Vesk

Damonkayo's page

291 posts. Alias of Jimbles the Mediocre.


Race

Attacks & Abilities:
unarmed +13 (2d6+18 B) : chains +13 (9d4+13 C crit bind) : void rifle +15 (2d10+11 C crit suffocate; 40/40) : microfusion rifle +13 (1d8+11 E&F; crit irradiate or anchor; 40/40) : forcepack (98/100) : SJ (3/3)

Classes/Levels

Stats & Skills:
S 14, D 18, C 16, I 12, W 11, C 18; Acrobatics +18, Athletics +8, Bluff +11, Diplomacy +9, Intimidate +18, Mysticism +6, Perception +9, Physical Science +4, Sense Motive +4, Sleight of Hand +10, Stealth +18

Gender

Male Vesk Solarian 11 | SP 110/110 : HP 78/78 : RP 7/9 | EAC 30 32 : KAC 30 32| DR 11/- : ER acid 5, cold 10, sonic 10 | F +10 : R +7 : W +7 | Init +4 : Perc +9 (low-light, darkvision) : Speed 40, fly 60

About Damonkayo

Born to a pair of middle-class pencil pushers stationed at a distant outpost in the Veskarium, Damonkayo did the only thing he could to improve his lot in life - he joined the military.

Trained as a navy gunner, Damonkayo saw action in minor fits and starts as the mighty Veskarium navy crushed minor insurrections and pirate bands. His career took a fateful turn when his ship and home, the frigate Bellicosity, was seperated from the fleet by an erronous Drift jump. Instead of entering Near Space above the atmosphere of a Vesk colony, the Bellicosity found itself trapped in the atmosphere of a dying red giant star, the plasma winds too furious to allow the frigate to retreat to the Drift. Weeks later, when the Bellicosity was finally pushed away from the star's grasp by the stellar winds, rescue crews found that only one soul was left alive inside the blasted, radioactive hull.

Damonkayo's discharge was effective soon after.

Burdened with survivor's guilt, a lost career, and new, unknown powers, the vesk left his home system and made for the Pact Worlds. There, he participated in a variety of vocations to stay fed - everything from mundane cargo transport to bloodsport. Slowly, over the next thirty years, Damonkayo earned the respect of notable patrons while learning about his own skills and internal struggles. Today, he runs with the mostly talented crew he has ever met - a group of salvage specialists. In both body and soul, Damonkayo is more comfortable than he's ever been, but he always carries a reminder of the red giant over his shoulder to remind him of where he's been - and that all things come to an end.

Damonkayo
Male Solar Disciple Solarian 11
LN Medium humanoid (vesk)
Init +4; Senses low-light vision, darkvision 60 ft.; Perception +7

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Defense
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EAC 30; KAC 30; +3 vs. AoO triggered by ranged attacks, +4 vs. AoO triggered by leaving a threatened square
SP 110; HP 78; RP 9
Fort +10; Ref +7; Will +7; +1 vs. compulsion, +2 vs. fear, +2 vs. poison and disease, +1 vs. radiation
Defensive Abilities solar armor (+2 AC, Resistance cold or fire 10), stellar revelations (constructive interference [resistance electricity or sonic 5 {attuned 10}], reflection, soul furnace)
DR 11/-; Resistance acid 5

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Offense
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Speed 40 ft., fly 30 ft. (average)
Melee ecclesiastic shadow chains +13 (9d4+13 C; critical bind; disarm, reach, trip) OR
unarmed strike +13 (2d6+18 B)
Ranged ghost killer tomb-class void rifle +15 (2d10+11 C; critical suffocate; antibiological) OR
anchoring called invigorating light microfusion rifle +13 (1d8+11 E & F; critical irradiate; blast, radioactive, unwieldy)
Offensive Abilities flashing strikes, stellar modes (graviton [+2 Ref], photon [+2 damage]), stellar revelations (black hole [30 ft., pull 20 ft., DC 19 Fort negates], blazing orbit [4d6 F], stellar rush [5d6 F, DC 19 Ref half], supernova [15 ft., 120d6 F, DC 19 Ref half]), zenith revelations (solar acceleration, time dilation [DC 19 Fort negates])

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Statistics
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Str 14 (+2), Dex 18 (+4), Con 16 (+3), Int 12 (+1), Wis 11 (+0), Cha 18 (+4)
Skills Acrobatics +18, Athletics +8, Bluff +11, Diplomacy +9, Intimidate +18, Mysticism +6, Perception +9, Physical Science +4, Sense Motive +4, Sleight of Hand +10, Stealth +18
Feats Enhanced Resistance (kinetic), Improved Unarmed Strike, Longarm Proficiency, Mobility, Slippery Shooter, Weapon Specialization (longarms)
Languages Common, Vesk
Other Abilities augmentations (minimal speed suspension), sidereal influence +1d6 (graviton [Bluff, Stealth], photon [Diplomacy, Intimidate])
Combat Gear light experimental neural interface exosuit (filtered rebreather, infrared sensors, forcepack, targeting computer), medpatches (2), tier 1 antitoxin (2), mk 2 healing serum (2), battery (2), high-capacity battery (3)
Other Gear mk 1 null-space chamber, environmental clothing (radiation), formal clothing, 500 credits

Starship Combat:
Captain: Bluff +11 / Diplomacy +9 / Intimidate +18
Gunner: Gunnery +15
Pilot: Piloting +4

GM Only:

PAIN REFUGE
The lines between pleasure and pain are blurred for you.
Gift: The first time you take Hit Point damage in a given combat, for 1 round you can roll attack rolls, saving throws, and skill checks twice and take the better result. You can do so again the first time you drop below half your Hit Points in a given combat. During this time, however, you can’t benefit from morale bonuses.
Stain: Increase any damage you take by an amount equal to the number of manifestations you have (3), up to a maximum of double the original amount of damage.

PAINFUL CLARITY
Pain clears your mind.
Prerequisites: Pain Refuge.
Gift: As a reaction when you fail a saving throw against a mind-affecting effect, you can use a weapon you’re wielding to deal yourself 4 damage, subtracted directly from your Hit Points. If you do so, you can reroll the saving throw. This benefit has no effect if you reduce the damage you inflict on yourself by any amount.
Stain: You thrive on pain, and thus you always have a number of self-inflicted wounds. Reduce your maximum Hit Points by a number equal to half your level (5).

SHADOW JAUNT (3/day)
You can jump from shadow to shadow with little effort.
Prerequisites: One other manifestation.
Gift: As a full action, you can teleport, as if using a dimension door spell, from one area of dim light or darkness to another, transporting only yourself and objects you wear or carry. If you are overburdened, this teleportation fails. Further, you can teleport only up to 60 feet. Once you teleport, you can’t do so again until you take a 10-minute rest during which you could regain Stamina Points. You can use this ability a number of times per day equal to the number of manifestations you have (3).
Stain: You are apathetic and difficult to stir into action. When you roll your initiative check, roll twice and take the worse result.