Droogami

Jock Burtan's page

57 posts. Organized Play character for Clebsch73.


Gender

male (he/him/his) Pahtra Soldier (Armor Storm) 2 Class DC 18 AC 19 Perc +4 (Darkvision) F 10 R 5 W 6 | Cannon Mag: 8/8 Hero Points 0 ◆ ◇ ↺

About Jock Burtan

Jock Burtan
# 105836-2704
Male Pahtra Soldier
Class DC 17
Fighting Style Armor Storm
Heritage Meyel's Chosen
Background Icon

Appearance and Personality:
Jock is unusually strong and fit for a Pahtra while inheriting their tall stature, making him a handsome fellow. His feline features include ginger tabby markings with golden eyes. He is brash and confident, happy to face challenges with a nonchalance born of success on the battlefield. His catchphrase is "Its all in the reflexes!" and when asked if he is ready to fight, he says, "I was born ready!"

Background:
Jock was part of a group of Pahtra sent as children to train to be soldiers in Trillidiem near the north pole of Bretheda, where the gravity is much stronger than on the Pahtra homeworld of Pularis. Before he was sent, he was already considered one of the chosen of the ancestra Pahtra god Meyel, because he survived a couple of explosions that were part of the Pahtra Vesk war.

On Bretheda, all the recruits grew stronger and fitter than those who grew up on Pularis and when he and his fellow trainees were adults and finished they special forces training, they returned to fight on Pularis. Before they returned, however, Jock met a human female named Hoshi Ibarra. They shared a love of music and dance and became fast friends until he had to ship out.

A videographer got wind of the effort and was allowed to be embedded with the group to document its contribution. The group performed above expectations and the resulting documentary featured Jock in a number of battles wading into battle and always managing to avoid the worst of the weapon attacks, often through sheer luck as much as his training.

When the war ended the documentary made him famous and he was featured in a few action-adventure movies. Hoshi reconnected, now a budding entertainment icon, and they teamed up to form a duo known as Syzygy. Jock played sax and other synth woodwind type instruments while Hoshi played strings. They both sang and danced. He often combined dance and a special drum set that allowed him to record a drum track.

Hoshi and Jock signed up for the Starfinders to have adventures that could feed ideas into their music and movie careers and make some money. Now they often go on separate missions but re-unite during downtime to make music.

His homeworld is still Pularis, but he spends a lot of time in the Pact Worlds and his port of call there is with Hoshi in Silversail, Bretheda.

Attributes
Str 3 Dex 1 Con 4 Int 0 Wis 0 Cha 1

Defenses
AC 18 (10 + 1 (dex) +3 (Prof) + 4 (armor))
Freebooter Armor

Fort +9 Ref +4 Will +5
The first time each day that you critically fail a saving throw, you immediately reroll the saving throw as a free action; this is a fortune effect.
You gain resistance equal to half your level (minimum 1) to all damage against attacks made by suppressed targets.

Dicebots:
[dice=Fortitude]1d20 + 9[/dice]
[dice=Reflex]1d20 + 4[/dice]
[dice=Will]1d20 + 5[/dice]

Combat
Melee Strikes
Fangblade +6 (1d10 + 3 S) Backswing, Boost 1d12, Powered, Tech, 2 hands
Backswing You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
Boost 1d12 You can charge up a weapon with this special property with an Interact action to add an additional damage die of the listed size to the next attack you make with the weapon.

Plasma Sword +6 (1d8 + 3 F)
Critical (Plasma) Powered Tech

Battle Ribbon +6 (1d4 + 3 S)
Analog, finesse, nonlethal, reach, trip

Unarmed
+6 (1d4 + 3 B)
Agile, finesse, nonlethal, unarmed

Knife +6 (1d4 + 3 P or S)
Agile, analog, finesse, thrown 10 ft., versatile S

Ranged Strikes
Stellar Cannon +4 (1d10 P) Hands 2 Range 50 ft. Reload 1 Magazine 8 projectiles Expend 1
Analog, area (burst 10 ft.), unwieldy
Area (burst 10 ft.): Weapons with this trait can only fire using the Area Fire action.

Knife, Thrown +4 (1d4 + 3 P or S) range 10'

Area Fire ◆◆
For burst, you can position the center point anywhere within your first range increment. Any creatures in the area must succeed at a basic Reflex save against your class DC plus the tracking value of the weapon (you don't roll an attack roll). This damage is area damage. Creatures who critically fail this save are subject to effects that occur on a critical hit with this weapon, including the weapon's critical specialization effect. Area Fire has an expend equal to the value listed on the weapon.
Critical Projectile The target must succeed at a Fortitude save against your class DC or be slowed 1 until the start of your next turn.

Suppressing Fire
You have a knack for using powerful weapons to harry your foes and hinder their movement, preventing them from operating at their peak. If you make an attack with a weapon that has the area trait (such as from the Area Fire or Auto-Fire actions), you use it in a manner that suppresses your targets. Enemies in the affected area who fail their save against your attack become suppressed (page 440) until the start of your next turn. A suppressed target takes a –1 circumstance penalty on attack rolls and takes a –10-foot status penalty to its Speeds. Some soldier abilities and class feats interact further with the suppressed condition.[/spoiler]

Primary Target
You can focus fire on a single target when unleashing the full devastation of your powerful area weaponry. Before you make an area attack with a weapon (such as from the Area Fire or Auto-Fire actions), you can make a ranged Strike as a free action with the same weapon against a single creature in the area, who’s selected as your primary target. If your attack is a burst, you must select the creature closest to the center of the attack. On a hit, if your primary target rolls a success against your Area Fire or Auto-Fire action, they get a failure instead. This Strike doesn’t count toward your multiple attack penalty.

Combat Dicebots:

[dice=Plasma Sword]1d20 + 6[/dice]
[dice=Damage, F]1d8 + 3[/dice]
[dice=Battle Ribbon]1d20 + 6[/dice] Reach
[dice=Damage, S]1d4 + 3[/dice]
[dice=Battle Ribbon, Trip]1d20 + 6[/dice]
[dice=Knife]1d20 + 6[/dice]
[dice=Damage, P or S]1d4 + 3[/dice]
[dice=unarmed]1d20 + 6[/dice]
[dice=Damage, B, nonlethal]1d4 + 3[/dice]
[dice=Stellar Cannon, Primary Target]1d20 + 4[/dice] Free Ranged Strike
On a hit, if your primary target rolls a success against your Area Fire or Auto-Fire action, they get a failure instead. This Strike doesn’t count toward your multiple attack penalty.
[dice=Damage, P Area Burst 10']1d10[/dice] DC 17 Reflex
Enemies in the affected area who fail their save against your attack become suppressed (page 440) until the start of your next turn. A suppressed target takes a –1 circumstance penalty on attack rolls and takes a –10-foot status penalty to its Speeds.
[dice=Knife, Thrown]1d20 + 4[/dice]
[dice=Damage, P or S]1d4 + 3[/dice]

HP 22

Senses
Perception +3
Darkvision

Speed 25

Skills Bold = Trained
Acrobatics +4
Arcana +0
Athletics +6

Athletics Attacks:
You don’t need a free hand to Disarm, Grapple, Reposition, Shove, or Trip. You gain a +1 status bonus on Athletics checks to Disarm, Grapple, Reposition, Shove, and Trip suppressed foes. When you successfully Disarm, Grapple, Reposition, Shove, or Trip a creature, it becomes suppressed until the start of your next turn.

For all athletics attack actions:
Traits Attack
Requirements You have at least one hand free or using a weapon with the appropriate trait. The target can’t be more than one size larger than you.

Disarm
You try to knock an item out of a creature's grasp. Attempt an Athletics check against the target's Reflex DC.
Critical Success You knock the item out of the target's grasp. It falls to the ground in the target's space.
Success You weaken your target's grasp on the item. Further attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. The creature can end the effect by Interacting to change its grip on the item; otherwise, it lasts as long as the creature holds the item.
Critical Failure You lose your balance and become off-guard until the start of your next turn.

