Lashunta

Oraeus Vailash's page

170 posts. Alias of Sedoriku.


Full Name

Oraeus V.41L-45H 'Vailash'

Race

| SP 40/40 HP 32/32 | RP 3/5 | EAC 16 ; KAC 18 | Fort +7; Ref +4; Will +1 | Init: +0 | Perc: +7, SM: -2

Classes/Levels

| Speed 25 ft | Entropy 0/3 | Detect Thoughts 1/1 | Active conditions: none

Gender

Male NG Android (Laborer; Lashunta Xenometric) Vanguard (Medic) 4

About Oraeus Vailash

Oraeus Vailash

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Character sheet:
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Male Android (Laborer; Lashunta Xenometric) Vanguard (Medic) 4
NG Medium Humanoid (Android)
Init: +0; Senses: Perception +7, Sense motive -2
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Defense
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KAC 18, EAC: 16
HP: 32; SP: 40
RP: 5
Fort: +7, Ref: +4, Will: +1 (+2 vs. racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless specifically target constructs)
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Offense
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Speed: 25 ft.
Melee: +8 (1d8+8 C, Frost Maul, Aufeis, 1d12+8 Tatical Doshko, 1d4+8 Entropic strike)
Ranged: +4 (Whatever he can find)
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Statistics
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Str 18, Dex 10, Con 16, Int 12, Wis 10, Cha 9
Base Attack Bonus: +4;
Feats: Improved Combat maneuver (Reposition, Sunder), Quicker Trickler, Weapon Specialization,
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Skills and Languages:
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Trained Skills (28 skill ranks)
*Acrobatics (1 rank -2ACP): +2
*Athletics (4 ranks -2 ACP): +9
*Culture (1 rank): +5
*Diplomacy (1 rank): +3
*Intimidate (1 rank): +3
*Life Sciences (4 ranks): +8 (-5 DC to identify disease or poison)
*Medicine (4 ranks, Theme Knowledge, Aspect bonus): +11
*Mysticism (1 rank): +4 (+4 to recall knowledge with level 0 computer, -5 DC to identify disease or poison)
*Perception (4 ranks): +7
*Physical Science (4 ranks): +8
*Profession (Doctor, Int, 3 ranks): +7

Untrained skills
Sense Motive: -2
*Stealth: -2 (ACP)

Starship-Combat Version of Skills
Oearus is more than happy to shoot or run around on the ship!

Languages: Common, Lashunta, Vesk, Ysoki

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Class Abilities:
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ENTROPY STRIKE
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.

ENTROPIC POOL
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 (Starfinder Core Rulebook 242). 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.

FIRST ASPECT (Aspect Insight)
Your understanding of a specific aspect of entropy gives you insight into combat and one specific skill that others rarely understand. You gain the Improved Combat Maneuver feat for the listed combat maneuver. Additionally, you gain a +2 insight bonus to checks with one skill determined by your aspect.
Aspect Insight (Ex): You gain Improved Combat Maneuver (reposition) as a bonus feat and a +2 insight bonus to Medicine checks.

MITIGATE
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.

REACTIVE (1/day)
Once per day, you can take an additional reaction during a single round, though you can still take only one reaction per triggering event. You can take a reaction before the first time you act in a combat, but not in a surprise round in which you are unable to act.

At 9th level and again at 15th level, you can use this ability one additional time per day, though you can never use this ability to take more than two reactions in a round or one per triggering event.

WEAPON SPECIALIZATION (EX)
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.

DOCTOR (Ex) (Medic Archetype)
You gain a number of special abilities related to the Medicine skill and healing, as noted below.

  • Whenever you use equipment or one of your abilities to restore Hit Points to a creature, any surplus healing beyond that required to restore the creature to its maximum Hit Points restores that many Stamina Points to the creature.
  • You can tend up to 20 patients with long-term care.
  • When you use the long-term stability task of Medicine, if you succeed at the Medicine check by 10 or more, the patient heals 1 HP and regains consciousness.
  • You can use Medicine to treat disease in only 1 minute instead of 10 minutes.

    .

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    Vanguard Disciplines:
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    Curative Deconstruction (Su)
    You manipulate the entropy of microorganisms and toxins within your body, causing them to break down quickly. When you succeed at a saving throw against a disease or poison, you treat it as two consecutive successes for the purposes of curing that disease or poison.

