CG Ysoki Soldier 1
Init +3;
Senses Perc +4 darkvision
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Defense
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EAC 16 (+3 dex, +3 armor)
KAC 18 (+3 dex, +5 armor)
SP 8
HP 10
RP 4
Fort +3, Ref +3, Will +2
--------------------Offense--------------------
Speed 30 ft.; Space 5 ft.; Reach 5 ft.
Melee
[dice=Knife, survival]1d20 +2[/dice]
[dice=Damage (S)]1d4 +1[/dice]
[dice=Battleglove, cestus]1d20 +2[/dice]
[dice=Damage (B)]1d4 +1[/dice]
Ranged
[dice= Reaction cannon, light]1d20 + 4[/dice]
[dice=Damage (P)]1d10[/dice]
special: Penetrating: A penetrating weapon is designed to punch through large objects’ outer layers, making it easier to damage them. A penetrating weapon ignores an amount of hardness equal to the weapon’s level.
critical effect: -
rounds: 6/6, usage 1
range increment: 90 ft
[dice=Knife, survival]1d20 +2[/dice]
[dice=Damage (S)]1d4 +1[/dice]
Additional Ammunition
rounds: 20
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Statistics
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Str 12, Dex 16, Con 13, Int 12, Wis 10, Cha 10
Skills: 5 ranks
Skill name (ranks): modifier as prepared die roll
Armor Check Penalty: -2
[dice=Athletics(1 rank)]1d20+5-2[/dice] ACP
[dice=Acrobatics (1 rank)]1d20+7-2[/dice] ACP
[dice=Engineering (1 rank)]1d20 + 5 +2[/dice] Ysoki
[dice=Perception (1 rank)] 1d20 + 4[/dice]
[dice=Piloting (1 rank)]1d20 + 7 +1[/dice] ace pilot
[dice=Stealth (0 ranks)]1d20 + 3 +2 -2[/dice] Ysoki + ACP
[dice=Gunnery]1d20 + 4[/dice]
Feats
Mobility
You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.
Languages: Ysoki, Common
Class Abilities - Soldier
Key Ability Score – Dexterity
Your Strength helps you attack up close in melee and carry heavier weapons and armor, while your Dexterity helps you fire weapons from a distance and dodge returning fire, so you should choose either Strength or Dexterity as your key ability score. Once made, this choice cannot be changed.
Primary Fighting Style – Armor storm
You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
Hammer Fist (Ex)
You treat any unarmed attack you make while wearing heavy or powered armor as being made with a battleglove with an item level equal to or lower than your soldier level, and you calculate damage for these attacks as if you had the melee striker gear boost. If you have the melee striker gear boost, you gain a +2 bonus to damage rolls with your unarmed attacks when using this ability. These unarmed attacks don’t benefit from other abilities that apply specifically to unarmed attacks (such as the Improved Unarmed Strike feat).
Racial Abilities - Ysoki
Size and Type
Ysoki are Small humanoids with the ysoki subtype.
Cheek Pouches
Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity.
Darkvision
Ysoki can see up to 60 feet in the dark.
Moxie
Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter (see page 276), a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an Acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check.
Scrounger
Ysoki receive a +2 racial bonus to Engineering, Stealth, and Survival checks.
Theme Abilities – Ace Pilot
Theme Knowledge
You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.