Vesk

KRAG!'s page

28 posts. Organized Play character for Chris Marsh.


Race

| SP 110/110 HP 76/76 RP 12/12 | EAC 29 KAC 32 (Mobility, Slippery Shooter) Resist Sonic 5| Fort +10; Ref +10; Will +10 | Init: +11 (Constant Alert) | Perc: +20 (LLV)

Classes/Levels

| Speed 40 ft (Desert Stride) |

Gender

Male NG Warblood Vesk Guard Soldier (Sharpshooter)

Strength 16
Dexterity 25
Constitution 16
Intelligence 14
Wisdom 12
Charisma 8

About KRAG!

SFS # 1824-704

Physical Description:

Character History:


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Defense
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Vesk Overplate III, Armor Savant, Armored Advantage
Slot 1: Jetpack
Slot 2: Medical Analysis Kit Mk 3
Slot 3: Echolation Detection
Slot 4: Sonic Dampener
EAC 29, KAC 32 V.CM 39
SP 26 HP 21 RP 2
Fort +6, Ref +1, Will +4
Defensive Proficiencies: Light Armor, Heavy Armor, Shields

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Offense
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Speed 45' (-5 Armor, +10 Blitz, +10 Viridian Balbis Aeon Stone
BAB +10
Melee
Ranged Heavy Machine Gun +18 (3d10+12 Piercing, Crit = Fatigued 1d4 Rounds, Wounding) Analog, Automatic)

(Sniper's Aim: Reduce Cover bonus by 2)
Space 5 ft.; Reach 5 ft.
Offensive Proficiencies: Basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons, and grenades

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Racial Abilities
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Armor Savant: +1 Racial bonus to AC, ACP lightened by 1
Lowlight Vision
Natural Weapons: Specialized: STR Mod x 1.5/ Level to DMG.
Observant: +3 Racial Bonus to Perception (Replaces Fearless)

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Class and Theme Abilities
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Guarded Ward: You focus on protecting a particular person or place, which becomes known as your ward. You must study a specific creature or a specific location (such as a building or starship) for 1 day to make it your ward. If your ward is a creature, you automatically succeed at checks to aid another with your ward when you are adjacent to them. If your ward is a location, you succeed at checks to aid another with anyone adjacent to you when you are both within your ward. You can change your ward by selecting a new one and studying it for 1 day.
Primary Fighting Style: Sharpshoot

  • Sniper's Aim: Reduce Cover bonus by 2
  • Focus Fire: When you make a full attack with a ranged weapon, you can make both attacks with a –3 (-1 with Harness) penalty instead of a –4 penalty as long as they both target the same creature. If your first attack kills or knocks out the target, you can instead make the second attack against a different creature at a –4 (-2 with Harness) penalty. Once you have the soldier’s onslaught class feature (see page 112), you can use this ability with it, making three attacks against the same creature at a –5 penalty; if your first or second attack kills or knocks out your target, you can make your remaining attacks against a different creature at a –6 penalty
  • Intense Focus: When you make a ranged attack against a target with cover or concealment, you can spend 1 Resolve Point to negate its AC bonus from cover and reduce its concealment by one category (from total concealment to concealment or from concealment to no concealment). This benefit applies to all ranged attacks you make against that target this round. You can’t use intense focus more than once per round, nor can you use it against an enemy with total cover.
    Secondary Style: Blitz
  • Rapid Response: +4 Initiative, +10' Speed
    Gear Boost:
  • Armored Advantage: +1 KAC
  • Bullet Barrage: +1 Insight to DMG/4 Levels to projectile weapons

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    Skills
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    Acrobatics: +19 (Rank 10, Class +3, DEX +7, ACP -1)
    Athletics: +15 (Rank 10, Class +3, STR +3, ACP -1)
    Bluff: -1 (Rank 0, CHA -1)
    Computers: - (Rank 0, INT +)
    Culture: +2 (Rank 0, INT +2)
    Diplomacy: -1 (Rank 0, CHA -1)
    Disguise: -1 (Rank 0, CHA -1)
    Engineering*: +10 (Rank 5, Class +3, INT +2)
    Intimidate: +7 (Rank 5, Class +3, CHA -1)
    Life Science: - (Rank , WIS +1)
    Medicine: ++5 (Rank 1, Class +3, WIS +1)
    Mysticism: - (Rank 0, WIS +0)
    Perception: +17 (Rank 10, Class +3, WIS +1, Racial +3, Focus +3)
    Physical Science: - (Rank 0, INT +0)
    Piloting: +20 (Rank 10, Class +3, DEX +7)
    Profession (Guard): +8 (Rank 5, Class +3, INT +2)
    Sense Motive: +1 (Rank 0, WIS +1)
    Sleight of Hand: - (Rank 0, DEX +0)
    Stealth: +6 (Rank 0, DEX +7, ACP -1)
    Survival: +9 (Rank 5, Class +3, WIS +1)
    *Theme Knowledge: You are well versed in security systems, how to spot them, and how to use them to keep people and places safe. Reduce the DC for Engineering checks to identify technology and Mysticism checks to identify a magic items by 5, provided the item is a security system, surveillance equipment, or trap.

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    Feats
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    Level 1: Toughness
    Level 2 (Combat): Heavy Weapon Focus
    Level 3: Mobility
    Level 4 (Combat): Shot on the Run
    Level 5: Constant Alert
    Level 6 (Combat): Slippery Shooter
    Level 7: Skill Focus (Perception)
    Level 8 (Combat): Sidestep
    Level 9: Environmental Adaptation: Winds, Smoke, Rain and Snow Additional if CON increases
    Level 10 (Combat): Lung Puncture

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    Layout
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    Gear
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    Bulk:
    Credits: TRACKER

    Gear

  • Industrial Backpack
  • Hygiene Kit
  • Comm Unit
  • Synaptic Accelerator Mk II (DEX)
  • Synaptic Accelerator Mk I (STR)
  • Heavy Gunner's Harness (Reduce by 2)
    Viridian Balbis Aeon Stone
    Ring of Resistance Mk 2

    Bot Me!: