Lizardfolk

Dunklezahn's page

796 posts. Alias of Mardigan77.


Full Name

Dunklezahn

Race

SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21

Classes/Levels

Active conditions:

Gender

Male LN Vesk Soldier Mercenary 18

Size

7' 9", 290 lbs

Age

21

About Dunklezahn

Dunklezahn
Soldier Mercenary 18
LN Medium Vesk
Init +11; Senses Perc +21, SM +21

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Defense
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EAC 35, KAC42, CMAC50
SP 198 HP 132 RP 16
Fort +15, Ref +15, Will +14
+2 vs. fear effects
+2 vs. spells & SLAs
DR 15/slashing,piercing
Force Field, red: std to act., (39/40 charges, 30 tmp hps, fast healing 7, Fortification 40%)
Force Soles

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Offense
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Speed 60 ft.
Melee +25(+26)
Ranged +21
Thrown +25(+26)
Space 5ft; Reach 5ft(10ft)
Special Attacks

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Statistics
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Str 25(26), Dex 16, Con 18, Int 17, Wis 16, Cha 10

Skills
Acrobatics +26, Athletics +31, Intimidate +21, Perception +21, Profession: Cook +24, Sense Motive +21, Survival +24

Feats
Improved Initiative
Weapon Focus(Basic Melee)
Weapon Specialization(All proficient)
Coordinated Shot
Versatile Focus
Enhanced Resistance (Slashing, Piercing)
Stand Still
Improved Stand Still
Deadly Aim
Blind-Fight
Step Up
Step Up and Strike
Living Ladder
Spellbane
Deflect Projectile
Penetrating Attack
Lightning Reflexes
Close Combat
Reflect Projectiles

Languages Common, Vesk

Other Abilities
Armor Savant
Natural Weapons
Low-light Vision
Fearless
Gear Boost: Melee Striker
Charge Attack
Gear Boost: Armored Advantage
Keep Fighting
Gear Boost: Nimble Juggernaut
Perfect Opportunity

Combat Gear
Extradimensional Armor

  • Force Field(red)
  • Titan Shield

    Ring of Resistance V(Ref)
    Ability Crystal Mk3(Str)
    Synaptic Accelerator Mk2(Con)
    Symbiote Mk1(Dex)
    Shell Knuckles, Elite
    Speed Suspension(Standard, +20' Movement)
    Force Soles Mk2
    Devastation Blade, Apocalypse
    Axiomatic Crossbolter, Elite
    Null Space Chamber, Mk2
    Explosive Arrows x 100
    Arrows x 100
    Sscattergun shells x 100
    Explosive scattergun shells x 100

    Other Gear
    Consumer Backpack, Personal Comm Unit, Hygiene Kit, Traveler's clothes, Tool Kit(cook)

    Stowed Gear:

    Battle staff
    Ceremonial Plate, officer
    lashunta ringwear II armor
    tactical swoop hammer
    curve blade
    Pulse Gauntlet(LFD)
    Lashunta Ringwear III (electrostatic field Mk 1)
    Carbon Steel Curve Blade
    Devastation Blade
    Ultrathin Longsword(Shock Fusion, sft 50/50 electricity dmg)
    Flame Doshko Ember
    Purple Sphere Aeon Stone
    Tactical Pike
    Defiance series, specialist armor
    Combat Rifle
    Curve Blade(Buzzblade)
    Comet Hammer with 2 batteries (20 and 20 charges),
    Enginerunner (forcefield[white], jump jets, L13 Mk 1 Spell Reflector, Echolocation Detection Unit)
    [Spoiler=Spear of Golarion]This unique weapon belonged to a Knight of Golarion who attempted to kill Serovox a few years before the signing of the Absalom Pact and the creation of the Corpse Fleet.

    It is a golden spear with a ruby blade and functions as both an inferno flame doshko and a white star plasma caster. It holds one ultra-capacity battery (100 charges), which powers all uses of the weapon. Switching the weapon from melee functionality to ranged functionality (or vice versa) is a swift action.

