Starfinder: Dead Suns
Medium Humanoid (Vesk)
Male Vesk Soldier 12
Lawful Neutral Mercenary
Init +12 (Dex Mod + Improved Initiative Feat);
Senses Low-light vision, Darkvision (Augmentation)
Languages Azlanti, Common, Cyrunian, Draconic, Drow, Dwarven, Elven, Eoxian, Goblin, Infernal, Orc, Shirren, Vesk, Vulgar Kishaleen, Ysoki
Speed 40 ft (in armor), 50 ft (out of armor). 20 ft Jetpack
EAC 29 (+3 Dex, +15 armor, +1 Vesk racial ability)
KAC 33 (+3 Dex, +18 armor, +1 Vesk racial ability, +1 insight bonus - armor advantage gear boost)
AC vs Combat Maneuvers 41 (8 + KAC)
KINETIC DAMAGE RESISTANCE: 12
SP 144/144; HP 90/90; RP 12/12
Saving Throws Fort +12, Ref +9, Will +9; +2 vs. fear
Abilities Str 22 (+6), Dex 18 (+4), Con 18 (+4), Int 12 (+1), Wis 12 (+1), Cha 13 (+1)
Armor/Weapon Proficiencies Light & Heavy armor, Powered Armor, Basic & Advanced Melee weapons, Small & Long arms, Heavy & Sniper weapons, grenade
Skills Acrobatics +13, Athletics +21, Culture +18, Intimidate +16, Perception +19, Piloting +10 (3 ranks), Profession (mercenary) +5, Survival +5; (reduce the DCs of Culture and Profession [mercenary] checks by 5 when recalling knowledge about military procedures and personnel)
Shock ghost killer longsword, ultrathin +19 (4d8+21 Piercing) with Shock (Level 5 fusion Seal) and Ghost Killer (level 5 fusion seal)
Unarmed Strike +19 (1d3 + 27)
40 ft Minor Disruption Pistol +17 (2d6+6 So); CRIT: staggered [Fort Save, DC 17], Cap: 20, Usage 2
120 ft X-gen gun, Advanced +17 (2d12+16 P); Cap: 100, Usage 2
15 ft cone Acid breath (3d6 acid damage); Reflex Save for 1/2 dmg. DC 20. Can use once per 10 min rest to regain SP)
Starfinder implant (on right hand) – activate it as a swift action, and displays the Starfinder mark. Increases light level by 1 within 5 feet.
Darkvision capacitors – Darkvision up to 60 ft.
Speed suspension, minimal – increase movement speed by 10 ft
Personal Upgrade (MK 1 Ability Crystal) – +2 to INT
Personal Upgrade (MK 2 Ability Crystal) – +4 to Str
Dragon Gland (Wrymling): 15 ft cone. 3d6 acid damage, Reflex save for 1/2 damage. DC (10 + 1/2 level + Con mod.) = 20. Once until rest for 10 min to regain SP. spend 1 resolve to recharge immediately.
Attacks from a weapon with this fusion deal full damage to incorporeal creatures. They also pass into the Ethereal Plane, allowing such attacks to affect ethereal creatures normally. Weapons with the ghost killer fusion can also score critical hits against incorporeal creatures. In addition, an incorporeal creature (though not an ethereal one) can pick up, move, or wield a ghost killer weapon.
The shock fusion weaves the electrical energy of the universe into the weapon’s form. Half the weapon’s damage type is replaced with electricity damage. You can activate or deactivate the shock fusion as a swift action. If the weapon already deals two types of damage, replace one of them with electricity (you decide which damage type to replace each time you activate the shock fusion). You can add this fusion only to a weapon that does not already deal electricity damage. This fusion never causes a weapon that normally target KAC to target EAC.
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.
When threatening a foe with melee weapon, any ally that has LoS without me granting cover gains a +1 to ranged attack.
POWERED ARMOR PROFICIENCY (Primary Fighting Style feat)
You gain proficiency in powered armor.
+4 bonus to initiative checks
Choose 2 skills (Culture, Diplomacy).
