Kassmak

Boreal Typhon's page

585 posts. Alias of J4RH34D.


Full Name

Boreal Typhon, Daughter of Zerukesh "Hornbreaker" Typhon, Daughter of Tarsonis "Jaeger" Typhon

Race

Vesk

Classes/Levels

Soldier 5___Init:5 Perc:0___HP:34 Stamina:36___EAC 20; KAC 22 _F/R/W: 6/2/4

Gender

F

Size

8'2"

Age

19

Alignment

NG

Deity

Iomedea, Talavet, Damaritosh.

Strength 18
Dexterity 12
Constitution 14
Intelligence 8
Wisdom 10
Charisma 11

About Boreal Typhon

Boreal stand at over 8ft, which makes her tall, even for her race. She has olive green scales, with patches of yellow on her brow and a deep scarlet on her throat, that extends in tendrils along her lower jaw. Her arms are a mix of her olive green, with patches that gradiate from yellow to orange. Some of these patches are speckled with scarlet. Her hands are backed mostly in orange with streaks of scarlet extending from between her fingers. Her tail is speckled much like her arms with a ridge of spikes that grows down the back of her tail, that is also visable on her neck and up onto her skull. The spikes are all tipped in the scarlet.

Boreal Typhon
Female vesk bounty hunter soldier 5
None Medium humanoid (vesk)
Init +6; Senses low-light vision; Perception +0

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DEFENSE
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EAC 23; KAC 25
SP 50 HP 41 RP 8
Fort +7, Ref +3, Will +6

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OFFENSE
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Speed Walk 35', Fly 25'
Melee doshko, tactical N/A (1d12+11 , critical -; Analog, unwieldy)
Ranged reaction cannon, light +7 (1d10+5, critical -; Penetrating)
Ranged shock grenade i +11 (1d8, critical ; DC 12, Explode (1d8 E, 15 ft.))
Ranged artillery laser, azimuth +7 (1d10+5, critical Burn 1d6; Penetrating)
Ranged arc emitter, tactical +7 (1d4+5, critical -; Blast, stun, unwieldy)
Ranged incendiary grenade i +11 (1d6, critical ; DC 13, Explode (1d6 F, 1d4 burn, 5 ft.))

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STATISTICS
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Str 22, Dex 14, Con 16, Int 10, Wis 10, Cha 13,
Base Atk +5; Grp+11
Feats Cleave, Coordinated Shot, Iron Will, Jet Dash, Weapon Focus (Weapon Focus ~ Advanced Melee Weapons)
Skills Acrobatics +7, Athletics +13, Computers +1, Engineering +4, Intimidate +9, Medicine +4, Piloting +6, Profession (Bounty Hunter) +5, Survival +5,
Languages Common, Vesk
Combat Gear serum of healing mk 1 (2),
Other Gear doshko, tactical, golemforged plating iii (jump jets), backpack (industrial), reaction cannon, light, personal upgrade mk 1, shock grenade i (3), artillery laser, azimuth, arc emitter, tactical, incendiary grenade i (2), rounds, heavy (2), battery (5), 104.0 gp

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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Vesk are medium humanoids with the vesk subtype
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. For more details, see page 264
Natural Weapons [not implemented]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 x their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual)

THEME BENEFITS
Bounty Hunter You track people down for money. It is a dangerous profession, as most of your targets understandably don't wish to be caught. You wouldn't have it any other way. You might have a code of ethics, never taking jobs that, say, target children or members of your own race. You might hunt down only escaped criminals. Or you might be completely amoral, taking any job that comes along-for the right price
Theme Knowledge Your mind is a cold steel trap when it comes to scraps of information about the creatures you're tracking down. Choose a specific sentient creature that you can identify by name, alias, or specific identity to be your mark. Reduce the dc of culture or profession (bounty hunter) checks to recall knowledge about your mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5. If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark. You can instead abandon your mark for a new one without defeating it, but if you do so, you take a -2 penalty to all skill checks for 1 week. Survival 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 survival checks. In addition, you gain an ability adjustment of +1 to constitution at character creation

CLASS FEATURES:
Primary Fighting Style You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. Descriptions of the fighting styles you can choose from appear on pages 112-115
Blitz The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes
Primary Style Technique At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style
Charge Attack As a standard action, you can make a charge without the charge penalties (see page 248), and you can substitute a bull rush for the melee attack at the end of the charge. When you gain the soldier's onslaught class feature, you can make two attacks instead of one at the end of your charge, both with a -4 penalty
Rapid Response You gain a +4 bonus to initiative checks and increase your land speed by 10 feet
Combat Feat At 2nd level and every 2 levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Whenever you gain a new bonus feat, you can also choose to replace one of the bonus feats you have already learned with a different bonus feat. The feat you replace can't be one that was used as a prerequisite for another feat or other ability. You can change only one feat at any given level, and you must choose whether or not to swap the feat at the time you gain the new bonus feat
Gear Boost At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost that make you better with a particular type of weapon or armor. Choose from the gear boosts listed below. Some gear boosts require you to reach a certain soldier level to select them; this level is indicated in parentheses after the boost's name
Melee Striker Add an additional bonus equal to half your strength bonus to damage rolls with melee weapons
Weapon Specialization You gain weapon specialization as a bonus feat for each weapon type this class grants you proficiency with
+1 Str Score Bonus (2x) Gm awarded pc with +1 str bonus
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[b]FEATS:
Cleave You can strike two adjacent foes with a single swing As a standard action, you can make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can make only one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your armor class until your next turn
Coordinated Shot You can maneuver a foe to be in the direct line of an ally's fire When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe
Iron Will You are more resistant to mental effects You gain a +2 bonus to will saving throws
Jet Dash You are swift of foot and can make enormous leaps When running, you move six times your land speed. Whenever you jump, double the height and distance you can jump. While running, you don't gain the flat-footed condition.
Normal: you move four times your land speed and gain the flat-footed condition while running
Weapon Focus (weapon Focus ~ Advanced Melee Weapons) You have increased training in a particular weapon type, making it easier to hit your target Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic's class level, if you are a drone), you gain a +2 bonus instead