Nar'shinddah Sugimar

Jaxy Savin's page

154 posts. Alias of Sedoriku.


Full Name

Jaxazin Experiment Subject Number Seven, Mistaken for a name and shortened to Jaxy Savin

Race

| SP 24/24 HP 23/23 | RP 5/5 | EAC 19; KAC 20 + 4 vs. movement based AoO | Fort +3; Ref +4; Will +2 | Init: +3 | Perc: -1, SM: -1

Classes/Levels

| Speed 25 ft | Hyper 1/1 | Active conditions: None!

Gender

Male NG Skittermander Mecenary Solider (Hit and Run) 3

Strength 18
Dexterity 16
Constitution 10
Intelligence 8
Wisdom 8
Charisma 13

About Jaxy Savin

Jaxy Savin
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Character sheet:
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Skittermander Mercenary Solider (Hit and Run) 3
NG Small Humanoid (Skittermander)

Init: +3; Senses: Low-Light vision, Perception -1, Sense motive -1
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Defense
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KAC 20, EAC: 19 +4 from AoOs due to movement

HP: 23; SP: 24

RP: 5

Fort: +3, Ref: +4, Will: +2 +4 to Fort saves vs. environmental effects/sleep deprivation

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Offense
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Speed: 25 ft. (-5 from armor)

Melee: +7 (1d6+9 [Acid and Slashing] Liqudator lash or 1d12+9 [Slashing] Tatical Doshko)

Doshko
[dice=It will hurt less soon! (Tactical Doshko)]1d20+7[/dice]
[dice=Piercing]1d12+9[/dice]

Lash
[dice=Eh! Why are you running? (Disintigrator lash)]1d20+7[/dice]
[dice=Acid and Slashing]1d6+9[/dice]

Ranged: +6 (1d10+3 Light Reaction Cannon)

Artillery Laser
[dice=Fire the Laser! (Artillery laser)] 1d20+6[/dice]
[dice=Fire]1d10+3[/dice]

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Statistics
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Str 18, Dex 16, Con 10, Int 8, Wis 8, Cha 13

Base Attack Bonus: +3;

Feats: Coordinated shot, Opening Volley, Mobility, Toughness

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Skills and Languages:
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Skills with ranks (9 ranks):
*Athletics (3 ranks, theme bonus): +10
*Piloting (2 ranks): +8
*Profession (Mercenary, Cha based, 3 ranks): +7
*Intimidate (1 rank): +5

Other skills
*Acrobatics: +3
Bluff: +1
Diplomacy: +1
Disguise: +1
Perception: -1
Sense Motive: -1
Stealth: +3
*Survival: -1

Starship-Combat Version of Skills
Gunnery: +6
Piloting: +8

Languages: Skittermander, Common, Vesk?

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Equipment:
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Weapons and Armor:
Formian Plate (2400), Tactical Doshko (240), Liquidator Disintegrator Lash (1450), Azimuth Artillery Laser w/Called Fusion (425)+(120), Infrared Sensors Armor Upgrade (200)

Consumables:
Serum of healing mk 1 x2 (100)

Other Gear:
Gear clamp (100), Hygiene kit (3), Mass-produced tent (2), Professional clothing (5), Line x2 (10), Mercenary tool kit (20), Simple lock (100), Ion Tape (275), Aeon Stone (Clear Spindle, 245), Zip stick (10)

Augmentations:
Pressurized Lungs (Lungs, 130)

Encumbrance
8 bulk of 9 bulk capacity.

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Class Abilities:
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PRIMARY FIGHTING STYLE: HIT-AND-RUN
The hit-and-run fighting style focuses on tactical movement as you move in and out of combat. You use ranged weapons but fight close up, and you can even mix ranged and melee attacks. Your abilities allow you to move even when you make full attacks and to avoid getting locked down by your enemies.

PRIMARY STYLE TECHNIQUE: OPENING VOLLEY (EX)
You gain Opening Volley as a bonus feat. If you already have this feat, choose a bonus combat feat instead. At 9th level, you can use Opening Volley on both your first and second turns in combat.

