Starfinder: Dead Suns
Medium Humanoid (Vesk)
Male Vesk Soldier 8
Lawful Neutral Mercenary
Init +8 (Dex Mod + Improved Initiative Feat);
Senses Low-light vision, Darkvision (Infrared Senors in Armor)
Languages Common, Vesk, Goblin, Draconic, Elven, Shirren, Drow, Eoxian, Orc, Kishaleen
Speed 25 ft (in armor), 30 ft (out of armor).
EAC 24 (+4 Dex, +9 armor, +1 Vesk racial ability)
KAC 27 (+4 Dex, +11 armor, +1 Vesk racial ability, +1 insight bonus - armor advantage gear boost)
AC vs Combat Maneuvers 35 (8 + KAC)
KINETIC DAMAGE RESISTANCE: 8
SP 88/88; HP 62/62; RP 9/9
Saving Throws Fort +9, Ref +7, Will +6
Abilities Str 20 (+5), Dex 18 (+4), Con 16 (+3), Int 10 (0), Wis 10 (+0), Cha 13 (+1)
Armor/Weapon Proficiencies Light & Heavy armor, Powered Armor, Basic & Advanced Melee weapons, Small & Long arms, Heavy & Sniper weapons, grenade
Skills Acrobatics +10, Athletics +16, Culture +13, Diplomacy +5, intimidate +12, Perception +1, Piloting +8, Profession (Mercenary Bodyguard) +6, Stealth +4, Survival +4
Flame doshko, Ember +14 (1d8+15 F); CRIT: Wound (see page 183)
Cold Iron Advanced Doshko +14 (2d12+15 Piercing) with Vicious (Level 5 fusion Seal) and Omnious (level 1 fusion seal)
Claws +13 (1d3 + 19)
120 ft Azimuth Laser Rifle +12 (1d8 + 8 F); CRIT: Burn 1d6, Ammo 20, Usage 1
15 ft cone Acid breath (3d6 acid damage); Reflex Save for 1/2 dmg. DC 17. 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.
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.) = 17. Once until rest for 10 min to regain SP. spend 1 resolve to recharge immediately.
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.
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.
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.
+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.
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
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.
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).
Advanced Doshko (Ominous fusion)
Flame Doshko, ember (Ghostkiller fusion)
Azimuth Laser Rifle
Vesk Overplate I (-2 Armor Check Penalty, +3 Dex bonus, -5 speed mod)
armor check penalty is reduced to 0 by Guard & Vesk abilities, and Dex bonus is increased to 4 by Guard ability.
Infrared Sensors (Armor Upgrade) – Darkvision up to 60 feet.
Ring of Resistance
Personal Comm Unit (80 hours, 1hr usage)
3 Battery (20 charges)
2 Bulb of anti-toxin
2 – MK 2 Serum of Healing (3d8)
Mass produced tent