Verik Vancaskerkin

Patterson LXII's page

720 posts. Organized Play character for John Woodford.


Full Name

James Patterson the 62nd

Race

|SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0

Classes/Levels

|Speed 40ft|Active conditions: None.

Gender

Male N human ace pilot soldier (hit-and-run) 5

Size

M

Age

19

Alignment

N

Deity

Besmara

Strength 16
Dexterity 19
Constitution 12
Intelligence 13
Wisdom 10
Charisma 10

About Patterson LXII

SFS Character Information
SFS#: 67550-702
XP: 13
Slotted Faction Acquisitives
Wealth: 2712 Credits
Reputation: 19 (Acquisitives) +2 (Exo-Guardians) +1 (Wayfinders) +4 (Second Seekers-LE) +1 (Second Seekers-EH) +1 (Second Seekers-J)
Fame: 19

Game Statistics
Initiative: +5
Senses: Perception +1
Speed: 40'

Energy AC: 19 (10 + 5 Dex + 4 Armor)
Kinetic AC: 19 (10 + 5 Dex + 4 Armor)

Stamina Points: 40
Hit Points: 39
Resolve Points: 7
Fort: +5 Ref: +6 Will: +4

Combat:
Base Atk: +5; CMAC 27

Melee
Runner spark knife: +11 to Hit; Dmg 1d4+8 (E and S) (20 charges, usage 1; 14/20)
Idaran force baton: +10 to Hit; Dmg 1d4+8 (B/force) (20 charges, usage 1; 19/20)

Ranged
Azimuth Artillery Laser: +10 to Hit; Dmg 1d10+5 (F); Burn 1d6; range 120 ft; 20 Charges; Usage 2 (4/10); Penetrating 1
12-Notch Plasma Fork: +10 to Hit; Dmg 1d8+5 (F and E); Knockdown; Boost 1d4; range 60 ft.; 20 charges; Usage 1 (20/20)
Pulsecaster rifle: +10 to hit; Dmg. 1d6+5 (E; nonlethal); none; range 60 ft.; 40 charges; Usage 2 (20/20)

Armor
Second Skin: +1 EAC, +2 KAC
Freebooter Armor I: +2 EAC, +3 KAC
Basic Lashunta Tempweave: +4 EAC, +4 KAC

Skills:

Skill Ranks Per Soldier Level: 4 + 1 Int + 1 Human trait
• Acrobatics +13 (5 ranks +3 class + 5 Dex)
• Athletics +11 (5 ranks + 3 class + 3 Str)
• Culture +2 (1 ranks + 1 Int)
• Perception +2 (2 ranks)
• Piloting +14 (5 ranks + 3 class + 5 Dex + 1 Theme)
• Survival +8 (5 ranks + 3 class)
• Computers +2 (1 ranks + 1 Int)
• Diplomacy +1 (1 ranks)
• Engineering +9 (5 ranks + 1 Int + 3 class)

Languages: Common, Vercite

Feats:

Nimble Moves: You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a guarded step into difficult terrain. (1st level Feat)
Weapon Focus (advanced melee weapons): You gain a +1 bonus to attack rolls with the chosen weapon type. (Human bonus feat)
Opening Volley: Whenever you deal damage to an opponent with a ranged attack on your first turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn. (Combat Style bonus Feat)
Fleet: While you are wearing light or no armor, your land speed increases by 10 feet. When you are encumbered, your land speed instead increases by only 5 feet. When you are overburdened, your speed is reduced to 10 feet. (2nd level Soldier bonus combat feat)
Weapon Specialization: You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. (Basic & advanced melee weapons, small arms, longarms, heavy weapons, & sniper weapons). (Soldier L3 bonus)
Jet Dash: 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. (L3)
Mobility: (L4) You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.
Kip-Up: You can stand from prone as a swift action, rather than a move action.

Human Racial Traits:

+2 to any Ability (Dex)

Size and Type: Humans are Medium humanoids and have the human subtype.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at 1st level and each level thereafter.

Ace Pilot Abilities:

Theme Knowledge: You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Soldier Abilities (Key Ability Score: Dexterity):

Weapon and Armor Proficiency: Soldiers are proficient with basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons, and grenades. They are also proficient with light and heavy armor.

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.

Hit-and-Run: The hit-and-run fighting style focuses on tactical movement as you move in and out of combat. You use ranged weapons but fight close up, and you can even mix ranged and melee attacks. Your abilities allow you to move even when you make full attacks and to avoid getting locked down by your enemies.

Primary Style Techniques:

Opening Volley: You gain Opening Volley as a bonus feat at 1st level. If you already have this feat, choose a bonus combat feat instead. At 9th level, you can use Opening Volley on both your first and second turns in combat.

Nimble Fusillade: (Ex) When you make a full attack, you can also either take a guarded step or move up to half your speed. This movement can come before, between, or after your attacks, but it can’t be split up.

Weapon Specialization (Ex): You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.

Gear Boosts:
Finesse Striker: You add half your soldier level to damage rolls using weapons with the operative special property.

Equipment: Second Skin armor, Freebooter armor, assault hammer, lashunta tempweave, runner spark knife, Idaran force baton, azimuth artillery laser w/battery, 12-notch plasma fork, flashlight, personal comm unit, consumer backpack, 50' Ti alloy cable line, travel clothing, 1 week field rations, 2 Mk I serums of healing, hygiene kit, pulsecaster rifle w/battery, starstone compass, industrial backpack, spare battery, one Mk I frag grenade, 1 Mk I synaptic accelerator (+2 DEX)

Boons:
Acquisitives Champion (slotted): This Faction boon allows the character to gain Reputation with the Acquisitives faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario.

Resources Tracking: Laser shots: 5/10 + spare battery
Pulsecaster shots: 18/20

Botting Instructions:
In a fight, Patterson will take advantage of his mobility (Fleet, Jet Dash, Nimble Steps, Mobility, Nimble Fusillade) to get better firing positions with his heavy laser, stay out of enemy reach, and/or to maneuver into a flank with other melee combatants. In noncombat social situations, he'll generally keep quiet or use Aid Another with Diplomacy. In applicable noncombat situations he'll use Survival or Engineering.

Mystic P:
Game Statistics
Initiative: +5
Senses: Perception +8
Speed: 30'

Energy AC: 12 (10 + 1 Dex + 1 Armor)
Kinetic AC: 13 (10 + 1 Dex + 2 Armor)

Stamina Points: 8
Hit Points: 10
Resolve Points: 5
Fort: +1 Ref: +1 Will: +6

Combat:
Base Atk: +0; CMAC 21

Melee
Survival Knife: +0 to Hit; Dmg 1d4 (S)

Ranged
Azimuth Laser Pistol: +1 to Hit; Dmg 1d4 (F); Burn 1d6; range 120 ft; 20 Charges

Armor
Second Skin: +1 EAC, +2 KAC

Skills
Skill Ranks Per Mystic Level: 6 + 0 Int + 1 Human trait
• Culture +4 (1 rank +3 class + 0 Int)
• Medicine +4 (1 ranks + 3 class + 0 Int)
• Mysticism +8 (1 ranks + 3 class + 4 Wis)
• Perception +8 (1 ranks + 3 class + 4 Wis)
• Piloting +6 (1 rank + 3 class + 1 Dex + 1 theme)
• Sense Motive +8 (1 ranks + 3 class + 4 Wis)
• Survival +8 (1 ranks + 3 class + 4 Wis)

Languages: Common, Vercite

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.(1st level Feat)
Improved Initiative: You gain a +4 bonus to initiative checks. (Human bonus feat)

Human Racial Traits

+2 to any Ability (Wis)

Size and Type: Humans are Medium humanoids and have the human subtype.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at 1st level and each level thereafter.

Ace Pilot Abilities:

Theme Knowledge: You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Mystic Abilities (Key Ability Score: Wisdom):

Weapon and Armor Proficiency: Mystics are proficient with basic melee weapons and small arms. They are also proficient with light armor.

Connection: Star Shaman

Spells:
Level 0: detect affliction, detect magic, stabilize, telepathic projection
Level 1: mystic cure, share language, shooting stars (C)

Equipment:

Boons:

Resources Tracking:

Faction: Wayfinders

SFS# 67750-702