Grasilex

.:Meat Shield:.'s page

31 posts. Alias of Nickadeamous.


Classes/Levels

Inactive

About .:Meat Shield:.

Stat Line:

SP 4/14; HP 20/20; RP 4/4; KAC 18, EAC 17; Saves F +6, R +6, W +0; Low-Light; Perception +8,Sense Motive +0; Init +3 | Status: Normal

Male Vesk
Vanguard 2
N medium humanoid (vesk)
00 years old, 0’0”; 000 lbs
Init +3; Senses Low-Light Vision; Perception +8
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Defense
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KAC 18 (+3 Dex, +4 Armor, +1 Shield)
EAC 17 (+3 Dex, +3 Armor, +1 Shield)
Hp 20 (6+7+7)
Sp 14 (7+7)
Rp 4 (1+3)
Fort +6 Ref +6, Will +0
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Offense
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Speed 30 ft.
Base Atk +2; CMB +3 (disarm +7)
Melee entropic strike +5 (1d3+3)
Ranged static arc pistol +5 (1d6 E) [50 ft.] {20 charges}
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Statistics
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Str 13, Dex 16, Con 16, Int 8, Wis 10 Cha 10
Proficiencies Basic Melee Weapons, Advanced Melee Weapons, Small Arms, Light Armor, Heavy Armor, Shields
Feats Longarm Proficiency, Improved Disarm,
Skills [ACP: -1]
[+7] Acrobatics (1 rank, 3 class, 3 dex)
[+5] Athletics (1 ranks, 3 class, 1 str)
[+3] Culture (1 rank, 3 class, -1 int)
[+6] Diplomacy (1 rank, 3 class, 2 insight)
[+7] Intimidate (2 ranks, 3 class, 0 cha)
[+0] Life Science
[+0] Medicine
[+0] Mysticism
[+8] Perception (2 rank, 3 class, 0 wis, 3 race)
[+0] Profession
[+7] Stealth (1 rank, 3 class, 3 dex)
[+4] Survival (1 ranks, 3 class, 0 wis)
Languages Common,
Aspect Rebound
Theme Death-Touched
Combat Gear
Other Gear graphite carbon skin, static arc pistol,
Encumbrance 30 credits; Bulk: 1+L
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Magic
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Racial Special Abilities
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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.

Low-Light Vision - Vesk can see in dim light as if it were normal light.

Observant - Some vesk learn to watch their environment and other creatures around them for signs of danger. Vesk with this racial trait select either Perception or Sense Motive. They gain a +3 racial bonus to checks with the chosen skill. Once this choice is made, it cannot be changed. This replaces fearless.

Prehensile Tail - Occasionally vesk are born with a tail that is thinner and significantly more flexible than the norm for their species. Though less common, there are also ancient vesk stretching and range of motion techniques an individual can use to alter the build of their tail over years of dedicated work. Vesk with this racial trait have a tail that is as effective as a hand at manipulating objects, allowing them to wield and hold up to three hands’ worth of weapons and equipment. This does not increase the number of attacks they can make during combat. This replaces natural weapons.
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Class Special Abilities
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Aspect Insight (Ex) - You gain Improved Combat Maneuver (disarm) as a bonus feat and a +2 insight bonus to Diplomacy checks.

Entropic Pool (Su) - You have the supernatural ability to control matter as it changes states, allowing you to arrest, accelerate, or even reverse the typical course of events. This energy takes the form of a pool of Entropy Points (EP). You can have a maximum number of EP in your entropic pool equal to your Constitution modifier.

You can gain Entropy Points only when involved in a combat encounter that includes a significant enemy. When combat begins, you gain 1 Entropy Point at the beginning of your first action; at the end of combat, you lose any Entropy Points you have remaining. In addition to methods granted by vanguard aspects, you can gain Entropy Points in the followings ways:

While you have no Entropy Points, you can spend 1 Resolve Point as a move action to gain 1 EP (2 EP at 10th level).
Each time you take damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as DR, energy resistance, or the mitigate class feature), you gain 1 EP.
If you take damage from a critical hit, you gain 1 EP, in addition to any you gain from the attack’s normal damage.
If you score a critical hit on a significant enemy, you gain 1 EP.
If you take a full action to charge, you gain 1 EP.
If you take two move actions on the same turn to move your speed each time, you gain 1 EP.

As a move action, you can designate a willing adjacent ally as an entropic focus. They remain an entropic focus until the beginning of your next turn, unless they cease to be adjacent to you or you designate a new entropic focus (both of which end this effect). If your entropic focus takes damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as DR, energy resistance, or the mitigate class feature), you gain 1 EP. If you are at least 6th level, you can expend a Resolve Point to designate an adjacent, willing ally as your entropic focus as a reaction when they take damage (and gain EP from damage they take from the triggering attack, if appropriate).

