Smoke Grenade
2 x 4 Cr. - Underwater
60 Cr. - Explosive Rounds
250 Cr. - Reckless Gloves
1900 Cr. - Motorcycle
1300 Cr. - Brigh’s Bolt
2 x 175 Cr. - Silver Metal Nitro
15 Cr. - Fire Extinguisher
6 x 20 Cr. - Kits
54 Cr. left before adventure 4
725 Cr. from adventure 4
50 Cr. - Serum of Healing Mk 1
729 Cr. left before adventure 5
720 Cr. from adventure 5
717 Cr. from adventure 6
1400 Cr. - Synaptic Accelerator Mk I
88 Cr. - 2 x Underwater Smoke Grenades
678 Cr. left before adventure 6
XP, FAME, REP
8 XP
FAME 16 current (2 spent on Instructor)
REP 16 (tier 1)
SECOND SEEKERS, LUWAZI ELSEBO REP 15 (tier 1)
WAYFINDERS REP 1 (tier 0)
SCENARIOS PLAYED
6 - 1-18 - The Blackmoon Survey
5 - 1-16 - Dreaming of the Future
4 - 1-28 - It Rests Beneath
3 - AP 1 - Dead Suns 1
2 - 1-01 - The Commencement
1 - Q-1 - Into Unknown
BOONS
• Ally
slotted - Dream Whispers
1/adv. add 2 to a missed attack or save
• Personal
slotted - Bone Sages Respect (if dead become Borai)
• Social
slotted - Instructor (accrued 9 total)
At end of adventure record total Fame earned. Expend Downtime to increase Fame by 1. Once accrued 40 Fame with boon, student come into their own and is ready to be a new character. Have GM mark Chronicle sheet where you accomplished this.
(non slotted - Faction’s Friend (3/time use) can earn 1 Rep if success condition not met
• Starship
slotted - In-the-Vehicle Training (1-28)
While operating a vehicle (not a starship), increase EAC, KAC, & hardness by 1.
When a vehicle you are operating would be wrecked, you can cross this boon off your Chronicle sheet and attempt a Piloting check; the vehicle is instead reduced to 1 Hit Point and remains operable for a number of rounds equal half the result of your Piloting check unless it is reduced to 0 Hit Points first.
(non slotted) - Hero of the Starts (Q1 - Into the Unknown)
(non slotted) - Sunrise Maiden
• Slotless
Starfinder Insignia
Marked Field Agent (society subdermal graft)
Souvenir Cestus (1-28) can makes a cestus
Private Vault
MOTORCYCLE
Level 2 Large land vehicle (5 ft. wide, 10 ft. long, 3 ft. high)
Speed 20 ft. (30 ft. w. nitro), full 500 ft. (750 ft. w. nitro), 55 mph (82 1/2 mph w. nitro) (land)
EAC 11; KAC 13 (EAC 10; KAC 12 w/o boon); Cover none
HP 14 (7); Hardness 6 (5 w/o boon)
Attack (Collision) 3d4 B (DC 9+2 Gloves = 11)
Modifiers +2 Piloting (+4 total w. Gloves), -1 attack (-3 at full speed)
Systems planetary comm unit; Passengers 1
SILVER METAL NITRO (lvl 2)
Move action to crush into a vehicle’s control panel. Increases drive speed & full speed for 10 rounds.
If pilot fails to take race action within 1 round of activating nitro, or fails Piloting check to race from a dead stop, nitro forces vehicle to move its full speed immediately in an uncontrolled manner.
If the Pilot fails check to race, or nitro activates in uncontrolled manner, the pilot & passenger take 1d6 bludgeoning damage.
Nitro used only on vehicle w. equal or higher item level. If nitro is higher level than target vehicle, vehicle takes 1d6 damage after pilot races or vehicle first moves because of nitro.