Full Name |
Katarasi-Varak |
Race |
Vesk House Soldier | LVL 1| HPs:13/13 | SPs:10/10 | RPS:4/4| EAC:13 | KAC:14 | F:+5 | R:+1 | W:+2 | Init:+5 | Prcptn:+0 | L-LV | SPD:40' | LRC:18/20 | SA Pistol: 30/30 |
Classes/Levels |
|
Gender |
Vesk Male Adult |
Size |
Medium |
Special Abilities |
Vesk House Soldier |
Alignment |
Lawful Neutral |
Deity |
Damoritosh |
Location |
Searching for Honor |
Languages |
Vesk |
Occupation |
Merc |
Strength |
16 |
Dexterity |
13 |
Constitution |
16 |
Intelligence |
8 |
Wisdom |
10 |
Charisma |
10 |
About Katarasi-Varak
Vesk Soldier - House Soldier 1
LN Medium Humanoid (Vesk)
Init +5; Senses Low-light Vision; Perception: +0
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Defense
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EAC: 13, KAC: 14, KAC+8: 22
HPs: 13, Stam: 10, Resolve: 4
Fort +5, Ref +1, Will +2
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Offense
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Speed 40 ft.
Melee
. . Tactical Doshko (L1) +4 (1d12+3/P/Analog, unwieldy)
. . Survival Knife (L1) +4 (1d4+3/SL/Analog, operative)
. . Unarmed strike (L0) +4 (1d3+3/B)
Ranged
. . Light Reaction Cannon (L1) +2 (1d10/P/90'/AMMO [USAGE] 9 mags [1]/Penetrating)
. . Tactical Semi-Auto Pistol (L1) +2 (1d6/P/30'/AMMO [USAGE] 4 mags [1]/Analog)
. . (2) Frag Grenade I (L1) +4 (1d6/P/20'/Explode (15 ft., 1d6 P, DC 11)
. . (2) Smoke Grenade (L1) +4 (Smoke Cloud 1 minute/20'/Explode (20 ft., smoke cloud 1 minute, DC 15)
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Statistics
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Str 16(+3), Dex 13(+1), Con 16(+3), Int 8(-1), Wis 10(+0), Cha 10(+0)
Feats Armor Proficiencies (Heavy Armor, Light Armor), Weapon Proficiencies (Advanced Melee Weapons, Basic Melee Weapons, Grenades, Heavy Weapons, Longarms, Small Arms, Sniper Weapons), Mobility
Skills: Acrobatics* (Dex) +1, Athletics* (Str) +4, Medicine (Int) +3, Piloting (Dex) +5, Stealth* (Dex) +1, Survival (Wis) +4
Languages: Vesk
Combat Gear: Second Skin (1 L), Second Skin (Align Shield) (L1 B0), Second skin (Environmental Protections (24 Uses)(L1 B0), Tactical Semi-auto Pistol (L1 B0), (2) Frag grenade I (L1 BL), Tactical Doshko (L1 B0), Light Reaction Cannon (L1 B3).
Ammunition: (8/9) Magazines of (20) Heavy Arms Charges (180 total, L2 B0, 1 mag loaded), (3/4) Magazines of (30) Small Arm Charges (120 total, L1 B0, 1 mag loaded)
Utility Gear: Binders (L1 B0), (5×) Cable line, titanium alloy 1 0, Comm unit, personal (1 L), 1, Flashlight (L1 BL), Knife, survival 1 L, Medpatch 1 L, Professional's tools (Profession [soldier]) 1 L, (2)Smoke grenade 1 L
Credits: 40
UPB: 0
Bulk: 6/16
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Technological Item Description(s):
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Binders: Binders are simple, single-use, resin-cord restraints that can be placed only on helpless, pinned, or willing creatures (a standard action). A pair of binders immobilizes two limbs of your choice. A creature can escape binders with a successful Acrobatics check (DC = 20 + 1-1/2 × your level).
Cable line, titanium alloy: Industrial-strength cabling is typically woven from hundreds of cords of high-durability plastic that are often coated in metal for added strength, usually adamantine or titanium alloy.