As a reaction when an adjacent ally is attacked, you can grant that ally a +2 circumstance bonus to its AC against that attack. If you do so, you take a -2 penalty to your own Armor Class until the beginning of your next turn
ENHANCED RESISTANCE (KINETIC)
Choose either kinetic damage or one of acid, cold, electricity, fire, or sonic. If you choose kinetic damage, you gain damage reduction equal to your base attack bonus. If you choose acid, cold, electricity, fire, or sonic, you gain energy resistance against that type of energy equal to your base attack bonus.
IN HARM'S WAY
When an attack hits an ally whose AC you have increased with the Bodyguard feat, you can intercept the attack. You take all damage and associated effects from that attack, and once you intercept the attack, no other ability can redirect it. This ability takes no action, but you can intercept only one attack in this way each round.
Choose 2 skills (Perception, Athletics).
The benefits of Weapon Focus extend to all weapons with which you are proficient.
SKILL FOCUS (PERCEPTION)
You gain a +3 insight bonus to checks involving the chosen skill.
Reduce your target’s energy resistances and damage reduction by 5 against your weapon attacks.
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.
Armor advantage: +1 insight bonus to KAC
Melee Striker: 1/2 str bonus to damage with melee weapons
Bullet Barrage +3 (Ex): You gain a +1 insight bonus to damage rolls for weapons in the projectile category. This bonus increases by 1 for every 4 soldier levels you have..
GUARD'S PROTECTION (EX)
When an ally adjacent to you is damaged by an attack, you can use your reaction to intercede. You take half the damage, and your ally takes the other half. This has no effect on spells, and any conditions delivered by the attack apply to both of you. In addition, you are now proficient with powered armor.
As a move action, you can spend 1 Resolve Point to suppress one of the following conditions for 10 minutes: exhausted, fatigued, frightened, nauseated, shaken, sickened, or staggered (see pages 276-277). After 10 minutes, if the condition’s duration hasn’t ended, the condition’s effects return. You can suppress only one condition at a time; if you are both fatigued and shaken, you can avoid the effects of only one of them, and if you are affected by two different instances of the same condition, you’re still affected by the second one.
SECOND FIGHTING STYLE
RAPID RESPONSE (EX)
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
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.
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.
You’re used to long marches while carrying heavy equipment and can hoist most machinery with ease. Treat your Strength as 1 higher for the purpose of determining your bulk limit (see page 167).
SQUAD LEADER (EX)
You are extremely skilled at coordinating with your squad, both because of your tactical efficiency and because of the respect that you command. If you are able to attempt the check in question, you automatically succeed at a skill check to aid another (see page 133) when assisting a squad member or other longtime ally (such as a fellow PC).
Shock ghost killer longsword, ultrathin (Level 11)
X-gen Gun, Advanced (Level 9)
Minor Disruption Pistol (Level 7)
Defiance series, specialist (Level 10, -2 Armor Check Penalty, +3 Dex bonus, -10 speed mod)
armor check penalty is reduced to -2 by Guard & Vesk abilities, and Dex bonus is increased to 3 by Guard ability.
Jet Pack (Armor Upgrade) – You gain a fly speed of 30 feet (average maneuverability). You can use this for “cruising flight” at a usage of only 1 charge per minute, but you are flat-footed and off-target while doing so. Changing from normal flight to cruising flight or vice versa is a standard action. A jetpack can’t lift you if you’re encumbered.
Ring of Resistance
Eohi boots (1 /day): The insides of these simple-looking gray boots are lined with eohi fur (see page 57). Once per day as a full action, you can move up to your speed and make a full attack with melee weapons only. The penalty on each attack is -6 instead of -4, and you take a -2 penalty to your AC until the beginning of your next turn.
Personal Comm Unit (80 hours, 1hr usage)
6 Battery (20 charges)
1 HC Battery
2 Bulb of anti-toxin
7 – MK 1 Serum of Healing (1d8)
1 – MK 2 Serum of Healing (3d8)
6 – MK 3 Serum of Healing (6d8)
100 ft – Cable line, titanium alloy
Mass produced tent
Frictionless gel (5 Uses)