Obozaya

Achlyss Sadow's page

254 posts. Organized Play character for PatheticWretch.


Full Name

Achlyss Sadow

Race

Borai

Classes/Levels

Death-Touched Vanguard 15| SP 236/236 HP 111/111 RP 11/11 | EAC 35 KAC 37; | F +17; R +15 (imp evasion); W +8 | Init +6 | Perc +23 | Entropic Strike: +21 (7d6+14+15; 10' reach)

About Achlyss Sadow

Borai (Vesk) Death-Touched Vanguard 15
CN Medium Humanoid/Undead (Necrograft)
Init +6; Senses Perception (Darkvision) +23; no need to breathe
Languages Common, Vesk
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DEFENSE
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EAC 35 KAC 37 Max Dex Bonus 5
    +1 AC vs. specific foe
SP 236 HP 111 RP 11
Fort +17 Ref +15 (Improved Evasion) Will +8 (+4 vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning)(+4 bonus vs. various physical exertion)
Defensive Abilities Force Field (15 temp hp; fast healing 4); Reactive (2 reactions/round; 3/day); Shimmer Guard (adjacent squares soft cover), Uncanny Agility DR 5; Mitigate (15 dmg as reaction); Friendly Fire (allied dmg reduced by 30) Immune negative energy, energy drain, flat-footed Resistances cold 15
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OFFENSE
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Speed 40 ft. (8 squares; power armor); 30 ft. base Special Movement 10' guarded step, 2/day; uncanny speed (can take extra move action with full attack)
Melee Entropic Strike +21 (7d6+14+16 acid + bludgeoning)(10' reach, penetrating)
Melee Taclash (Numbing) +21 (5d4+6+15 slashing)
Ranged Singing Disc (Soprano, Returning) +21 (1d6+6+15 sonic)
Base Atk +15
Special Attacks Entropy Pool (8 max), Aspect Embodiment (1/combat make two attacks in turn to gain Entropy Point), Aspect Catalyst (Each foe within 30' attempts Fort save. On fail, add 1d6 damage per 2 Vanguard lvls from next dmg)

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STATISTICS
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Abilities STR 22 (13), DEX 23, CON 27, INT 10, WIS 16, CHA 17
Feats Weapon Focus (Advanced Melee), Improved Combat Maneuver (trip)ᵝ, Toughness, Weapon Specializationᵝ, Antagonizeᵝ, Powered Armor Proficiency, Combat Reflexes, Stand Still, Improved Combat Maneuver (sunder)ᵝ, Lunge, Improved Stand Still, Deflect Projectiles
Skills Acrobatics +18, Athletics +19, Culture +4, Diplomacy +7, Intimidate +25 (shared language unnecessary), Life Science +10, Medicine +4, Mysticism +13, Perception +23 (recall knowledge undead), Stealth +20, Survival +6 Armor Check Penalty -4
SQ First Vanguard Aspect (Exergy), Second Vanguard Aspect (Boundary), Vanguard Discipline (Friendly Fire, Antagonize, Shimmer Guard, Guarded Combatant, Clothesline, Accelerate, Improved Evasion), Old Talents (Prehensile Tail), Entopic Attunement, Flashing Strikes
Combat Gear serum of healing (mk 3), battery (high-capacity)(2) Other Gear geistwork hunter (powered armor; grandchild’s cloak; singing disk, 1 weapon slot; white force field), knight's shield (field; deflective reinforcement, backup generator), taclash (numbing), aeon stone (iridescent spindle), environmental clothing (cold), industrial backpack, cable line (100', titanium alloy), fire extinguisher, flashlight, personal comm unit, rations (1 week), tent (mobile hotelier), hygiene kit Augmentations synaptic accelerator (Con, mk 3), synaptic accelerator (Dex, mk 2), synaptic accelerator (Wis, mk 1), black heart (mk 2; heart), shadow nerves (mk 2; spinal column), vampire voice (mk 2; throat) Credits 21,483