Grapple
You attempt to grab a creature or object with your free hand. Attempt an Athletics check against the target's Fortitude DC. You can Grapple a target you already have grabbed or restrained without having a hand free.
Critical Success Your target is restrained until the end of your next turn unless you move or your target Escapes.
Success Your target is grabbed until the end of your next turn unless you move or your target Escapes.
Failure You fail to grab your target. If you already had the target grabbed or restrained using a Grapple, those conditions on the target end.
Critical Failure If you already had the target grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.

Reposition
You muscle a creature or object around. Attempt an Athletics check against the target's Fortitude DC.
Critical Success You move the creature up to 10 feet. It must remain within your reach during this movement, and you can't move it into or through obstacles.
Success You move the target up to 5 feet. It must remain within your reach during this movement, and you can't move it into or through obstacles.
Critical Failure The target can move you up to 5 feet as though it successfully Repositioned you.

Shove
You push a creature away from you. Attempt an Athletics check against your target's Fortitude DC.
Critical Success You push your target up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
Success You push your target back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
Critical Failure You lose your balance, fall, and land prone.

Trip
You try to knock a creature to the ground. Attempt an Athletics check against the target's Reflex DC.
Critical Success The target falls, lands prone, and takes 1d6 bludgeoning damage.
Success The target falls and lands prone.
Critical Failure You lose your balance, fall, and land prone.


Computers +0
Crafting +0
Deception +1
Diplomacy +1
Intimidation +1
Pahtra Lore +3
Media Lore +3
Medicine +0
Nature +0
Occultism +0
Performance +4
Piloting +4
Religion +3
Society +0
Stealth +4
Survival +0
Thievery +1
Dicebots:

[dice=Acrobatics, trained]1d20 + 4[/dice]
[dice=Arcana, untrained]1d20[/dice]
[dice=Athletics, trained]1d20 + 6[/dice]
[dice=Computers, untrained]1d20[/dice]
[dice=Crafting, untrained]1d20[/dice]
[dice=Deception, untrained]1d20 + 1[/dice]
[dice=Diplomacy, untrained]1d20 + 1[/dice]
[dice=Intimidation, untrained]1d20 + 1[/dice]
[dice=Pahtra Lore, trained]1d20 + 3[/dice]
[dice=Media Lore, trained]1d20 + 3[/dice]
[dice=Medicine, untrained]1d20[/dice]
[dice=Nature, untrained]1d20[/dice]
[dice=Occultism, untrained]1d20[/dice]
[dice=Performance, trained]1d20 + 4[/dice]
[dice=Piloting, trained]1d20 + 4[/dice]
[dice=Religion, trained]1d20 + 3[/dice]
[dice=Society, untrained]1d20[/dice]
[dice=Stealth, trained]1d20 + 4[/dice]
[dice=Survival, untrained]1d20[/dice]
[dice=Thievery, untrained]1d20 + 1[/dice]

Languages Common, Pahtra, Vesk

Gear
Freebooter Armor, Plasma Sword, Stellar Cannon, Knife, Battle Ribbon, Comm Unit, Musical Instrument (synth sax), fangblade, medpatch (3), Holoskin.
Cash: 151
Bulk: Freebooter Armor 2, Plasma Sword L, Stellar Cannon 2, Knife L, Battle Ribbon L, Comm Unit L, Musical Instrument (synth sax) L, fangblade 1, medpatch (3) 3L, Holoskin L.
Bulk: 5.9
Max Bulk 10

Gear:

Freebooter Armor
Traits Tech
Source Player Core pg. 248
Price 65 credits
AC Bonus +4 Dex Cap +1 Check Penalty — Speed Penalty 5 ft. Strength +3 Bulk 2
Category Medium Group Plate Upgrades 1
Freebooter armor is named for the pirates and outlaws who often wear these outfits. Freebooter armor typically consists of a breastplate worn under a jacket or flight suit, heavy boots and gloves, a helmet, and hidden straps and holsters for concealing weapons.

