Boris
- Portrait
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Other Images Full Profile  Combat Suit  Credit: 2-Dpanda
- Character Bio
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Name: Boris Radimir Osip Race: Half-Orc Gender: Male Homeworld: Akiton Language: Common, Orc, Akitonian, Vesk, Shirren, Lashunta Deity: - Theme: Ace Pilot Class: Soldier11 (Armor Storm) Exp: 127100Logs
Combat Statistics Proficiency-Armor: Light armor, Heavy armor. -Weapon: Small arms, Longarms, Heavy weapons, Sniper weapons, Basic melee weapons, Advanced melee weapons, Grenades | Ability Score |
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| Ability Score | Base+Augment | Racial | Theme | Points | Level Ups | Total | Modifier |
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Str Dex Con Int Wis Cha | 15 10 10 12 10 10 | +2 - - - - - | - +1 - - - - | +4 +3 - +2 - +1 | +2+1 +2 +2+2 +2 +2 +2 | 24 16 14 16 12 12
| +7 +3 +2 +3 +1 +1
| StatsHP: 83 = 6(half-orc)+77(Soldier) SP: 99 = 22(con)+77(Soldier) Resolve: 11 = 5(basic)+6(str) Spd: 40ft KAC: 32 = 10+3(dex)+18(armor)+1(gear boost) EAC: 30|31 = 10+3(dex)+17(armor)|[+1phase] AC againts Combat Maneuver: 40 BAB: +11 Fort Save: 9 Ref Save: 6 Will Save: 8 Attack OptionHammer fist: +19|2d8+23|melee Longsword, ultrathin: +19|4d8+21|melee Starknife, sintered: +19|4d4+21|melee (magic) Starknife, tactical: +19|4d4+18|50ft (magic) Starknife, tactical: +19|1d4+18|20ft (magic)
Features Theme: Ace Pilot-Theme Knowledge(1) Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Gain a +1 bonus to your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation. -Lone Wolf (6th) You know at least a little bit about handling every role on a starship, and you can sub in for certain tasks in a pinch. Whenever you need to attempt a skill check either during starship combat or to directly repair or otherwise maintain your starship, you can treat half your ranks in Piloting as your ranks in the appropriate skill for the check, if that would be better (since you effectively have ranks in the related skill, you are considered trained in the skill for the purposes of this check). Skills Level 11 (77 points) -Athtletic: 21 = 11(rank)+7(str)+3(class-skill) -Engineering: 19 = 11(rank)+3(int)+3(class-skill)+2(synergy) -Intimidate: 17 = 11(rank)+1(cha)+3(class-skill)+2(half-orc) -Perception: 15 = 11(rank)+1(wis)+3(class-skill) -Piloting: 20 = 11(rank)+3(dex)+3(class-skill)+1(ace pilot)+2(synergy) -Profession(cook): 22 = 11(rank)+1(wis)+3(class-skill)+4(tool)+1(clothing)+2(synergy) -Survival: 17 = 11(rank)+1(wis)+3(class-skill)+2(half-orc)
-Lone Wolf: varied = 5(rank: half-level equivalent)+relevant modifier+3(class-skill)
Class Feature -Fighting Style:Armor Storm The armor storm fighting style Focuses on using armor as a weapon by maximizing the damage of armor-based weapons while withstanding enemy fire. You learn to increase the effectiveness of attacks made with your armor and to add equipment normally beyond your armor’s capacity. -Hammer Fist (Ex) 1st Level: You treat any unarmed attack you make while wearing heavy or powered armor as being made with a battleglove with an item level equal to or lower than your soldier level, and you calculate damage for these attacks as if you had the melee striker gear boost. If you have the melee striker gear boost, you gain a +2 bonus to damage rolls with your unarmed attacks when using this ability. These unarmed attacks don’t benefit from other abilities that apply specifically to unarmed attacks (such as the Improved Unarmed Strike feat). -Melee Striker (Ex) (Gear Boost, 3rd level): Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons. -Weapon Specialization (Ex) 3rd level: You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.
