Medium Humanoid (Vesk)
Male Vesk Soldier 3
Lawful Neutral Bounty Hunter
Init +3; Senses Darkvision 60'*, Low-light vision; Perception +0
Languages Common, Elven, Goblin, Vesk

EAC 21 (+2 Dex, +8 armor, +1 racial)
KAC 24 (+2 Dex, +10 armor, +1 racial, +1 insight)
HP 27/27; SP 21/21; RP 4/4
Saving Throws Fort +3, Ref +4, Will +3 (+5 vs. fear)

Speed 25 ft.
Melee Unarmed Strike +6 (1d3+4 B)
Melee Assault Hammer +6 (1d6+6 B)
Melee Tactical Starknife +6 (1d4+6 P)
Ranged 20 ft. Tactical Starknife +6 (1d4+6 P)
Ranged 60 ft. Zero Rifle, Frostbite +7 (1d8+3 C)
Ranged 120 ft. Azimuth artillery laser +6 (1d10+3 F, crit burn 1d6)
Options Barricade (move; create partial cover from nearby debris), Mobility (+4 AC vs. AoO while moving)

Abilities Str 16 (+3), Dex 16 (+3), Con 11 (+0), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Armor/Weapon Proficiencies light armor, heavy armor; Basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons, and grenades
Skills Acrobatics +6, Athletics +6, Culture +5, Engineering +6, Intimidate +5, Profession (Bounty Hunter) +4, Survival +6
Feats Barricade, Mobility, Weapon Focus (Longarms), Weapon Specialization
Racial Traits Armor Savant (+1 AC when wearing armor; ACP is 1 less severe), Fearless (+2 racial bonus to saves vs. fear), Low-light Vision, Natural Weapons (1d3 lethal)
Class Abilities Primary Fighting Style - Sharpshoot: Sniper's Aim (reduce cover AC bonus of targets by 2)
Theme Abilities Theme Knowledge (Reduce DC by 5 on Culture or Profession (bounty hunter) checks about your mark or law-enforcement individuals and practices)
Possessions (Bulk 6.5) Zero rifle (frostbite, 20 shots), Azimuth artillery laser (10), assault hammer, tactical starknife, lashunta ringwear II, infrared sensor*, 2 mk 1 serums of healing, clear spindle aeon stone, industrial backpack, personal comm unit, flashlight, toolkit (engineering), 1,140 credits

Barricade (Combat)
You are adept at creating quick, temporary cover.

  • Prerequisites: Engineering 1 rank.
  • Benefit: As a move action, you can stack and reinforce objects that are too small or too fragile to provide cover into a single square of adjacent cover. The GM has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built. The barricade grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover. For more information about cover, see page 253.

The barricade is temporary and not particularly durable. When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (minimum 1st level). Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn’t normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the GM).


Starfinder: Dead Suns Iziah