Personal Comm Unit: A personal comm unit is pocket-sized device that combines a minor portable computer (treat as a tier-0 computer with no upgrades or modules) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range (see page 272). A personal comm unit also includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres). You can upgrade a personal comm unit to function as some other devices (such as full computers and scanners) by spending credits equal to 110% of the additional device’s price. Comm units that function at system-wide and unlimited ranges aren’t as portable; they include built-in generators that provide the necessary amount of power. Short-term use of these units can be purchased in most major settlements (see page 234). See page 430 for more about Pact Worlds communications.
Flashlight: A portable light, sometimes called an electric torch, is one of several different devices that use batteries to create light sources. A portable light increases the light level by one step in an area determined by its model, as follows: flashlight (20- foot cone), lantern (10-foot radius), beacon (50-foot radius), and spotlight (100-foot cone).
Medpatch: A medpatch is a simple, all-in-one, disposable medical device designed to be slapped onto a wound or area of concern (such as a clearly diseased or poisoned section of the body) with little skill required. A medpatch allows you to attempt a Medicine check untrained with a +10 circumstance bonus, but only for the first aid, long-term stability, treat disease, and treat drugs or poison tasks.
Professional's tools (Profession [soldier]): A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks. The types of tool kits are: disguise kit (required for Disguise checks to change appearance), engineering kit (Engineering checks without one take a -2 penalty), hacking kit (required for most Computer checks; see page 137 for more information), navigator’s tools (grants a +4 bonus to Survival checks when orienteering), professional’s tools (provides a +4 bonus to Profession checks for one profession), rider’s kit (provides a +4 bonus to Survival checks to ride creatures), and trapsmith’s tools (provides a +4 bonus to Engineering or Mysticism checks to arm or disarm traps).
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Armor Description(s):
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Second Skin: This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a second skin matches the wearer’s skin tone, this type of light armor can be difficult to detect. A second skin can also accept upgrades, making it popular for celebrities, diplomats, and other individuals who want protection without appearing to wear armor.
Second Skin - Align shield: If you are proficient with a shield, as a move action you can align the shield to grant you greater protection against one opponent you are observing (Core Rulebook 260), which increases your shield bonus to AC against attacks from that opponent until the beginning of your next turn.
Second Skin - Environmental Protections (24 Uses): Space can be an inhospitable place, with countless dangerous worlds within it. Unless otherwise specified, all armors protect you from a range of hazards to ensure that you can survive for at least a few days if you must make emergency repairs to the hull of a starship, explore an alien world, or endure exposure to an environmental breach in a space station. Some armors do this through an environmental field (a minor force field specially attuned to pressure and temperature that does not reduce damage from attacks), while others can be closed with helmets and airtight seals. The most common environmental dangers are detailed in Environment beginning on page 394.
*** Activation and Duration ***
A suit of armor’s environmental protections last for a number of days equal to its item level. Activating or deactivating these environmental protections takes a standard action if you are wearing the suit (assuming the armor was properly donned). If you have access to a suit that is unattended or worn by a helpless creature, you can turn on its environmental protection as a full action, but turning it on requires a Computers check to hack the system, treating the suit as a computer with a tier equal to half the suit’s item level (the base DC to hack a computer is equal to 13 + 4 per tier). The duration of a suit’s environmental protections does not need to be expended all at once, but it must be expended in 1-hour increments. Recharging this duration requires access to a functioning starship or an environment recharging station (publicly available in most technologically advanced or average settlements) and takes 1 minute per day recharged. Most of the recharging stations that replenish devices, such as batteries and power cells (see page 234), also recharge armor’s environmental protections, and using them to recharge suits is typically free of price. All other functions on a suit of armor with no duration remaining still work normally.
*** Breathing and Pressure ***
All armor can facilitate self-contained breathing, protecting you against vacuums, smoke, and thick, thin, and toxic atmospheres (including any airborne poison or disease). Self-contained breathing functions underwater and in similar liquid environments. This protection allows you to breathe in a corrosive atmosphere (see page 395) to prevent suffocation, but it isn’t strong enough to prevent a corrosive atmosphere from dealing acid damage to both you and your armor. A suit of armor with an upgrade that grants acid resistance reduces any acid damage taken from a corrosive atmosphere normally. Any vision impairment from the environment (such as smoke or water) still applies.