SPECIAL ABILITIES:

ASPECT CATALYST (Su): Each foe within 30 feet must attempt a Fortitude saving throw. On a failed save, a creature takes an additional 1d6 damage per 2 vanguard levels from the next damaging attack that hits it within the next minute
ASPECT INSIGHT (Ex): You gain Improved Combat Maneuver (trip) as a bonus feat and a +2 insight bonus to Intimidate checks.
ASPECT EMBODIMENT (Ex): Once per combat, when you make two or more attacks in the same turn, you can gain 1 Entropy Point without taking any additional action.
DEATHLY: For effects targeting creatures by type, borais count as both humanoids and undead (whichever effect is worse). They are immune to negative energy damage and gain a +1 racial bonus to saving throws against disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning.
DREAD VITALITY: You draw dark strength from the spark of negative energy within you, and you gain a fraction of the resistances that undead creatures have. You gain a +1 bonus to saving throws against disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning.
ENTROPIC ATTUNEMENT (SU): As you learn to exert finer control over your entropic strike, you can enhance it to devastating effect. The saving throw DC for any of these effects that allow a saving throw is equal to 10 + half your vanguard level + your Constitution modifier.
At 5th level, choose one of the following weapon special properties: breach, bright, feint, force, or penetrating. Once made, this choice can be changed only when you gain a new vanguard level. As long as you have at least 1 Entropy Point, your entropic strike has the chosen special property.
At 7th level, choose one of the following critical hit effects: corrode (1d8 for every 3 vanguard levels you have), knockdown, or staggered. Once made, this choice can be changed only when you gain a new vanguard level. Your entropic strike gains this critical hit effect as long as you have at least 1 Entropy Point.
If your entropic strike has another critical hit effect, when you score a critical hit, you can choose either the entropic attunement critical hit effect or the other critical hit effect. Alternatively, you can expend 1 Entropy Point to apply both critical hit effects.
At 10th level, you can extend your field of entropy far enough that your entropic strike gains the reach weapon special property.
The reach granted by this property increases by an additional 5 feet at 13th level, 16th level, and 19th level.
At 13th level, just before making an attack, you can spend 2 Entropy Points to grant your next attack the blast weapon special property with a range of 20 feet. At 16th level, this range increases to 30 feet, and at 19th level, it increases to 60 feet.
At 16th level, as a standard action you can use your entropic strike to strike the ground or clap your hands together to deal damage in a radius. Make a single melee attack roll and compare the result to the EAC of creatures and objects within 20 feet (other than yourself). You damage each creature and object with an EAC equal to or lower than the attack result. You can expend 1 EP to exclude a number of targets equal to your Constitution modifier (minimum 1).
At 19th level, as long as you have 1 Entropy Point, your entropic strike gains a second weapon special property, selected from those listed at 5th level. When you score a critical hit with your entropic strike, you can apply either the severe wound critical hit effect or any one of the critical hit effects listed at 7th level.
ENTROPIC POOL (SU): You have the supernatural ability to control matter as it changes states, allowing you to arrest, accelerate, or even reverse the typical course of events. This energy takes the form of a pool of Entropy Points (EP). You can have a maximum number of EP in your entropic pool equal to your Constitution modifier.
You can gain Entropy Points only when involved in a combat encounter that includes a significant enemy. When combat begins, you gain 1 Entropy Point at the beginning of your first action; at the end of combat, you lose any Entropy Points you have remaining. In addition to methods granted by vanguard aspects, you can gain Entropy Points in the followings ways.
While you have no Entropy Points, you can spend 1 Resolve Point as a move action to gain 1 EP (2 EP at 10th level).
Each time you take damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as DR, energy resistance, or the mitigate class feature), you gain 1 EP.
If you take damage from a critical hit, you gain 1 EP, in addition to any you gain from the attack’s normal damage.
If you score a critical hit on a significant enemy, you gain 1 EP.
If you take a full action to charge, you gain 1 EP.
