Galakrond

Mercenary Bodyguard

Description:

Galakrond
Medium Humanoid (Vesk)
Male Vesk Soldier 3
Lawful Neutral Mercenary

Init +3;
Senses Low-light vision, Darkvision (Infrared Senors in Armor)
Languages Common, Vesk, Goblin
Speed 25 ft (in armor), 30 ft (out of armor).

EAC 17 (+3 Dex, +3 armor, +1 Vesk racial ability)
KAC 20 (+3 Dex, +5 armor, +1 Vesk racial ability, +1 insight bonus - armor advantage)
AC vs Combat Maneuvers 28 (8 + KAC)

HP 27/27; SP 29/29; RP 4/4
Saving Throws Fort +5, Ref +4, Will +3

Abilities Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 8 (-1), Wis 10 (+0), Cha 11 (+0)
Armor/Weapon Proficiencies Light & Heavy armor, Basic & Advanced Melee weapons, Small & Long arms, Heavy & Sniper weapons, grenade
Skills Acrobatics +7, Athletics + 7, Culture +3, Engineering -1, intimidate +6, Medicine -1, Piloting +7, Profession (Mercenary Bodyguard) + 4, Survival +4

Melee
Ominous Assault Hammer +5 (1d6+5 Bludgeoning)
Tactical Doshko +6 (1d12+5 Piercing)
Claws +5 (1d3 + 4)

Ranged
120 ft Azimuth Laser Rifle +6 (1d8 F); CRIT: Burn 1d6, Ammo 20, Usage 1

AUGMENTATIONS
Starfinder implant (on right hand) – activate it as a swift action, and displays the Starfinder mark. Increases light level by 1 within 5 feet.

WEAPON FUSIONS
OMINOUS
A weapon with the ominous fusion trails a shadowy haze behind it and moans a menacing dirge in battle. The weapon gains intimidation as a critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the intimidation effect. A target affected by the intimidation critical hit effect is shaken for 1d4 rounds (DC 12 Fortitude save negates). A creature that gains the shaken condition from a weapon with the ominous fusion can’t gain that condition again from the same weapon
for 24 hours.

FEATS
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.

WEAPON FOCUS (ADVANCED MELEE WEAPONS)
+1 bonus to attack rolls with selected weapon type

WEAPON SPECIALIZATION (all weapons)
Add character level to damage or 1/2 character level for small arms.

COORDINATED SHOT
When threatening a foe with melee weapon, any ally that has LoS without me granting cover gains a +1 to ranged attack.

RACIAL TRAITS
ARMOR SAVANT
Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.

FEARLESS
Vesk receive a +2 racial bonus to saving throws against fear effects.

LOW-LIGHT VISION
Vesk can see in dim light as if it were normal light.

NATURAL WEAPONS
Vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Vesk gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

CLASS ABILITIES
PRIMARY FIGHTING STYLE
Guard

ARMOR TRAINING (EX)
You reduce the armor check penalty of armor you wear by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1.

GEAR BOOST
Armor advantage: +1 insight bonus to KAC

THEME ABILITIES
THEME KNOWLEDGE (1ST)
You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics 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 Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.

POSSESSIONS
PRIMARY WEAPON
Tactical Doshko
Hammer, Assault (Ominous fusion)
Azimuth Laser Rifle

ARMOR
Hidden Solider Armor (-2 Armor Check Penalty, +2 Dex bonus, -5 speed mod)
armor check penalty is reduced to 0 by Guard & Vesk abilities, and Dex bonus is increased to 3 by Guard ability.
Infrared Sensors

SHIELD

OTHER
Industrial Backpack
Professional Clothing
Personal Comm Unit (80 hours, 1hr usage)
2 binders
Hygiene Kit
Battery (20 charges)
Flashlight
Bulb of anti-toxin
2 – Mk 1 serums of healing
500 UPB

1087 credits

Bio:

Galakrond

Starfinder: Dead Suns Galakrond