About Oraeus VailashOraeus Vailash ===================
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 =================== Defense =================== 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) =================== Offense =================== 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) =================== Statistics =================== 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, 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
Starship-Combat Version of Skills
Languages: Common, Lashunta, Vesk, Ysoki
Equipment: ===================
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Weapons and Armor: Ceremonial Plate, Officer (level 4 armor), Aufeis Frost Maul, Tactical Doshko Consumables
Medicinals
Other Gear
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Encumbrance
12-22 Encumbered
Class Abilities: ===================
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ENTROPY STRIKE
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 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.
FIRST ASPECT (Aspect Insight)
MITIGATE
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)
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)
DOCTOR (Ex) (Medic Archetype)
. 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. Racial Abilities: ===================
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SIZE AND TYPE Androids are Medium humanoids with the android subtype. CONSTRUCTED
LASHUNTA MAGIC
Xenometric Android FLAT AFFECT
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
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
Benefit: You can trickle serums down the throats of other creatures as a standard action instead of as a full action.
vanguard discipline: ===================
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NONE Spells!: ===================
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Racial Spells -
Consumables & other tracking: ===================
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Serum of Healing 0/0 Fuel 20/20 Resolve 4/4
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=Frost Maul vs EAC]1d20+7[/dice]
[dice=Entropy Strike, vs EAC]1d20+7[/dice]
Scenarios and Tracking: ===================
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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)
Chronicle #3: 2-00 Fate of the Scoured Stars (GM credit), + Overcoming the Past boon)
Chronicle #4: 2-17 Cost of living
Spoiler:
Weapons and Armor: Ceremonial Plate, Officer (level 4 armor), Aufeis Frost Maul, Tactical Doshko Consumables
Medicinals
Other Gear
Income Earned: 1552 Remaining Credits: 4227 Chronicle #5: 3-03 Frozen Ambitions: The Shimmerstone Gateway
Spoiler:
Synaptic Accelerator (Strength) 1400 Starfinder Backpack 750 Income Earned: 1480 Remaining Credits: 3557 Chronicle 06: 2-10 Corporate Interests
Spoiler:
Serum of Healing mk 2 (5) Income Earned: Remaining Credits: Blank Form
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Income Earned: Remaining Credits: |