If you take two move actions on the same turn to move your speed each time, you gain 1 EP.
As a move action, you can designate a willing adjacent ally as an entropic focus. They remain an entropic focus until the beginning of your next turn, unless they cease to be adjacent to you or you designate a new entropic focus (both of which end this effect). If your entropic focus takes damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as DR, energy resistance, or the mitigate class feature), you gain 1 EP. If you are at least 6th level, you can expend a Resolve Point to designate an adjacent, willing ally as your entropic focus as a reaction when they take damage (and gain EP from damage they take from the triggering attack, if appropriate).
Entropy Points can be expended in various ways, some of which you gain through vanguard aspects and disciplines. As long as you have at least 1 Entropy Point in your entropic pool, you gain a +1 enhancement bonus to your Armor Class.
As part of a full action to charge or a move action to move your speed, you can expend 1 EP to gain a +10-foot enhancement bonus to your speed (normally land speed, but you can apply it to the speed for any movement type you have).
As a move action, you can expend EP to boost the damage of the next entropic strike attack you make before the start of your next turn. You must decide how many EP to expend when you take this move action, and you can’t expend more EP than your level. If the boosted entropic strike hits, you deal +1d4 damage for every EP expended.
ENTROPIC STRIKE (SU): You can focus the power of entropy into a forceful attack.
Though you must touch your target to damage it, the damage is not from the impact but from focused waves of entropic energy that unbind and dissolve your target, crush it, or both. Your entropic strike is a magical one-handed advanced melee weapon with the operative weapon special property that targets EAC (even when dealing bludgeoning damage). You can make this attack with nearly any body part and do not need a hand free to use this ability. Using your entropic strike does not require any additional action to use beyond the action you take to make an attack (for example, it can be used to make an attack of opportunity.) For any calculation that requires the item level of your entropic strike, treat your vanguard level as your entropic strike’s item level.
You can also deliver an entropic strike with any melee weapon, or any shield that allows you to make unarmed attacks (replacing the normal attack with your entropic strike). The attack’s damage is equal to the entropic strike damage of a vanguard of either your class level or a class level equal to the weapon’s item level, whichever is lower. When you use this option, your entropic strike is considered to be made of whatever material the weapon or shield is made of (such as for the purposes of bypassing DR or creature weaknesses). Additionally, you can apply any weapon special property, critical hit effect, or weapon fusion the melee weapon or shield has to your entropic strike as long as the effect can be applied to a one-handed advanced melee weapon that deals acid or bludgeoning damage, doesn’t use additional ammunition or charges, and doesn’t require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you are gaining the effect from.
At 1st level, your entropic strike deals damage equal to 1d3 + your Constitution modifier, but you do not add your Strength modifier (unlike most melee attacks). For each attack, you can deal acid damage, bludgeoning damage, or both. This damage increases as you gain levels (see Table 2–2: Vanguard). At 10th level, you also add your Strength modifier to the damage of your entropic strike. At 5th level, when you use any combat maneuver for which you have Improved Combat Maneuver, you can target a foe’s EAC + 8 (rather than KAC + 8) to determine success, and you also determine the level of success (such as how far you push a foe with a successful bull rush) using EAC.
FLASHING STRIKES (EX): Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee attacks, you take a –3 penalty instead of the normal –4 penalty.
INURED TO THE GRAVE: Your body, always somewhat cool to the touch despite how much warm clothing you wear, becomes resistant even to extreme cold. You gain cold resistance equal to your level. If you already have greater cold resistance from some other source, that cold resistance instead increases by an amount equal to half your level.
LIVING SHELL: A borai counts as a living creature for the purposes of what can affect him (such as magic healing). If destroyed, a borai can be brought back to his normal undead state by spells (such as raise dead) that restore life to his body as if he were alive.