Plasma Sword
Traits Critical (plasma), Powered, Tech
Source Player Core pg. 264
Price 15 credits
Damage 1d8 F Bulk L Hands 1 Upgrades 1
Type Melee Category Martial Group Sword
This sword generates a focused beam of plasma around a localized force field powered by a generator in the sword's hilt. The beam only blazes to life when the sword is powered.

Stellar Cannon
Traits Analog, Area (burst 10 ft.), Unwieldy
Source Player Core pg. 266
Price 40 credits
Damage 1d10 P Bulk 2 Hands 2 Range 50 ft. Reload 1 Upgrades 1
Type Ranged Category Martial Group Projectile
Magazine 8 projectiles Expend 1
The rounds of this portable cannon are loaded with carefully positioned mini-missiles packed with flechettes that shred anyone too close to the blast.

Knife
Traits Agile, Analog, Finesse, Thrown 10 ft., Versatile S
Source Player Core pg. 264
Price 2 credits
Damage 1d4 P Bulk L Hands 1 Upgrades 1
Type Melee Category Simple Group Knife
Invaluable as both a weapon and a tool, knives come in a variety of shapes, styles, and materials ranging from starmetals to ceramics.

Battle Ribbon
Traits Analog, Finesse, Nonlethal, Reach, Trip
Source Player Core pg. 264
Price 5 credits
Damage 1d4 S Bulk L Hands 1 Upgrades 1
Type Melee Category Martial Group Flail
This sheer nanocarbon ribbon is sharp enough to cut through flesh without interrupting the traditional battle dances that make the weapon famous.

Fangblade
Traits:Backswing, Boost 1d12, Powered, Tech
Source Player Core pg. 264
Price 27 credits
Damage 1d10 S Bulk 1 Hands 2
Type Melee Category Martial Group Axe
Upgrades 1
Durable teeth line the edges of this motorized sword and spin with the force of an industrial chainsaw.

Comm Unit
Source Player Core pg. 241
Price 7 credits
Hands 1 Bulk L Item 1
A personal comm unit is a pocket-sized device that combines a minor portable computer and a cellular communications device, allowing instantaneous wireless communication with other comm units in both audio- and text- based formats at planetary range. A personal comm unit also includes a calculator, a flashlight (emits bright light in a 5-foot radius around you and dim light in the next 5 feet), a browser that accesses any local infospheres, and several entertainment options (including games).

Musical Instrument (Commercial Handheld)
Source Player Core pg. 241
Price 8 credits Hands 2 Bulk L Item 0
All but the most traditional instruments use modern technology to amplify their sound, provide musical accompaniment, or connect wirelessly to other instruments. Handheld instruments include autohorns, guitars, psychoactive wave plates, digital synth decks, holoflutes, and more. The GM might rule that an especially large handheld instrument has greater Bulk. Heavy instruments, such as drumdecks and theremins, are less portable and generally need to be stationary while played. Some instruments have the tech trait.

Medpatch (Commercial)
Traits Consumable, Healing, Tech
Source Player Core pg. 241
Price 30 credits
Hands 1 Usage held in 1 hand Bulk L Item 1
Activate ◆ manipulate
Medpatches accelerate the body's natural healing. You regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes.

Holoskin
Source Player Core pg. 241
Price 20 credits Bulk L
A holographic projector mounted to a belt or limb strap can be activated as an Interact action. It can be programmed to project the appearance of another creature of the same size category as yourself, hiding your true appearance. A holoskin doesn't change your voice, scent, or mannerisms. The appearance of held and worn items aren't affected. You usually need a holoskin to set up a disguise in order to Impersonate someone using the Deception skill.


Pahtra:
Size Medium
HP 8
Speed 25
Attribute Boosts used the option to ignore the ancestry values and boost 2 attributes and no Flaw
Languages Common, Pahtra, Vesk

DARKVISION
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Heritage
MEYEL’S CHOSEN PAHTRA
You have an undeniable streak of luck that you believe is a blessing from your ancestral god Meyel. You might come from a long line of mystics. Perhaps you were born at a holy site on Pulonis, or you reached out in fervent prayer at a time of crisis. Most of Meyel’s chosen can point to at least one past event when their goddess might have intervened to save them from death or some other awful fate. Whether metaphorically or literally, you always seem to land on your feet. The first time each day that you critically fail a saving throw, you immediately reroll the saving throw as a free action; this is a fortune effect.

