Targas

Jatri's page

39 posts. Organized Play character for Super Zero.


Full Name

Jatri

Race

Male Uplifted Bear Athlete Vanguard 2

Classes/Levels

SP 18/20, HP 20/20, RP 3/4 | EAC 14, KAC 17 | F+6, R+4, W-1 | Perc +4 | Init +0 | 2 entropy points | Condition: None

Gender

Male

Size

Large

Alignment

LG

Strength 16
Dexterity 11
Constitution 16
Intelligence 12
Wisdom 8
Charisma 10

About Jatri

Jatri
Male Uplifted Bear Athlete Vanguard 2
LG Large Magical Beast
Init +0; Senses Low-Light Vision; Perception +5
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Defense SP 20 HP 20 RP 4
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EAC 14; KAC 16
Fort +6; Ref +4; Will -1
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Offense
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Speed 35 ft., Climb 15 ft
Melee Claws +5 (1d3+3 S)
Melee Entropic Strike +5 (1d3+3 B or Acid [always targets EAC])
Ranged Static Arc Pistol +3 (1d6 E, range 50 ft, stun, critical arc 2, 18 charges, usage 2)

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Statistics
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Str 16 (+3); Dex 10+2 (+1); Con 16 (+3); Int 12 (+1); Wis 8 (-1); Cha 10 (+0)
Skills Athletics 2 (+9), Culture 2 (+6), Diplomacy 2 (+5), Intimidate 2 (+7), Life Science 2 (+8), Perception 2 (+4), Survival 2 (+5)
-2 armor check penalty
When recalling knowledge regarding details of your industry, whether historical or current, reduce the DC of the Culture check by 5.
Feats Improved Combat Maneuver (Trip, Bonus), Antagonize (Bonus)
Languages
Other Abilities

Ferocious Charge:
When Jatri charges, he can attempt a trip combat maneuver in place of the normal melee attack. In addition, Jatri can charge without taking the normal charge penalties to his attack roll or AC. If he has another ability that allows him to charge without taking these penalties (such as the Charge Attack ability from the Soldier's Blitz fighting style), he also gains the ability to charge through difficult terrain.

Limited Augmentation:
The only augmentation that can be installed in an uplifted bear's brain are datajacks and the mechanic's custom rig.

Limited Telepathy 30 ft.
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 (Starfinder Core Rulebook 242). 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.


Entropic Strike:
You can focus the power of entropy into a forceful attack. Though you must touch your target to damage it, the damage is not from the impact but from focused waves of entropic energy that unbind and dissolve your target, crush it, or both. Your entropic strike is a magical one-handed advanced melee weapon with the operative weapon special property that targets EAC (even when dealing bludgeoning damage). You can make this attack with nearly any body part and do not need a hand free to use this ability. Using your entropic strike does not require any additional action to use beyond the action you take to make an attack (for example, it can be used to make an attack of opportunity.) For any calculation that requires the item level of your entropic strike, treat your vanguard level as your entropic strike’s item level.

You can also deliver an entropic strike with any melee weapon, or any shield that allows you to make unarmed attacks (replacing the normal attack with your entropic strike). The attack’s damage is equal to the entropic strike damage of a vanguard of either your class level or a class level equal to the weapon’s item level, whichever is lower. When you use this option, your entropic strike is considered to be made of whatever material the weapon or shield is made of (such as for the purposes of bypassing DR or creature weaknesses). Additionally, you can apply any weapon special property, critical hit effect, or weapon fusion the melee weapon or shield has to your entropic strike as long as the effect can be applied to a one-handed advanced melee weapon that deals acid or bludgeoning damage, doesn’t use additional ammunition or charges, and doesn’t require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you are gaining the effect from.

At 1st level, your entropic strike deals damage equal to 1d3 + your Constitution modifier, but you do not add your Strength modifier (unlike most melee attacks). For each attack, you can deal acid damage, bludgeoning damage, or both. This damage increases as you gain levels (see Table 2–2: Vanguard). At 10th level, you also add your Strength modifier to the damage of your entropic strike. At 5th level, when you use any combat maneuver for which you have Improved Combat Maneuver, you can target a foe’s EAC + 8 (rather than KAC + 8) to determine success, and you also determine the level of success (such as how far you push a foe with a successful bull rush) using EAC.


Mitigate:
You can control how you are affected by damage or effects that alter damage. As a reaction when you take damage, you can spend 1 Entropy Point to reduce the damage you take by an amount equal to your vanguard level (to a minimum of 0 damage). If you do, you can’t gain any Entropy Points from that attack.

Additionally, as a swift action, you can remove any DR or energy resistance you have, or the AC benefit of any ability or spell that increases your AC. If the effect granting DR or energy resistance has a duration, this ends the effect entirely for you. If you end an AC benefit, that AC benefit is ended for the duration of the effect. If the ability does not normally have a duration, you suspend the listed benefits until the beginning of your next turn. Additionally, whenever you first come under the effect of an ability or spell that grants you DR, energy resistance, or a bonus to AC, you can waive that benefit of the effect.


First Aspect: Exergy
Disciplines: Antagonize (lvl 2)
Gear Basic Iridishell (2B), Basic Tactical Shield (1B), Static Arc Pistol (L), Datapad (L), two weeks' field rations (2B), Mobile Hotelier (1B), Industrial Backpack, Sleeping bag (L), mess kit (L), flashlight (L), hygiene kit (L), two mark I serums of healing (2L)
Augmentations Personal Upgrade (Mark 1 Ability Crystal: Dexterity)
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Starfinder Society ID: 2389841-703
Chronicles:
None!

Boons:
1. Scoured Stars Veteran (Slotless, earned by Elian Neubech 702, new character starts at level 2)
2. Uplifted Bear Admittance