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    Racial Abilities:
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    SIZE AND TYPE
    Androids are Medium humanoids with the android subtype.

    CONSTRUCTED
    For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.

    LASHUNTA MAGIC
    Lashuntas gain the following spell-like abilities: At will: daze, psychokinetic hand 1/day: detect thoughts. See Spell-like Abilities on page 262. The caster level for these effects is equal to the lashunta’s level.
    LIMITED TELEPATHY
    Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.

    Xenometric Android

    FLAT AFFECT
    Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.

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    Theme Abilities:
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    You have been trained to treat combat wounds on and off the battlefield. Having operated in high-intensity situations in remote rural locales, on city streets, and amid the din of combat, you have honed your ability to remain calm and collected under duress and heal those around you. Your peers see you as an incredibly valuable member of the team, and because of this, they defend you with their lives.

    THEME KNOWLEDGE
    Having studied and even occasionally treated infirmities and illnesses across the galaxy, you can detect and diagnose a wide array of maladies in both your own species as well as in beings from all walks of life. You have also done extensive research on unusual—even mystical—aspects of biology and chemistry, and now almost nothing in those fields surprises you. Reduce the DC of any Life Science or Mysticism check to recall knowledge about a disease or poison by 5. Medicine 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 Medicine checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

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    Feats:
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    Improved Combat maneuver (Reposition [aspect] Sunder [1st level])
    You are particularly skilled with a specific combat maneuver.

    Prerequisites: Base attack bonus +1.

    Benefit: Choose one combat maneuver (bull rush, dirty trick, disarm, grapple, reposition, sunder, or trip). You gain a +4 bonus to your attack roll to resolve that combat maneuver.

    Quicker Trickler
    Prerequisites: Medicine 3 ranks.

    Benefit: You can trickle serums down the throats of other creatures as a standard action instead of as a full action.

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    vanguard discipline:
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    NONE
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    Spells!:
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    Racial Spells -
    Daze, Psychokinetic hand
    Dectect Thoughts 1/day

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    Consumables & other tracking:
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    Serum of Healing 0/0

    Fuel 20/20

    Resolve 4/4

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    Bot Me!:
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    Oraeus likes to use whichever weapon is most appropriate in a fight and stick to the front lines so he can take the brunt of whatever is coming for them.

    [dice=Tactical Doshko, vs KAC]1d20+7[/dice]
    [dice=Slashing]1d12+7[/dice]

    [dice=Frost Maul vs EAC]1d20+7[/dice]
    [dice=Cold damage]1d8+7[/dice]

    [dice=Entropy Strike, vs EAC]1d20+7[/dice]
    [dice=Acid or Bludgeoning damage]1d4+7[/dice]
    Increase numbers of dice by amount of entropy points spent.

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    Scenarios and Tracking:
    ===================
    Chronicle #1: 1-99 Return to the Scoured Stars (Scoured Stars Veteran Boon)
    Sheet
    Purchases: None
    Income Earned: 2160
    Remaining Credits: 3160

    Chronicle #2: Half-Alive Streets (Pregen)
    Sheet
    Purchases: None
    Income Earned: 1480
    Remaining Credits: 4640

    Chronicle #3: 2-00 Fate of the Scoured Stars (GM credit), + Overcoming the Past boon)
    [ url=]Sheet Pending[/url]
    Purchases: None
    Income Earned: 4360
    Remaining Credits: 9000

    Chronicle #4: 2-17 Cost of living
    [ url= ]Sheet Pending[/url]
    Purchases: 8248


    Income Earned: 1552
    Remaining Credits: 4227

    Chronicle #5: 3-03 Frozen Ambitions: The Shimmerstone Gateway
    Sheet[/ url]
    Purchases:

    Spoiler:

    Synaptic Accelerator (Strength) 1400
    Starfinder Backpack 750

    Income Earned: 1480
    Remaining Credits: 3557

    Chronicle 06: 2-10 Corporate Interests
    [ url ]Sheet not yet earned[ / url]
    Purchases: 2550 [ url= ]See here

    Spoiler:

    Serum of Healing mk 2 (5)

    Income Earned:
    Remaining Credits:

    Blank Form
    Chronicle ##: Name
    [url ]Sheet[/ url]
    Purchases: See here

    Spoiler:


    Income Earned:
    Remaining Credits:
    ===================