Entropy Points can be expended in various ways, some of which you gain through vanguard aspects and disciplines. As long as you have at least 1 Entropy Point in your entropic pool, you gain a +1 enhancement bonus to your Armor Class.

As part of a full action to charge or a move action to move your speed, you can expend 1 EP to gain a +10-foot enhancement bonus to your speed (normally land speed, but you can apply it to the speed for any movement type you have).

As a move action, you can expend EP to boost the damage of the next entropic strike attack you make before the start of your next turn. You must decide how many EP to expend when you take this move action, and you can’t expend more EP than your level. If the boosted entropic strike hits, you deal +1d4 damage for every EP expended.

Entropic Strike (Su) - You can focus the power of entropy into a forceful attack. Though you must touch your target to damage it, the damage is not from the impact but from focused waves of entropic energy that unbind and dissolve your target, crush it, or both. Your entropic strike is a magical one-handed advanced melee weapon with the operative weapon special property that targets EAC (even when dealing bludgeoning damage). You can make this attack with nearly any body part and do not need a hand free to use this ability. Using your entropic strike does not require any additional action to use beyond the action you take to make an attack (for example, it can be used to make an attack of opportunity.) For any calculation that requires the item level of your entropic strike, treat your vanguard level as your entropic strike’s item level. You can also deliver an entropic strike with any melee weapon, or any shield that allows you to make unarmed attacks (replacing the normal attack with your entropic strike). The attack’s damage is equal to the entropic strike damage of a vanguard of either your class level or a class level equal to the weapon’s item level, whichever is lower. When you use this option, your entropic strike is considered to be made of whatever material the weapon or shield is made of (such as for the purposes of bypassing DR or creature weaknesses). Additionally, you can apply any weapon special property, critical hit effect, or weapon fusion the melee weapon or shield has to your entropic strike as long as the effect can be applied to a one-handed advanced melee weapon that deals acid or bludgeoning damage, doesn’t use additional ammunition or charges, and doesn’t require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you are gaining the effect from. At 1st level, your entropic strike deals damage equal to 1d3 + your Constitution modifier, but you do not add your Strength modifier (unlike most melee attacks). For each attack, you can deal acid damage, bludgeoning damage, or both. This damage increases as you gain levels (see Table 2–2: Vanguard). At 10th level, you also add your Strength modifier to the damage of your entropic strike. At 5th level, when you use any combat maneuver for which you have Improved Combat Maneuver, you can target a foe’s EAC + 8 (rather than KAC + 8) to determine success, and you also determine the level of success (such as how far you push a foe with a successful bull rush) using EAC.

Mitigate (Ex) - You can control how you are affected by damage or effects that alter damage. As a reaction when you take damage, you can spend 1 Entropy Point to reduce the damage you take by an amount equal to your vanguard level (to a minimum of 0 damage). If you do, you can’t gain any Entropy Points from that attack.

Additionally, as a swift action, you can remove any DR or energy resistance you have, or the AC benefit of any ability or spell that increases your AC. If the effect granting DR or energy resistance has a duration, this ends the effect entirely for you. If you end an AC benefit, that AC benefit is ended for the duration of the effect. If the ability does not normally have a duration, you suspend the listed benefits until the beginning of your next turn. Additionally, whenever you first come under the effect of an ability or spell that grants you DR, energy resistance, or a bonus to AC, you can waive that benefit of the effect.

Vanguard Disciplines

Entropy Shield - As part of any move action or full action you take, you can create a field of condensed, compressed entropy that forms in place on one of your limbs to protect you as a basic riot shield or basic tactical shield (you choose which each time you create the shield). The shield has no bulk, but it otherwise functions in all regards as a physical shield of the selected type. You can dismiss the shield as part of any move or full action you take, and it disappears at the end of your turn if you are not holding it. At 5th level, your compressed entropy functions as a field riot or tactical shield. At 10th level, it functions as an advanced riot or tactical shield. At 15th level, it functions as an elite riot or tactical shield, and at 20th level, it functions as a paragon riot or tactical shield.

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Theme Special Abilities
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Theme Knowledge - Thanks to your experiences with the undead and the growing power of the grave within your form, you have an instinctive understanding and recognition of negative energy and undead. You can use Perception, rather than Mysticism, to recall knowledge about undead and negative energy effects when you first observe them. Perception 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 Perception checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.