Kineticist

Erastil Valenta's page

60 posts. Organized Play character for Xynen.


Full Name

Erastil Valenta

Race

M Human SFS#186188-705 Ace Pilot Vanguard /1

Classes/Levels

Stats:
SP 10/10 HP 5/11 | RP 3/4 | EAC 14; KAC 16 | Fort +5; Ref +5; Will +0 | Init: +7 | Perc: +4, SM: +0

Gender

Skills:
Acro+7/Athletics+3/Culture+4/Piloting+7/Stealth+5/Survival+4

About Erastil Valenta

Laurels:

XP: 0

Boons:
Second Seekers Champion:
0 Fame/ 0 Reputation

Name Erastil Valenta
Vanguard/1
N Medium Human
Init +7; Senses Perc +4, SM +0

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Defense
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EAC 14, KAC16
SP 10 HP 11 RP 4
Fort +5, Ref +5, Will +0

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Offense
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Speed 25ft (armored) 30 ft.
Melee +2
Ranged +4
Space 5 ft.; Reach 5 ft.
Special Attacks

Entropic Strike:
You master order and disorder in your vicinity, and you can tax your body to focus the power of entropy into a forceful attack. Though you must touch your target to damage it, the damage comes not primarily from the power of the impact but from the focused waves of entropic energy that unbind and dissolve your target, crush it, or both. While most humanoids use a fist or foot (and more uniquely shaped species rely on head butts, tail lashes, or something else more alien), you can make this attack with nearly any body part and do not need a hand free to use this ability. Your entropic strike is a melee attack that counts as a magical advanced melee weapon with the block and operative weapon special properties and that targets EAC (even when dealing bludgeoning damage, as described on page 11). For any calculation that requires the item level of your entropic strike (including those gained from entropic attunement; see page 12), treat your vanguard level as your entropic strike’s item level. Although you do not need a free hand to use your entropic strike, it counts as a one-handed weapon for other purposes.
You can also deliver an entropic strike with any melee weapon with which you are proficient or any shield that allows you to make unarmed attacks. When you do this, the attack acts as your entropic strike (targeting EAC, gaining the block and operative weapon special properties, and dealing the damage of your entropic strike). Your entropic strike is considered to be made of whatever material the weapon or shield is made of for the purposes of bypassing DR or creature weaknesses. If the melee weapon or shield is no more than 2 item levels below your vanguard level, you can also apply any weapon special property, critical hit effect, or weapon fusion the melee weapon or shield has to your entropic strike.
At 1st level, your entropic strike deals damage equal to 1d3 + your Constitution modifier. For each attack, you can choose for this to deal acid damage, bludgeoning damage, or both. This damage increases as you gain levels (see Table 1–2 above). If you are 10th level or higher, you can also add your Strength modifier to the damage of your entropic strike.
When you score a critical hit with entropic strike against a significant enemy during combat, you can forgo dealing the extra damage from the critical hit to gain 1 Entropy Point.
Additionally, beginning at 5th level, when you use any combat maneuver for which you have Improved Combat Maneuver against an adjacent creature, you can target their EAC + 8 (rather than their KAC + 8) to determine success.

Spell-Like Abilities

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Statistics
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Str 12, Dex 16, Con 17, Int 10, Wis 10, Cha 8

Skills
Acrobatics * 7
Athletics * 3
Bluff -1
Computers † 0
Culture † 4
Diplomacy* -1
Disguise -1
Engineering † 0
Intimidate* -1
Life Science *† 0
Medicine *† 0
Mysticism* † 0
Perception* 4
Physical Sc. *† 0
Piloting * 7
Prof. 0
Sense Motive 0
Sleight Hand† +1 (untrained)
Stealth* 5
Survival* 4
Feats
Light Armor
Heavy Armor
Shields
Basic Melee Weapons
Advanced Melee Weapons
Small Arms
Alternate Human: Gravity Dweller
Human Extra Feat: Advanced Weapon Focus
1st Level Feat: Improved Initiative
Vanguard Aspect Feat: Improved Combat Maneuver (Sunder)

Languages Common

Other Abilities
Theme Knowledge: Piloting

Entropic Pool:
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.

Vanguard Aspect:Cascade:
You embody a single change in the balance of a system’s entropy that cascades into additional, progressively greater changes.
• Aspect Insight (Ex): You gain Improved Combat Maneuver (sunder) as a bonus feat and also a +2 insight bonus to Acrobatics checks.
• Aspect Embodiment (Ex): Once per combat, when you hit multiple creatures in a single round with an attack or attacks (or effects that require an attack roll), you can gain 1 Entropy Point without taking any additional action.
• Aspect Catalyst (Su): Each foe within 10 feet must succeed at a Reflex save or gain the blinded condition for 1d4 rounds.
• Improved: Each foe within 30 feet must succeed at a Reflex saving throw or gain the blinded condition for 1d4 rounds.
• Aspect Finale (Su): When you damage a target with your entropic strike, as a reaction you can spend 1 Entropy Point to either apply a –2 penalty to that target’s AC, saving throws, or attack rolls (your choice), or halve the value of all DR and energy resistance the target has. These penalties do not stack, but you can apply different penalties to a single target with multiple hits. The effect lasts until you apply one of these effects to a new target or until the end of your next turn. If you successfully damage a target that has one of these penalties, the penalty’s duration is extended until the end of your next turn.

Combat Gear
Tactical Baton +4 1d4+1 (B)

Entropic Strike +5 1d3+3 (B, acid, or both)

Other Gear
Environmental Clothing (Cold)
Lashunta Ring Wear
Industrial Backpack
Personal Comm Unit
Starstone Compass
Titanium Alloy (20ft)
Serum of Healing Mk1 (x2)

Currency: 1060 credits

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Special Abilities
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Slotted Boons:

Second Seekers: Ehu Hadif (Faction Boon) You’ve declared your allegiance to the Second Seekers (Ehu Hadif) and dedicate your missions to furthering the faction’s goals. Prerequisites: Second Seekers (Ehu Hadif) Tier 0 Cost: 2 Fame Benefit: This Faction boon allows the character to gain Reputation with the Second Seekers (Ehu Hadif) faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario. Normal: A character gains no Reputation unless he has a Faction boon slotted.