Barat Oza, The Vanguard's page

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About Barat Oza, The Vanguard

Barat Oza
Ijtikri mercenary vanguard 6 Alien Archive 3 55, Character Operations Manual 50
LN Medium aberration
Init +1; Senses darkvision 60 ft.; Perception +13
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Defense SP 66 HP 48 RP 7
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EAC 20; KAC 22
Fort +9; Ref +6; Will +4; +4 vs. critical hit effects
Defensive Abilities hardened mantle, mitigate[COM] (6 damage)
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Offense
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Speed 25 ft. (crawl at half this speed), swim 25 ft.
Melee entropic strike +9 (2d6+10 A & B; force, operative)
Ranged azimuth shoulder laser +7 (1d3+3 F; integrated [1 slot])
Spell-Like Abilities
(CL 6th)
. . 1/day—wisp ally
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Statistics
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Str 16 (+3); Dex 12 (+1); Con 18 (+4); Int 10 (+0); Wis 14 (+2); Cha 10 (+0)
Skills Athletics +12 (+20 when swimming), Intimidate +9, Medicine +7, Perception +13, Physical Science +2, Piloting +3 (2 ranks), Sense Motive +4, Stealth +5, Survival +13; (reduce the DCs of Culture and Profession [mercenary] checks by 5 when recalling knowledge about military procedures and personnel)
Feats Bodyguard, Coordinated Shot, Improved Combat Maneuver (sunder), In Harm's Way, Kip Up
Languages Common, Iji, Vesk
Combat Gear mk I serums of healing (3); Other Gear kyokor plating II (upgrade: purple force field [5 HP]), azimuth shoulder laser with 1 battery (20 charges)[AR]; Augmentations mk 1 force matrix[AR], credstick (60 credits)
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Special Abilities
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Hardened Mantle (10 points) (Ex) Ijtikris have a +4 racial bonus on saving throws against critical hit effects. In addition, they reduce the damage they take from a critical hit by an amount equal to their character level or CR + their Constitution bonus to a minimum of 1 unless reduced by other means.

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 (Starfinder Core Rulebook 242). 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.

Aspect Insight (Ex) You gain Improved Combat Maneuver (sunder) as a bonus feat and a +2 insight bonus to Perception checks.

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.

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.

Aspect Embodiment, Boundary (Ex) Once per combat encounter, when an attack misses you or hits but fails to damage you, or you succeed at a saving throw that negates an effect, you can gain 1 Entropy Point without taking any additional action.

Attracting Shield (Su) You can direct energy from attacks near you into your shield. If you take a move action to align a shield against a specific attacker, you can also grant an adjacent willing or unconscious ally a +1 shield bonus to AC until the beginning of your next turn. This bonus ends if the ally ceases to be adjacent to you.

Entropy Shield (Su) As part of any move action or full action you take, you can create a field of condensed, compressed entropy that forms in place on one of your limbs to protect you as a basic riot shield or basic tactical shield (you choose which each time you create the shield). The shield has no bulk, but it otherwise functions in all regards as a physical shield of the selected type. You can dismiss the shield as part of any move or full action you take, and it disappears at the end of your turn if you are not holding it.
At 5th level, your compressed entropy functions as a field riot or tactical shield.

Intervene (Su) As a reaction when an adjacent ally would be damaged by an attack, you can take half the attack’s damage, with your ally taking the remaining damage. This doesn’t prevent your ally from suffering related effects, nor does it cause such effects to apply to you. If you have the Bodyguard feat and you take a reaction to apply that feat’s benefit to an adjacent ally who is then hit by the attack, you can activate intervene for that attack without taking an additional action.

Grunt
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.