BONUS COMBAT FEAT
At 2nd level and every 2 levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats.

Whenever you gain a new bonus feat, you can also choose to replace one of the bonus feats you have already learned with a different bonus feat. The feat you replace can’t be one that was used as a prerequisite for another feat or other ability. You can change only one feat at any given level, and you must choose whether or not to swap the feat at the time you gain the new bonus feat.

GEAR BOOST
At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost that make you better with a particular type of weapon or armor. Choose from the gear boosts listed below. Some gear boosts require you to reach a certain soldier level to select them; this level is indicated in parentheses after the boost’s name.

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Gear Boosts:
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MELEE STRIKER (EX)
Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons.
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Racial Abilities:
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HYPER (EX)
Once per day, a skittermander can take an extra move action.

GRAPPLER
Skittermanders gain a +2 racial bonus to grapple combat maneuvers.

LOW-LIGHT VISION
A skittermander can see in dim light as if it were normal light.

SIX-ARMED
Skittermanders have six arms, which allows them to wield and hold up to six hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.

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Theme Abilities:
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THEME KNOWLEDGE
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.

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Feats:
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COORDINATED SHOT (COMBAT) First level feat
You can maneuver a foe to be in the direct line of an ally’s fire.
Benefit: When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe.

OPENING VOLLEY (COMBAT) (Style Feat)
Your ranged assault leaves your foe disoriented and vulnerable to your next melee attack.
Benefit: Whenever you deal damage to an opponent with a ranged attack on your first turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn.

MOBILITY Soldier’s 2nd level bonus feat
You can easily move past dangerous foes.
Benefit: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.

TOUGHNESS 3rd level feat
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.

For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

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Ability tracking 1:
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Hyper 1/1
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Consumables & other tracking:
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Artillery laser charges 20/20
Healing serums 2/2

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Back ground!:
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Jaxy double checks all of his weapons are powered down with the safeties on before he finally heads up the ramps to the shuttle. After having stubbornly fought half the shuttleport staff about the precious tools, he had to make sure that they didn’t accidentally go off and hurt someone, or worse, give them the gift of death if they weren’t ready.

As he checks the last, and largest weapon, the setting of Vesk-3’s sun glinting off it distracts him for a second. He glances out at the scenery as the few memories he has of the place that supposedly was his home planet wanders through his mind for a second.

When the Experiment that had been Jaxy’s whole life was declared an unmitigated failure and a waste of resources, he had been shipped off to Vesk-3. Luckily he was dumped with all of the precious gear sized for him that the Army couldn’t sell off.

He’d been lucky to make some new friends, Kotora and after a few puzzling rebuffs from people when he offered his gift. They provided the bluish-purple skittermander a place to stay and some food in exchange for some relatively light labor. But after searching and searching, he’d been unable to find anything that allowed him to use his skills and bring everlasting peace to people. That is until a friend told him about Duravor Kreel and the Starfinders.

Realizing the pilot has been angrily staring at him for a few seconds, Jaxy picks up his feet and scurries onto the craft, jingling slightly as the multitude of weapons move about. He takes a moment to scurry around passing out small cards with hastily written notes on the backs to everyone on the shuttle, before he excitedly alights on the edge of a window seat. He readjusts the many weapons strapped to his back before he looks out the window and waits impatiently for his second ever shuttle flight to start.

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Bot Me!:
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Jaxy like to soften up foes with a shot or two to the chest and then compound it with a taclash or doksho to the chest. He has opening volley as a feat so he like to take advantage of that as much as he can.

[dice=Fire the Laser! (Artillery laser)] 1d20+6[/dice]
[dice=Fire]1d10+3[/dice]

[dice=Eh! Why are you running? (taclash)]1d20+7[/dice]
[dice=Acid and Slashing]1d6+9[/dice]

[dice=Here, let me help you! (Tactical Doshko)]1d20+7[/dice]
[dice=Piercing]1d12+9[/dice]

In ship combat, Jaxy will happily shoot things into the void of space. :3

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Nothing here!:
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Didn't believe me? =’(
Possible spoiler for future information, quick links, yada-yada.
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