| Race |
| Speed 30ft | Hyper 1/1 | Attuned: <none> | Current Conditions: |
| Gender |
He/Him | male skittermander solarian 8/soldier 1 | SP 70/70, HP 65/65, RP 10/10 | EAC 29, KAC 30; F+9, R+8, W+8 |
About Madakoko
Madakoko
Male skittermander tempered pilgrim[pw] solarian 8/soldier 1 Alien Archive 107
NG Small humanoid (skittermander)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +6
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Defense SP 70 HP 65 RP 10
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EAC 29; KAC 30
Fort +9; Ref +8; Will +8
Defensive Abilities solar manifestation (solar armor); DR 9/non-piercing; Resist electricity 10, fire 5
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Offense
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Speed 30 ft.
Melee called tactical pike +9 (1d8+9 P; analog, reach) or
. . tactical baton +15 (1d4+4 B; analog, operative, thrown)
Ranged called azimuth laser rifle +16 (1d8+9 F; critical burn 1d6) or
. . ghost killer called static arc rifle +16 (1d12+9 E; stun; critical arc 1d6) or
. . limning called surge vortex rifle +16 (2d6+9 So; underwater, breach; critical nauseate [DC 19]) or
. . tactical baton +9 (1d4+4 B; analog, operative, thrown) or
. . tactical semi-auto pistol +15 (1d6+4 P; analog) or
. . antiswarm grenade III +9 (explode [DC 20]) or
. . frag grenade III +9 (explode [DC 20])
Space 5 ft.; Reach 5 ft. (10 ft. with called tactical pike)
Offensive Abilities black hole, flashing strikes, grappler[IS], hyper, primary fighting style (sharpshooter), sniper’s aim, supernova
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Statistics
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Str 10 (+0); Dex 22 (+6); Con 13 (+1); Int 12 (+1); Wis 10 (+0); Cha 20 (+5)
Skills Acrobatics +18, Athletics +5, Culture +10, Diplomacy +17, Engineering +5 (1 ranks), Intimidate +9, Medicine +13, Mysticism +4, Perception +6, Physical Science +5, Piloting +10 (1 ranks), Sense Motive +4, Stealth +10, Survival +4; (theme knowledge (tempered pilgrim))
Feats Deadly Aim, Enhanced Resistance, Improved Initiative, Versatile Specialization, Weapon Focus (longarms)
Languages Akitonian, Aklo, Brethedan, Castrovelian, Common, Drow, Goblin, Jinsul, Kasatha, Pahtra, Skittermander, Vesk, Ysoki
Other Abilities compelling influence, constructive interference[AR], distant burst[COM], flare, gamma distortion[GEM], sidereal influence, six-armed, stellar mode
Combat Gear antiswarm grenade III, frag grenade III, mk I serum of healing, mk II serums of healing (2); Other Gear freebooter armor III (upgrade: jetpack, load lifter, mk 2 electrostatic field), called azimuth laser rifle with 1 battery (20 charges), called tactical pike, ghost killer called static arc rifle with 1 high-capacity battery (40 charges), limning called surge vortex rifle with 1 battery (20 charges)[GEM], tactical baton, tactical semi-auto pistol with 39 small arm rounds, basic medkit, batteriess (2), black nanite hypopen[AR], clearsight goggles[AR], engineering tool kit, field rations (1 week), fire extinguisher, hygiene kit, industrial backpack, jump jets, purple nanite hypopen[AR], sleeping bag[AR], starfinder backpack[AR], credstick (18,960 credits); Augmentations darkvision capacitors, mk 1 ability crystal (charisma), mk 2 ability crystal (dexterity)
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Special Abilities
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Hyper (1/day) (Ex) Once per day, a skittermander can take an extra move action.
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Helped a Kasatha solarian out of a sticky situation during their Tempering in the Veskarium. He then 'helped' her get back to the Idari, and continued to 'help' her in her studies, and in her business, and...
Eventually, she suggested that maybe the Starfinder Society could use some help, so here he is.