-Enhanced Tank (Ex) 5th Level: You gain the Powered Armored Proficiency feat and access to improved armor. This might be the result of your own engineering abilities, having earned the trust of contacts that can get you experimental equipment, or a powerful patron giving you gear not available to the general public to help you achieve mutual goals. You can add one more upgrade to your armor than its normal maximum number of upgrade slots. If you add this bonus upgrade to heavy armor, you can select an upgrade normally limited to powered armor. An upgrade placed in this bonus slot costs half the normal credit amount. -Armored Advantage (Ex) (Gear Boost, 7th level): When you are wearing armor, you gain a +1 insight bonus to your Kinetic Armor Class. -Smash Through (Ex) 9th Level While you are wearing heavy armor or powered armor, you gain a +4 bonus to attack rolls to perform a bull rush combat maneuver. If you successfully push the target back 10 feet or more, you can also damage the target with an unarmed attack (and can use your hammer fist ability when doing so). -Rapid Response (Ex) 1st Level (Secondary Style) You gain a +4 bonus to initiative checks and increase your land speed by 10 feet. -Soldier's Onslaught (Ex) 11th Level 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. Racial Feature-Darkvision: Half-orcs can see up to 60 feet in the dark. -Intimidating: Half-orcs receive a +2 racial bonus to Intimidate skill checks. -Orc Ferocity: Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious. -Self-Sufficient: Half-orcs receive a +2 racial bonus to Survival skill checks. Augmentations-Synaptic Accelerators Mk2 (+4 STR) These implants supercharge the synaptic connections in your brain, allowing you to process information faster and send impulses throughout your body more effectively. Synaptic accelerators grant you additional ability points. This counts as a personal upgrade of the appropriate Model number. It takes an hour to install a synaptic accelerator, and once a character has benefited from its technology, it is forever spent. Cost: 6500 creds. -Synaptic Accelerators Mk2 (+2 INT) Cost: 1400 creds Biotech-Dragon Gland: Gain Breath Weapon (Ex)(15ft Cone, 3d6 acid). Recharge at full rest or spend Resolve Point. Cost: 755 creds.
Feats -Skill Synergy: (Engineering, Piloting) (level 1) -Weapon Focus: (Basic Melee) (Soldier 2) -Step Up (level 3) -Versatile Focus (Soldier 4) -Enhanced Resistance (level 5) (DR5/-) -Deadly Aim (Soldier 6) -Sky Jockey (level 7) -Improved Initiative (Soldier 8) -Skill Synergy: (Cook, Perception) (level 9) -wip
Equipment Capacity:11 Current Bulk:7.0|6.0 Starting Credits:1000 Reward Credits: LogsCurrent Credits: 30486 Total Asset: 94177 -Iridishel, superior (+17EAC|+18 KAC|Max dex +4|2 bulk|42250 creds) -Longsword, ultrathin (4d8 S|Melee|1 bulk|26300 creds) -Starknife, sintered (called) (4d4 P|Melee/50ft|light bulk|12110 creds) -Starknife, tactical (called) (1d4 P|Melee/20ft|light bulk|23 creds) -Jetpack (average flight speed|30ft|40 charges|2 charges/round|1 bulk|3100 creds) -Haste Circuit (as haste spell|light bulk|4625 creds|half price) -Phase Shield (+1 EAC|40 charges|2 charges/round|1 bulk|4325 creds) -Electrostatic Field, Mk1 (resist electricity 5|1d6 on touch|3000 creds) -Thermal Capacitor, Mk1 (resist fire+cold 5|field bonus|3600 creds) -Comm, personal (battery:80|Usage:1/hour|light bulk|7 creds) -Starstone compass (Know Absalom Station direction|light bulk|+2 astrogating within Pact World|3 creds) -Clothing, professional (cook) (+1 circumstance bonus to cook|light bulk|5 creds) -Clothing, travel (add 2 miles/8 hours a day to overland speed|+1 circumstance bonus to constitution check to avoid non-lethal damage from force march|light bulk|10 creds) -Tool kit, cooking (+4 profession check for cooking|light bulk|20 creds) -Engineering kit (required for engineers|light bulk|20 creds) -Navigator’s tool (+4 to Survival when orienteering|light bulk|20 creds) -Tent (1 bulk|2 creds) -Backpack, consumer (bulk does not count when properly worn|1 bulk|3 creds) -Healing Serum Mk2 (3d8|2x|850creds) -Healing Serum Mk1 (1d8|3x|150creds) (all used) -Healing Serum Mk1 (1d8|3x|150creds) (2 used)
Edited by Ensign, Feb 27 2018, 12:52 PM.
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