    Wealth 68,342.38 credits

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    Special Abilities
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    Fighting Style: Blitz
    Rapid Response: +4 init and +10' land speed

    Charge Attack (Ex): As a standard action, you can make a charge without the charge penalties, and you can substitute a bull rush for the melee attack at the end of the charge. When you gain the soldier’s onslaught class feature, you can make two attacks instead of one at the end of your charge, both with a –4 penalty.

    Keep Fighting (Ex): As a move action, you can spend 1 Resolve Point to regain Stamina Points equal to 2d6 + your soldier level. You can’t use this ability again until after you regain Stamina Points from a 10-minute rest.

    Soldier's Onslaught (EX): When you make a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty.

    Perfect Opportunity (Ex) 13th Level
    When you hit a creature with an attack of opportunity, that creature can’t move out of the squares you threaten until the start of its next turn. In addition, when an enemy takes a guarded step out of a square you threaten, you can make an attack of opportunity against it with a –2 penalty to the attack roll. If the target provoked an attack of opportunity by moving, hitting with your attack of opportunity ends the target’s movement immediately, preventing it from carrying out the rest of its movement.

    Against the Odds (Ex) - 17th Level
    You gain a bonus to melee damage rolls equal to double the number of enemies within 10 feet of you. Enemies who don’t constitute a significant threat (those with a CR equal to your level – 4 or less, or as determined by the GM) don’t count when calculating this bonus.

    Fighting Style: Guard

    Armor Training (Ex) 1st Level
    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.

    Guard’s Protection (Ex) 5th Level
    When an ally adjacent to you is damaged by an attack, you can use your reaction to intercede. You take half the damage, and your ally takes the other half. This has no effect on spells, and any conditions delivered by the attack apply to both of you. In addition, you are now proficient with powered armor.

    Rapid Recovery (Ex) - 9th Level
    You can spend Resolve Points to ignore detrimental conditions. As a move action, you can spend 1 Resolve Point to suppress one of the following conditions for 10 minutes: exhausted, fatigued, frightened, nauseated, shaken, sickened, or staggered (see pages 276–277). After 10 minutes, if the condition’s duration hasn’t ended, the condition’s effects return. You can suppress only one condition at a time; if you are both fatigued and shaken, you can avoid the effects of only one of them, and if you are affected by two different instances of the same condition, you’re still affected by the second one.

    Theme: Mercenary:

    Theme Knowledge (1st Level)
    You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics 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 Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.
    Grunt (6th Level)
    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 (see page 167).
    Squad Leader (12th Level)
    You are extremely skilled at coordinating with your squad, both because of your tactical efficiency and because of the respect that you command. If you are able to attempt the check in question, you automatically succeed at a skill check to aid another (see page 133) when assisting a squad member or other longtime ally (such as a fellow PC).
    Commander (18th Level)
    You pull determination from your victories with your squad, no matter how bloody. After participating in at least three combats in a day in which you defeat distinct groups of significant enemies, you recover 1 Resolve Point. After participating in six such combats in a day, you recover a second Resolve Point.

    Bot Me!:

    Dunklezahn is an enthusiastic combatant, eager to rush into the middle of things and lay down some smack.
    Deadly Aim: -2 Attack, +9 Damage

    [dice=Unarmed strike] 1d20+26[/dice]
    [dice=Bundeoning Damage]2d10+30[/dice]

    [dice=DevastationBlade]1d20+26[/dice]
    [dice=S&E Damage]12d8+30[/dice]
    Shock, Vorpal Crit: Severe Wound

    [dice=Shell Knuckles]1d20+26[/dice]
    [dice=S Damage]10d8+30[/dice]
    Analog; Shells (3, usage 3)

    [dice=Crossbolter]1d20+21[/dice]
    [dice=P Damage]6d10[/dice]
    Range 60'; Capacity 30 arrows; Usage 6

    [dice=Crossbolter, Explosive]1d20+21[/dice]
    [dice=P & F Damage]6d10[/dice]
    Range 60'; Capacity 30 arrows; Usage 6; Crit: Knockdown

    [dice=Gunnery]1d20+18[/dice]