dice= frag grenade 1] 1d20 +7 [/dice] ... dice= damage]1d6 [/dice] no critical ; DC 12, Explode (1d6 P, 15 ft.))
dice= smoke grenade ] 1d20 +7 [/dice] ... no damage, no critical ; DC 12, Explode (smoke cloud 1 minute, 20 ft.))
Skills
Acrobatics (D) 8 ; Athletics (S) 9 ; Bluff (Ch) 0 u ; Computers (I) 0 u ; Culture (I) 0 ; Diplomacy (Ch) 0 ; Disguise (CH) 0 u ; Engineering (I) 4 ; Intimidate (Ch) 5 ; Life Science (I) 1 ; Medicine (I) 5 ; Mysticism (W) 0 u ; Perception (W) 0 u ; Physical Science (I) 0 u ; Piloting (D) 9 ; Sense Motive (W) 0 u ; Sleight of Hand (D) 1 u ; Stealth (D) 1 ; Survival (W) 6 ; Profession (I,W,Ch) 0
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STATISTICS
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Str 16, Dex 14, Con 12, Int 10, Wis 10, Cha 11,
Base Atk +3; Grp+6
Feats Close Combat, Coordinated Shot, Mobility, Toughness
Skills Acrobatics +7, Athletics +8, Engineering +4, Intimidate +5, Medicine +4, Piloting +9, Survival +5,
Languages Common
Combat Gear field ration (per week),
Other Gear battleglove, cestus, arc pistol, static, clothing (everyday) (2), lashunta ringwear ii (jump jets), comm unit (personal), flashlight, hygiene kit, medkit (basic), battery, backpack (industrial), , rounds, heavy, second skin, reaction cannon -- light weapon infusion seal (level 1) (called) (5), longsword -- weapon infusion seal (called), frag grenade i (2), smoke grenade,
Theme Abilities (Ace Pilot)
1st: Reduce DC of Culture checks about ships, vehicles, and pilots by 5.
Racial Abilities (Human)
Bonus skill at each level ; Bonus 1st level feat : Toughness (+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., +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.)
Feats Race: Toughness You have enhanced physical resilience, and harsh conditions or long exertions don't easily tire you 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
1. Mobility: +4 AC against movement induced AoO.
2. Close Combat When you are attacking a foe in melee, you know how to maneuver to make it more difficult for other foes to target you. When you hit an adjacent foe with a melee attack, as long as you are adjacent to that target, you gain a +2 circumstance bonus to your ac against attacks from other creatures that are not adjacent to you until the beginning of your next turn
3. 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.
[b4. Weapon Focus (weapon Focus ~ Heavy Weapons)[/b] 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
Class Abilities (Soldier, Guard style)
Primary Style : Armor Training 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
Combat Feat At 2nd level and every 2 levels thereafter...
Gear Boost At 3rd level and every 4 levels thereafter
Armored Advantage When you are wearing armor, you gain a +1 insight bonus to your kinetic armor class
Weapon Specialization You gain weapon specialization as a bonus feat for each weapon type this class grants you proficiency with.
Stats Calcs:
Abilities : S 10+2+0+4 D 10 base + 0 race + 1 theme + 3 points ; Con 10+0+0+2 ; I 10+0+0+0 ; W 10 +0+0+0 ; Ch 10 +0+0+1
Saves: F 3 = 2 class + 1 ability ; R 2 = 0 + 2 ; W 2 = 3 + 0
Init: 2 = 2 dex
KAC 6+2 dex ; EAC 3+2 dex ; HP 11 = 7 class + 4 race ; Stamina 7 = 7 class + 1 Con ; Resolve 4 = 1 class + 3 Str
Chronicles:
1. 1-10 The Half-Alive Streets cash +735
2. 1-22 The Protectorate Petition (Cash 763 after scenario) +725
3. 1-16 Dreaming of the Future (+720-625)
4. 2-03 Withering World (noted start at 388, +720 )
5. 1-32 ActsOfAssociation (DM) (+720)
6. 2-07 Four for the First
7. 1-11 In Pursuit of the Scoured Past
8. 5-02 Road to Reconciliation
Other Info:
90661-704, Exo-Guardians
Kenyon was born in a science station in the Diaspora. Quiet upbringing. As a kid he used to hang on his grandfather's stories about the war.
Secondary school was less pleasant, as it became clear that Burn was not as intellectually gifted as his parents. Nevertheless, they sent him to their old alma mater on Absalom station. He didn't last a term. The Starfinder society, however, captured his imagination. With their recent difficulties, enrollment standards were down too, so Burn joined up.
Burn is always interested in his teammates gear, especially the weapons. He has a strong distaste for paperwork.
Burn's motto, if he thought deeply enough to formulate one, would likely be, "Everyone gets home alive."
A muffled impact and the door swings rapidly open. A furrily-eyebrowed man with dark close-cropped hair strides in. His burly frame is made hulking by his heavy iridishell armor. A reaction cannon is slung over his left shoulder, a sidearm hangs off his belt to the right, and a long sword on the left.