Miraz, the Soldier's page

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About Miraz, the Soldier

Miraz

Gender & Pronouns: he/him

orc (hold-scarred)
warrior
soldier; Level: 3
medium
medium, humanoid, orc, uncommon
NG;
Follower of Desna

Hero Points: 1

Languages:
Common
Orc
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SENSES
Perception: +5 (0(wis) + 5 (prof) + (item)) [T]
Special Senses: Darkvision
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DEFENSES

HP: 64/64 (12 orc + 10 soldier + 4 con)

ARMOR CLASS
AC: 21 (10 +1 (dex) +5 (prof) +5 (item)) [T]
Shield: N/A

Unarmored: [T], Light: [T], Medium: [T], Heavy: [T]

SAVING THROWS
Fortitude: +11 (4 (con) + 7 (prof) + (item)) [E]
Reflex: +6 (1 (dex) + 5 (prof) + (item)) [T]
Will: +5 (0(wis) + 5 (prof) + (item)) [T]
Notes:
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OFFENSE

Class DC: 19 (10 + 4 (key stat) + 5 (prof) + (item)) [T]

Speed: 25

Punitive Strike (reaction)
Quick Swap (reaction)
Relentless Endurance (reaction)

Melee Strikes
[1d20+9 potent fauchard, sweep][1d8+3 slashing][1d8 deadly]

Ranged Strikes
[1d10 piercing]
Stellar Cannon, Reflex DC19, 10’ burst, 50’ range, usage 2, reload 1, capacity 8
8/8 magazine
40/40 rounds in backup magazines

[1d20+5 commercial rotolaser][1d8 fire]
30’ range reload 1, reload 1, usage 1, capacity 10

[1d8 fire]
commercial rotolaser (automatic), DC19, 15’ cone, reload 1, usage 5, capacity 10

10/10 magazine charges
30/30 battery charges

Weapon Proficiencies
Simple: [T], Martial: [T]
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MAGIC
N/A

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SKILLS
2 skills from background (athletics, lore)
0 skills from feats
4 skills from class (intimidation, acrobatics, deception, medicine)
0 skills from intelligence

Acrobatics: +6 = 1 (dex) + 5 (prof) + (item) - (armor) [T]
- [1d20 + 6 Acrobatics]
Arcana: 0 = (int) + (prof) + (item) []
Athletics: +8 = 3 (str) +5 (prof) + (item) - (armor) [T]
- [1d20 + 8 Athletics]
Crafting: 0 = (int) + (prof) + (item) []
Deception: +6 = 1 (cha) + 5 (prof) + (item) [T]
- [1d20 + 6 Deception]
Diplomacy: 1 = 1 (cha) + (prof) + (item) []
Intimidation: +11 = 4 (CON) + 7 (prof) + (item) [E]
- [1d20 + 11 Intimidation]
Lore (warfare): +5 = (int) +5 (prof) + (item) [T]
- [1d20 + 5 Lore (warfare)]
Medicine: +5 = 0 (wis) +5 (prof) + (item) [T]
- [1d20 + 5 Medicine]
Nature: 0 = (wis) + (prof) + (item) []
Occultism: 0 = (int) + (prof) + (item) []
Performance: 0 = (cha) + (prof) + (item) []
Religion: 0 = (wis) + (prof) + (item) []
Society: 0 = (int) + (prof) + (item) []
Stealth: +1 = 1 (dex) + (prof) + (item) - (armor) []
Survival: 0 = (wis) + (prof) + (item) []
Thievery: 0 = (dex) + (prof) + (item) - (armor) []
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ABILITY SCORES

STR 16 (10 +2 Race +2 Background +2 Free)
DEX 12 (10 +2 Free)
CON 18 (10 +2 Race +2 Background +2 Class +2 Free)
INT 10
WIS 10
CHA 12 (10 +2 Free)

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FEATS:

Ancestry Feats and Abilities
Special 1st: darkvision
Heritage 1st: diehard
1st: orc ferocity

Skill Feats
Background: intimidating glare
2nd: titan wrestler
3rd: intimidation -> expert

General Feats
3rd: fleet

Class Feats and Abilities
Feature 1st: suppressing fire
Feature 1st: primary target
Feature 1st: close quarters
Feature 1st: punitive strike
Feature 1st: walking armory
1st: quick swap
2nd: relentless endurance
Feature 3rd: fearsome bulwark

