Spooky

Locket Alyara's page

342 posts. Alias of Supersuperlative.


Full Name

Locket Alyara

Race

| SP 64/64 HP 60/60 | RP 5/9 | EAC 24; KAC 25 | Resist: 5 (cold, fire) | Fort +7; Ref +7; Will +7 | Init: +9 | Perc: +10, SM: +1

Classes/Levels

| Speed 30ft | Adapt. Fight: 0/1 | Gather Qi: Plasma Blast | Active conditions: debilitating gas 2hrs

Gender

Male NG Pahtra Street Rat Soldier (Ascetic Warrior, Qi Adept) 8

Strength 21
Dexterity 20
Constitution 12
Intelligence 10
Wisdom 12
Charisma 12

About Locket Alyara

Locket Alyara
Soldier (Ascetic Warrior, Qi Adept) 8
NG Medium humanoid (Pahtra)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +10, SM +1
Key attribute: Dexterity

Debilitating gas: (–4 penalty to Dexterity and Strength based ability checks, skill checks, and Reflex saving throws for 1d4 hours).

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Defense
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EAC 24, KAC 25
SP 64 HP 60 RP 9
Fort +7, Ref +7, Will +7
(Wary: +2 vs charm/compulsion)
(Extreme Threads: +2 Fort vs heat/cold environmental effects)

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Offense
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Speed 30 ft.
Melee Unarmed +13 (2d6+17 B/S; critical stun; block, grapple, lethal) or Kusari-fundo +13 (3d4+13 C; critical bind; analog, disarm, reach, trip) (Shadow Chains, Acolyte)
Ranged Tactical Shobhad horizon striker +13 (2d4+8 P; critical -; 100 ft (500 ft sniper)) or Plasma blast +13 (2d6+12 E&F; critical stun; 30 ft)
Space 5 ft.; Reach 5 ft.
Special Attacks Qi Strike
Spell-Like Abilities

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Statistics
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Str 21, Dex 20, Con 12, Int 10, Wis 12, Cha 12

Skills
Acrobatics +15 (7 ranks, +4 to escape), Athletics +15 (7 ranks), Bluff +1, Culture +2 (2 ranks), Diplomacy +1, Disguise +1, Intimidate +1, Mysticism +10 (6 ranks), Perception +10 (6 ranks), Stealth +12 (4 ranks)

Starship-Combat Version of Skills
Acrobatics +15 (7 ranks), Athletics +15 (7 ranks), BAB +8, Gunnery +13, Mysticism +10 (6 ranks)

Feats Adaptive Fighting (Blind Fight, Great Cleave, Lunge), Cleave, Coordinated Shot, Effortless Aerobatics, Improved Combat Maneuver (Grapple), Improved Combat Maneuver (Trip), Improved Initiative, Improved Unarmed Strike, Skill Synergy (Mysticism, Perception), Weapon Specialization

Gear/Feat Boosts Beat Down, Spinning Cleave

Languages Akitonian, Common, Kasatha, Pahtra, Shobhad

Other Abilities Slip Through

Combat Gear Serum of healing mk I (4), mk II (3)
Other Gear advanced Lashunta tempweave (black forcefield, thermal capacitor), kusari-fundo, tactical Shobhad horizon striker, sniper rounds (25 2/23), clothing (Athletic, Everyday), Extreme Threads (hot/cold environmental), Falcon Boots, ability crystal mk II (Str), ability crystal mk I (Dex), bed roll, canteen, hygiene kit, industrial backpack, R2E (7), personal comm unit, strategy game (basic), titanium alloy cable line (50 ft), credits (934)

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Feats/Special Abilities
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Adaptive Fighting (Blind Fight, Great Cleave, Lunge):

Benefit: Select three combat feats that you do not have but whose prerequisites you meet. Once per day as a move action, you can gain the benefit of one of these feats for 1 minute. Each time you gain a level, you can replace one of these three selected feats with a different feat that you don’t have but meet the prerequisites for.

Alternate Class Traits (Ascetic Warrior):

You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically on ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.

This replaces the soldier’s proficiency with heavy armor and heavy weapons.

Alternate Racial Traits (Natural Weapons):

Pahtras can develop especially deadly claws that rake and rend with startling effectiveness. A pahtra with this alternate racial trait has natural weapons that function like those of vesk, except the pahtra’s natural weapons deal slashing damage.
This replaces talented.