MITIGATE (EX): You can control how you are affected by damage or effects that alter damage. As a reaction when you take damage, you can spend 1 Entropy Point to reduce the damage you take by an amount equal to your vanguard level (to a minimum of 0 damage). If you do, you can’t gain any Entropy Points from that attack.
Additionally, as a swift action, you can remove any DR or energy resistance you have, or the AC benefit of any ability or spell that increases your AC. If the effect granting DR or energy resistance has a duration, this ends the effect entirely for you. If you end an AC benefit, that AC benefit is ended for the duration of the effect.
If the ability does not normally have a duration, you suspend the listed benefits until the beginning of your next turn. Additionally, whenever you first come under the effect of an ability or spell that grants you DR, energy resistance, or a bonus to AC, you can waive that benefit of the effect.
OLD TALENTS: Borais’ not-quite-dead bodies still have some of their old racial traits. At character creation, a borai selects one of his original living form and gains a racial trait. A GM can, at her discretion, allow a borai to choose another humanoid race, along with an appropriate racial trait. Additionally, when a borai attempts to disguise himself as a member of his selected race, the DC of his Disguise check is not modified as a result of disguising himself as a different creature type.
PROFICIENCIES: Weapons -Basic melee weapons, advanced melee weapons, and small arms. Armor - Light armor, heavy armor, and shields.
REACTIVE (EX): Once per day, you can take an additional reaction during a single round, though you can still take only one reaction per triggering event. You can take a reaction before the first time you act in a combat, but not in a surprise round in which you are unable to act.
At 9th level and again at 15th level, you can use this ability one additional time per day, though you can never use this ability to take more than two reactions in a round or one per triggering event.
RESIST ENERGY DRAIN: A borai takes no penalties from energy drain effects, but he can still be destroyed if he accrues more negative levels then he has class levels. After 24 hours, any negative levels a borai has taken are removed without the need for an additional saving throw.
SECOND VANGUARD ASPECT: Your understanding of the many ways entropy can control the physical world expands. Select a second vanguard aspect, which must be different from your first vanguard aspect. Once made, this choice cannot be changed.
THEME KNOWLEDGE: Thanks to your experiences with the undead and the growing power of the grave within your form, you have an instinctive understanding and recognition of negative energy and undead. You can use Perception, rather than Mysticism, to recall knowledge about undead and negative energy effects when you first observe them. Perception 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 Perception checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
UNCANNY AGILITY (EX): You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.
VANGUARD ASPECT:You have focused on one specific aspect of how entropy interacts with the universe, building a philosophy that goes far beyond mere physics. This aspect grants you an expanded command of the universe around you and teaches you important insights about matters that most people never connect to entropy.
You select one vanguard aspect when you take your first level of vanguard. Once made, this choice can’t be changed.
If an aspect ability allows a target to attempt a saving throw to resist its effects (including spell-like abilities), the DC is equal to 10 + half your vanguard level + your Constitution modifier unless stated otherwise.
VANGUARD DISCIPLINE: Your close attention to the multivariate interactions between countless systems of order and disorder, combined with your study of advanced combat techniques, allows you to manipulate reality in devastating ways known as disciplines. You learn your first vanguard discipline at 2nd level and an additional discipline every 2 levels thereafter. Unless otherwise specified, you can’t select the same discipline more than once. If a vanguard discipline allows a saving throw to resist its effects, the DC is equal to 10 + half your vanguard level + your Constitution modifier.
WEAPON SPECIALIZATION (EX): You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. You also gain a special form of weapon specialization for your entropic strike, allowing you to add a bonus to your damage equal to your vanguard class level plus half of any other class levels you have.