Ancestry Feat 1
PAHTRA LORE FEAT 1
Traits Pahtra
You’re an expert in both the traditional and modern pahtra performing arts. You gain the trained proficiency rank in Acrobatics and Performance. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
You also gain the Additional Lore general feat for Pahtra Lore.


Background Icon:

Everybody wants their 15 minutes of fame, but for you, it’s somehow become a lifestyle. Whether by luck or dedication, you’re a star performer, celebrity, or popular influencer. Your face, voice, and style are commodities across known space, but for every adoring fan, there’s a hater spreading gossip or paparazzi looking to capture your flaws.
Choose two attribute boosts. One must be to Constitution or Charisma, and one is a free attribute boost.
You’re trained in the Performance skill and the Media Lore skill. You gain the Impressive Performance skill feat.

IMPRESSIVE PERFORMANCE FEAT 1
Traits General, Skill
Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy. If you spend at least 10 minutes performing in front of an audience, you can Make an Impression targeting up to 10 members of the audience who were there for the whole performance, without taking the normal penalty. The number of targets increases to 20 for a 1-hour performance and 50 for a 2-hour performance.


Soldier Class:

Initial Proficiencies
Perception
Trained in Perception
Saving Throws
Expert in Fortitude
Trained in Reflex
Expert in Will
Skills
Trained in Intimidation
Trained in a number of additional skills equal to 3 plus your Intelligence modifier
Attacks
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks
Defenses
Trained in all armor
Trained in unarmored defense
Class DC
Trained in soldier class DC

SOLDIER FIGHTING STYLE
As a soldier, you train using a specific style of fighting. Your style determines how you approach combat and often changes how you take advantage of your ability to suppress targets. Choose a soldier fighting style. The fighting styles presented in this book are as follows.

Armor Storm
Your armor feels like a part of you and stands up to heavy fire in the thick of battle. Your armor absorbs greater damage from attacks made by enemies you’ve suppressed. In a fight, you likely body block or stand in front and try to keep the enemy’s ire, trusting your armor to keep you alive.
You never count as being in the area of a ranged weapon you’ve made an attack with. You gain resistance equal to half your level (minimum 1) to all damage against attacks made by suppressed targets.
You don’t need a free hand to Disarm, Grapple, Reposition, Shove, or Trip. You gain a +1 status bonus on Athletics checks to Disarm, Grapple, Reposition, Shove, and Trip suppressed foes. When you successfully Disarm, Grapple, Reposition, Shove, or Trip a creature, it becomes suppressed until the start of your next turn.

WALKING ARMORY
Your endurance training empowers you to carry a load of heavy equipment. When determining your Strength for using armor, you can instead choose to use your Constitution modifier. If you already meet the Strength requirement for the armor you’re wearing, reduce that armor’s Bulk by 1 (to a minimum of 1).
In addition, increase the amount of Bulk you can carry before becoming encumbered by half your Constitution modifier rounded up. Increase your maximum carried Bulk by your Constitution modifier.

Class Feat 1
QUICK SWAP [reaction] FEAT 1
Traits: Soldier
Trigger You’re wielding a two-handed weapon, and an enemy creature moves adjacent to you.
You can switch weapons in stressful situations so that you quickly set yourself up to punish incoming foes. You stow your current weapon and draw another two-handed weapon.

Chronicles:

1) Battle for Nova Rush
XP: +4 (4 total)
Credits: +140
Cash: 148
Purchases: Fangblade (27), 3 Medpatch (90)
Cash: 31

2) Scenario #1-03 Disaster at Dreamlink Labs
XP: +4 (total 8)
Credits: +140
Cash: 171
Purchase: Holoskin (20)
Cash: 151