*** Radiation ***
Armor protects you against low levels of radiation (see page 403) and grants a +4 circumstance bonus to saving throws against higher levels of radiation. Armor of 7th level and higher grants immunity to medium radiation levels and provides a +6 circumstance bonus to saving throws against higher levels of radiation. No armor’s bonuses apply to saves against radiation sickness, regardless of the level of radiation exposure that caused you to contract it.
*** Temperature ***
Armor’s environmental protections reasonably protect you against both cold (temperatures below -20° F) and heat (air temperatures over 140° F). This prevents you from having to attempt Fortitude saving throws to avoid damage from the environment, and it prevents you from taking any damage listed for breathing in the environment. This does not protect against cold or fire damage from other sources or against environments that deal damage without allowing a Fortitude saving throw or breathing the atmosphere (such as lava)..)
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Weapon Descriptions
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Tactical Doshko: The traditional weapon of the vesk, the doshko is composed of one to four triangular blades arranged in a row and attached to a long haft. Ideal for devastating overhand blows and catching and parrying enemy weapons, its use is a highly respected art form in traditional vesk society, but it also sees use by creatures of other races as a variant axe. Traditionally, doshkos are made of steel, but in recent decades they have been crafted using advanced metallurgic techniques and even quantum technology to improve the stabbing edges. Ultrathin doshko blades look exceptionally delicate but hold a fine edge. Zero-edge doshkos appear to have a blurred edge, while molecular rift doshkos have translucent blades. Dimensional blade doshkos have a narrower visible blade, but the solid surrounding aura makes them vicious weapons.
Survival Knife: Operative melee weapons are basic in design, but they are capable of dealing precise damage when wielded by a trained combatant. An operative can use the trick attack class feature with a weapon with the operative special property. Additionally, any character can add her Dexterity modier rather than her Strength modier to melee attack rolls with these weapons. These light blades can be used for both mundane tasks and combat. A typical survival knife has a fixed, single-edged, carbon-steel or ceramic blade and is treated against corrosion. Tactical knives have large, double-edged blades, often with a section of serrated blade near the haft, and they come in both fixed- and folding-blade designs; users may prefer
one style or the other, but the two are identical in terms of price, weight, and damage dealt.
Unarmed Strike: An unarmed strike can be dealt with any limb or appendage. Unarmed strikes deal nonlethal damage, and the damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damage rolls.
Light Reaction Cannon: Projectile weapons are solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. An ancient yet still popular vesk weapon, the reaction cannon uses advanced materials and technology to redirect the recoil of a projectile back into the projectile itself, making it an extremely damaging heavy weapon.
Tactical Semi-Auto Pistol: Projectile weapons are solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. The semiautomatic mechanism of this pistol discharges spent cartridges and reloads fresh ones in the barrel, provided a cartridge remains in the magazine.
Ammunition (shot-by-shot):
Heavy Rounds: Cased rounds are housed in magazines, which can be fitted into the appropriate weapon.
Small Arm Rounds: Cased rounds are housed in magazines, which can be fitted into the appropriate weapon.
Grenades:
Frag Grenade (I): A fragmentary, or frag, grenade explodes in a cloud of shrapnel.
Smoke Grenade: A smoke grenade deals no damage; instead, it releases a cloud of dense smoke. Each character who inhales smoke must succeed at a Fortitude saving throw each round (DC = 15 + 1 per previous check) or spend that round choking and coughing; he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection from a suit of armor prevents this eect altogether.) Regardless of the armor a character wears, smoke obscures vision, granting concealment to anyone within it.
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Ability Descriptions
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Armor Savant: Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.
Fearless: Vesk receive a +2 racial bonus to saving throws against fear effects.
Low-Light Vision: The creature can see in dim light as if it were normal light. Low-light vision is color vision, unlike darkvision. A creature with low-light vision can read as long as even the tiniest source of light is next to it. Creatures with low-light vision can see outdoors on a moonlit night as well as they can during the day, since the moon casts dim light.
Mobility: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.
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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