BACKGROUND:

”Give me more scars…test me again!”

Born a bastard son of a lowly house on Vesk, Achlyss Sadow might have led an ignominious life among the population of his planet if it were not for his spectacular athletic talent, especially in weaponry and feats of endurance. Achlyss’s extraordinary physique and athletic skill made him an impressive military recruit. After completing basic training, Achlyss fought as a grunt against the Swarm for a few years in the service of the Veskarium.

Achlyss made his way up the ranks and became an officer after his commander was killed and the young soldier developed a brilliant plan to fend off an overwhelming Swarm attack. He bravely led the defense himself.

Once hostilities reached a stalemate, Achlyss left the military and joined a mercenary company, once again rising in the ranks. He led commandos in cargo hauls, security services, hit-and-run raids, or contract work for the well-paying Abadarcorp. Achlyss followed the orders of his commanders and expected his own orders to be followed, as well. He was a contemplative, orderly strategist until it was time to act–then he burst into action.

That’s all Achlyss can remember of his former life–before he died.

Achlyss awoke from death in a bank of snow. Confused and with a gaping hole in his memory, he surveyed what appeared to be a half-finished resort town. He couldn’t remember being there before. But he couldn't remember a lot of things. Then, to his horror, he realized why he was still alive. Or, at least, undead. His extremities had suffered severe frostbite and were blackened. He had a gaping hole in his chest and part of his skull was crushed. But some of his body parts were not his–grafted from some unliving host. His heart, lungs, and vocal cords, among other things, had been replaced in whatever dark ritual brought him back to life.

Disoriented, Achlyss made his way to some settlement on this frozen wasteland, and discovered he was on a planet named Jedarat. He was pleased to meet someone he knew on location, Eisyfina Nott, an elderly project manager he had worked with in the past, but Eisyfina seemed horrified by what had become of Achlyss. Still, calling in some favors, he managed to procure some old equipment he had stored elsewhere.

Determined to figure out what had happened to him, Achlyss prepared himself on the planet. But he did not seem himself anymore. Formerly an orderly mercenary commander, his mind had also been altered–he could barely formulate a plan now and had no sense of direction whatsoever. He feels little, if any, pain, and he wishes he could feel something–anything. Furthermore, he now found that the necromatic poison coursing through his veins gave him unspeakable power, but at a terrible cost. He now wielded entropic abilities of disorder and destruction–power to undo but never create.

Appearance: Achlyss has pale, thick undead scales for skin. His extremities are blackened with frostbite, and several digits of his fingers and toes are missing. Nearly seven feet tall, he is well-muscled and lean. He has several permanent traumatic injuries visible, including a hole in his chest and a caved-in skull.

Personality: Achlyss is prickly and impulsive, but also courageous, disorganized, and a joker. Achlyss is prideful and determined to be the best, leading him to challenge himself at every opportunity. He thinks he is the best-suited for pretty much any task and also likes to be in charge. Because he’s not sure he can be killed, he is a thrill-seeker.

Achlyss yearns to be tested and his true power revealed.

"Death could hardly be sweeter than this agony!”

1. Background
    a. Conflict
    b. Challenges
    c. Mystery
    d. Passion
    e. Birthplace
    f. Family
    g. Professions and Crafts
    h. Significant Past Events
        i. Family-related events
        ii. Personal events
        iii. Notable individuals
    i. Mysteries
    j. Existing Conflicts
    k. What triggered adventuring?
    l. Initial possessions
    m. Bound duties
    n. Quests
2. Primary Motivators - Acquisition and Power
3. Emotion and Core Traits
    a. Emotional Disposition and Moodiness - Contemptuous, Phlegmatic
    b. Core Traits
        i. Outlook:
        ii. Integrity:
        iii. Impulsiveness:
        iv. Boldness:
        v. Agreeableness:
        vi. Interactivity:
        vii. Conformity:
4. Secondary Personality Traits
    a. Sense of Humor
    b. Favorite Topics of Conversation
    c. Group Affiliations
    d. Religion and Spirituality
    e. Quirks, Habits, and Oddities
    f. Hobbies and Enjoyments
    g. Mental Disorders
    h. Barks

Level Progression:

Level 1:
Class Taken: Vanguard
Class Feature Gained: entropic pool, entropic strike, first vanguard aspect (aspect insight)
Stamina points Gained: 11
Hit points Gained: 13
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), mysticism (1), perception (1), stealth (1)
Feats: weapon focus (advanced melee), improved combat maneuver (trip)

Level 2:
Class Taken: Vanguard
Class Feature Gained: mitigate, vanguard discipline
Stamina points Gained: 11
Hit points Gained: 7
Skill Points (6): culture (1), intimidate (1), life science (1), perception (1), survival (1), stealth (1)

Level 3:
Class Taken: Vanguard
Class Feature Gained: reactive 1/day, weapon specialization
Stamina points Gained: 12
Hit points Gained: 7
Skill Points (6): athletics (1), diplomacy (1), intimidate (1), medicine (1), perception (1), stealth (1)
Feat: toughness

Level 4:
Class Taken: Vanguard
Class Feature Gained: first vanguard aspect (aspect embodiment), vanguard discipline
Stamina points Gained: 12
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), mysticism (1), perception (1), stealth (1)

Level 5:
Class Taken: Vanguard
Class Feature Gained: entropic attunement (weapon special property)
Stamina points Gained: 12
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), life science (1), perception (1), stealth (1)
Feat: fleet
Ability Score Increases: Dex, Con, Wis, Cha

Level 6:
Class Taken: Vanguard
Class Feature Gained: vanguard discipline
Stamina points Gained: 12
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), mysticism (1), perception (1), stealth (1)

Level 7:
Class Taken: Vanguard
Class Feature Gained: Entropic attunement (critical hit effect), uncanny agility
Stamina points Gained: 12
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), life science (1), perception (1), stealth (1)
Feat: stand still

Level 8:
Class Taken: Vanguard
Class Feature Gained: second vanguard aspect (second aspect insight), vanguard discipline
Stamina points Gained: 12
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), mysticism (1), perception (1), stealth (1)

Level 9:
Class Taken: Vanguard
Class Feature Gained: reactive 2/day
Stamina points Gained: 12
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), life science (1), perception (1), stealth (1)
Feat: adaptive fighting

Level 10:
Class Taken: Vanguard
Class Feature Gained: entropic attunement (reach), vanguard discipline
Stamina points Gained: 12
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), mysticism (1), perception (1), stealth (1)
Ability Score Increases: Dex, Con, Wis, Cha

Level 11:
Class Taken: Vanguard
Class Feature Gained: flashing strikes
Stamina points Gained: 13
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), life science (1), perception (1), stealth (1)
Feat: deadly aim

Level 12:
Class Taken: Vanguard
Class Feature Gained: first vanguard aspect (aspect catalyst), vanguard discipline
Stamina points Gained: 13
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), mysticism (1), perception (1), stealth (1)

Level 13:
Class Taken: Vanguard
Class Feature Gained: entropic attunement (blast)
Stamina points Gained: 13
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), life science (1), perception (1), stealth (1)
Feat: enhanced resistance

Level 14:
Class Taken: Vanguard
Class Feature Gained: vanguard discipline
Stamina points Gained: 13
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), life science (1), perception (1), stealth (1)

Level 15:
Class Taken: Vanguard
Class Feature Gained:
Stamina points Gained: 15
Hit points Gained: 7
Skill Points (6): acrobatics (1), athletics (1), intimidate (1), mysticism (1), perception (1), stealth (1)

Dice:

[ooc]Entropy Pool (1/8)[/ooc
[ooc]Gain EP: by spending resolve point, take dmg equal to twice character level from single attack, take dmg from a crit, score a crit, full action to charge, take two move actions, or designate adjacent ally entropic focus, make two attacks in same turn 1/combat)[/ooc
[ooc]*EP can be spent: gain +10 enhancement bonus to speed, boost dmg on next entropic strike as move action (+1d4 dmg/per EP expended)[/ooc

[ooc]Aspect Catalyst (Su): Each foe within 30 feet must attempt a Fortitude saving throw. On a failed save, a creature takes an additional 1d6 damage per 2 vanguard levels from the next damaging attack that hits it within the next minute. Improved: The additional damage is 1d6 per vanguard level.[/ooc

*Improved Combat Maneuver (Trip) + (Sunder)
*Antagonize
*Stand Still + Improved Stand Still
*Vanguard Discipline (Friendly Fire, Antagonize, Shimmer Guard, Guarded Combatant, Clothesline, Accelerate, Improved Evasion), Old Talents (Prehensile Tail), Entopic Attunement, Flashing Strikes, Deflect Projectiles

[dice=Entropic Strike (vs. EAC, acid + bludgeoning)(10' reach, penetrating)]1d20+21;7d6+14+15[/dice]
[ooc]2 entropy points for 20' blast, knockdown on crit[/ooc
[ooc]Mitigate as reaction to reduce 15 dmg[/ooc
[ooc]+1 AC vs. single target[/ooc
[dice=AoO (When foe provokes AoO by leaving square I threaten, melee attack as reaction vs. Kinetic AC + 12. If successful, enemy can't take further movement for its turn)]1d20+15+12;7d6+14+15[/dice]
[dice=When hit by a ranged attack from weapon or spell (energy or kinetic dmg), spend 1 Resolve Point as reaction to make attack roll with melee weapon that deals same dmg (energy or kinetic) with +5 bonus. If attack roll is higher than attack roll that hit me, deflect the attack and it misses]1d20+21+5[/dice]

[dice=Taclash (Numbing) (weapon focus)(analog, disarm, nonlethal, reach, trip)]1d20+21;5d4+6+15[/dice] [ooc]+2 trip/disarm[/ooc
[ooc]Mitigate as reaction to reduce 15 dmg[/ooc

[dice=Singing Disc (soprano, returning, sonic)]1d20+21;1d6+6+15[/dice]
[ooc]Mitigate as reaction to reduce 15 dmg[/ooc

FIGHTING DEFENSIVELY (-3 to attacks Guarded Combatant)

[dice=Entropic Strike (vs. EAC, acid + bludgeoning)(10' reach, penetrating, flashing strikes)]1d20+21-3;7d6+14+15[/dice]
[dice=Entropic Strike (vs. EAC, acid + bludgeoning)(10' reach, penetrating, flashing strikes)]1d20+21-3;7d6+14+15[/dice]
[ooc]2 entropy points for 20' blast, knockdown on crit[/ooc
[ooc]Mitigate as reaction to reduce 15 dmg[/ooc
[ooc]Uncanny speed (can take extra move action with full attack)[/ooc

FLASHING STRIKES (-3 to multiple attacks)
DEADLY AIM (-2 ATK, +5 DMG)

*entropic strike dmg = base + Con + Str + vanguard lvl
*weapon specialization - lvl to dmg
* Improved Combat Maneuver, you can target a foe’s EAC + 8 (rather than KAC + 8) to determine success, and you also determine the level of success (such as how far you push a foe with a successful bull rush) using EAC.
*vanguard aspect - the DC is equal to 10 + half your vanguard level + your Constitution modifier unless stated otherwise.
*check entropic attunement level ups
*resolve points = 1/2 character level + key ability modifier
*friendly fire (2 dmg/lvl), mitigate (1 dmg/lvl)
*Reactions: Be very careful about picking Feats/Gear/Powers that use reactions. The Vanguard mitigation ability uses that reaction and you should be using it just about every combat turn.

Feats - Improved Combat Maneuver, Coordinated Shot, Fleet, Mobility, trip or grappling feats
Disciplines - Shimmer Guard, Guarded Combatant, Accelerate, Clothesline,
Equipment - Doshko, Defending Fusion

https://www.reddit.com/r/starfinder_rpg/comments/ilmd9e/how_on_earth_or_in_ space_do_you_build_a_vanguard/