Bonus Feats
N/A

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EQUIPMENT

Combat Gear:
130c splint mail (3 bulk)
350c potent fauchard (2 bulk)
40c commercial stellar cannon (2 bulk)
40c 40 projectiles (-)
60c commercial rotolaser (3 bulk)
30c 30 commercial battery charges (-)

Other Gear:
50c healer’s tools (1 bulk)
1c backpack (first 2 bulk stored don’t count for encumbrance, incl. healer’s tools)
10c 100ft of rope (2L)

Bulk: 10 (Encumbered past: 10 = 5 + 3 (str) + 2 (half con); Maximum at: 17 = 10 + 3 (str) + 4 (con))

Coins: 39 credits

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FULL TEXT

Ancestry - Orc:

Darkvision
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Hold-Scarred Orc
You are part of an orc community that participates in ritual scarification or tattooing. The marks on your skin show your exceptional hardiness and vitality. You gain 12 Hit Points from your ancestry instead of 10. You also gain the Diehard feat.

Diehard
[General]
It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.

Orc Ferocity [reaction]
[Orc]
Frequency once per day
Trigger You would be reduced to 0 Hit Points but not immediately killed.
Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.

Background - Warrior:

You're trained in the Intimidation skill, and the Warfare Lore skill. You gain the Intimidating Glare skill feat.

Skill Feats:

Intimidating Glare Feat 1
[General][Skill]
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Titan Wrestler Feat 1
[General][Skill]
You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.

Class - Soldier:

SUPPRESSING FIRE
You have a knack for using powerful weapons to hinder your foes and prevent them from operating at their peak. If you make an attack with a weapon that has the area trait (such as from the Area Fire or Auto-Fire actions), you use it in a manner that suppresses your targets. Creatures in the affected area who fail their save against your attack become suppressed (see sidebar) until the start of your next turn. A suppressed target takes a –1 circumstance penalty on attack rolls and takes a –5-foot status penalty to its Speeds.

NEW CONDITION: SUPPRESSED You have been affected by a high volume of incoming fire or a particularly dangerous attack that forces you to act less efficiently for your own safety. You take a –1 circumstance penalty on attack rolls and a –5-foot status penalty to your Speed.

PRIMARY TARGET
When you make an attack with an area of effect weapon (such as from the Area Fire or Auto-Fire actions), you can choose to make a ranged attack roll against a single creature either adjacent to the center point of the attack or the closest within a cone or line, instead of requiring that creature to make a save. If two or more creatures are closest and equidistant, you can choose which one is your primary target. Other creatures within the area of effect must save against the effect as normal. If you successfully hit your primary target, then that target is suppressed until the start of your next turn.

CLOSE QUARTERS
While you still have the necessary training to employ heavy weapons, you’ve learned that it’s important to keep a backup for when foes get too close. You’re able to easily switch between long range and close combat, allowing you to better stand your ground when you need to, or defend your allies in a tricky situation. Blows with heavy close combat weapons punish your foes just as effectively as when you fire a rotolaser or a missile launcher. When you successfully make a Strike with a two-handed melee weapon, you suppress the target until the start of your next turn. In addition, you gain the Punitive Strike reaction.

PUNITIVE STRIKE [reaction]
Trigger A suppressed creature within your reach uses a manipulate action or a move action, or leaves a square during a move action it’s using. Your foe’s momentary lapse in defense gives you an opening.
Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a move action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

WALKING ARMORY
You bring the heaviest armor and largest weapons to bear, but also have the capability of carrying them all and keeping up. When determining your Strength threshold for using medium or heavy armor, you can instead choose to use your Constitution modifier. If you already meet the Strength requirement for the armor you’re wearing, reduce that armor’s Bulk by 1 (to a minimum of 1). In addition, increase the amount of Bulk you can carry before becoming encumbered by half your Constitution modifier rounded up. Increase your maximum carried Bulk by your Constitution modifier rounded up.

FEARSOME BULWARK 3rd
Your sheer mass terrifies foes when they see you. You can use your Constitution modifier instead of your Charisma modifier on Intimidation checks.

Class Feats:

QUICK-SWAP [reaction] FEAT 1
[SOLDIER]
Trigger You are wielding a two-handed weapon and a creature moves adjacent to you.
You stow your current weapon and draw another two-handed weapon. If you have multiple sets of arms, you can instead choose a set to become active.

RELENTLESS ENDURANCE [reaction] FEAT 2
[SOLDIER]
Trigger You take damage.
Frequency once per hour.
You come back stronger. You gain 1d8+4 temporary Hit Points that last for 10 minutes. Increase this amount by 1d8+4 for every 4 levels you have beyond 2nd level