Beatdown (Ex; Improved Combat Maneuver [Trip:
)]
Whenever a prone opponent that you threaten attempts to stand up from prone, as a reaction you can make a melee attack against that opponent. This functions similarly to an attack of opportunity, except your attack resolves before the opponent’s action (meaning they’re still prone when your attack roll and damage are resolved). You cannot use this attack to make a combat maneuver, even if you have another ability or item that would normally allow you to do so.

Blind Fight:

In melee, every time you miss because of concealment (see page 253), you can reroll your miss chance percentile roll one time to see if you actually hit (see page 243).

You aren’t flat-footed against melee attacks from creatures you can’t see, and you can withdraw from creatures you can’t perceive. You don’t need to attempt Acrobatics checks to move at full speed while blinded.

Cleave:

As a standard action, you can make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can make only one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Coordinated Shot:

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.

Effortless Aerobatics:

You’re particularly graceful while airborne.
Benefit: When flying, it costs you no additional feet of movement to turn 45 degrees or ascend. At the GM’s discretion, maneuvering in high-wind conditions might still require additional feet of movement to turn or ascend.
Normal: It costs an additional 5 feet of movement to turn 45 degrees while flying or for each square you ascend upward.

Gather Qi (Su) - 5th Level:

As a move action, you assert a degree of control over your body’s qi, allowing you to perform incredible feats of spiritual power. Each time you use gather qi, you spend 1 Resolve Point and choose one of the following qi powers. You gain that qi power until you rest for 8 hours or you use gather qi again to swap benefits.
Extreme Speed: You gain a +10-foot enhancement bonus to your land speed.
Plasma Blast: You condense your body’s qi into a beam of superheated plasma, allowing you to make a special ranged unarmed strike that targets KAC, requires one hand, is not archaic, has a range increment of 30 feet, deals lethal electricity and fire damage, and has the stunned critical hit effect. For the duration of this ability, you gain a special version of the Weapon Specialization feat that adds 1-1/2 times your level to the damage of this unarmed strike (rather than adding your level).
Qi Flight: You gain a fly speed equal to your base speed with average maneuverability. At the end of each turn, if you are not on ground able to support you, you fall. If you already have a fly speed, it increases by 10 feet instead.

Great Cleave:

If you strike a second target with the Cleave feat, you can spend 1 Resolve Point to make a melee attack against each subsequent foe that is both adjacent to the last target and within your reach, as long as you hit the previous foe. You can’t attack an individual foe more than once during this attack action.

Lunge:

You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your Armor Class until the beginning of your next turn. You must decide to use this ability before making any attacks in the round.

Natural Weapons:

[Pahtra] can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. [Pahtra] gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for this unarmed strike (instead of just adding their character level, as usual).

Qi Strike (Su):

Your life-giving qi infuses your weapon attacks with your life essence, granting them eldritch power. Whenever you have at least 1 Resolve Point, your melee and ranged attacks count as magic for the purpose of bypassing damage reduction and other situations, such as attacking incorporeal creatures.

Slip Through (Theme Knowledge - 6th Level):

You make your way through the crowded spaces of back alleys, shantytowns, and broken fences with ease, and you have considerable experience slipping away from unfriendly citizens, moving through small gaps in security fencing, and even freeing yourself from binders and other restraints. When squeezing through or into a space that isn’t as wide as your normal space, you can move at your normal speed, and you are not considered entangled as a result of squeezing. Additionally, you gain a +4 bonus to Acrobatics checks to escape.

Spinning Cleave (Ex; Cleave):

Whenever you use the Cleave or Great Cleave feat, you can make subsequent attacks against foes that are not adjacent to one another, provided each foe is within your reach.

Bot Me!:

Locket...

[Dice=Improved Unarmed Strike]1d20+13[/dice]
[Dice=Bludgeoning or Slashing Damage]2d6+17[/dice]

[dice=Kusari-fundo]1d20+13[/dice]
[dice=Cold damage]3d4+13[/dice]

[Dice=Tactical Shobhad Horizon Striker]1d20+13[/dice]
[Dice=Piercing damage]2d4+8[/dice]

[Dice=Plasma blast (vs KAC)]1d20+13[/dice]
[Dice=Electricity & Fire damage]2d6+12[/dice]