Starfinder: Dead Suns
Medium Humanoid (Vesk)
Male Vesk Soldier 1
Lawful Neutral Mercenary
Init +3; Senses Low-light vision
Languages Common, Vesk
EAC 17 (+3 Dex, +3 armor, +1 Vesk racial ability)
KAC 19 (+3 Dex, +5 armor, +1 Vesk racial ability)
AC vs Combat Maneuvers 27 (8 + KAC)
HP 13/13; SP 10/10; RP 4/4
Saving Throws Fort +4, Ref +3, Will +2
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 + 3, Engineering -1, intimidate +0, Medicine -1, Piloting +7, Profession (Mercenary Bodyguard) + 0, Survival +4
Speed 25 ft (in armor), 30 ft (out of armor).
Melee Ominous Assault Hammer +3 (1d6+2 Bludgeoning)
Ranged 50 ft. Pulsecaster Rifle +4 (1d6 E) - NONLETHAL
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.
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.
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.
Vesk receive a +2 racial bonus to saving throws against fear effects.
Vesk can see in dim light as if it were normal light.
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).
PRIMARY FIGHTING STYLE
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.
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.
Hammer, Assault (Ominous fusion)
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.
Personal Comm Unit (80 hours, 1hr usage)
Battery (20 charges)