Name | jeb | ||
Class | Expert | ||
Partial | |||
Species | human | Gender | male |
Employer | |||
Homeworld | |||
Background | pilot | ||
Level | 1 | XP |
STR | DEX | CON | INT | WIS | CHA |
7 | 14 | 14 | 9 | 10 | 11 |
Modifier | |||||
-1 | +1 | +1 | 0 | 0 | 0 |
Systen Strain | Perm. | HP MAX | HP CURR |
5 | 5 |
AB / Saving Throws | |||||
AB | PHYS | EVADE | MENT | ||
+ | 14 | 14 | 14 |
RDY | Weapon | Dmg | Range/Shock | # |
RDY | Armor | AC |
RDY | Gear | ENC |
Skill | Lvl |
Fix | 0 |
Pilot | 1 |
Shoot | 2 |
Starfarer | Lvl | 1 |
You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators. Level 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less. Level 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require. | ||
gunslinger | Lvl | 1 |
You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger. Level 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll. Level 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage. |
Goal | XP |