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About Pangea BetaStatus
Playtest pregen for SFS #101218-702 Vanguard level 8
Stats:
10 STR (+0)
20 DEX (+5) 22 CON (+6) 15 INT (+2) 12 WIS (+1) 8 CHA (-1) 112 SP
+8 BAB Fort +12
Does not breathe or suffer the normal environmental effects of being in a vacuum Low-light
Skills:
+2 DC to Sense Motive on me
+16 Acrobatics +11 Athletics +13 Culture -1 Diplomacy +13 Engineering (-5 DC to identify rare, ancient, or alien tech) +4 vs. traps -1 Intimidate +13 Life Science +13 Medicine +13 Perception (Trap Spotter: auto’ roll w. 10 ft. from trap) +15 Physical Science (-2 to Sense Motive) Languages: Common ; Akitonian ; Ysoki ; Drow ; Aklo ; Castrovelian (or Lashunta) ; Exoian ; Kasatha ; Shirren ; Triaxian ; Vercite ; Vesk Feats:
Light & Heavy Armor, Shields, Basic & Advanced Melee Weapons, Small Arms, Improved Combat Maneuver (dirty trick), Weapon Spec’ (incl’ Entropic Strike), Improved Combat Maneuver (sunder), Improved Initiative ; Deadly Aim (-2 to hit ; +4 dam’) ; Fleet (+10 speed) ; Enhanced Resistance (-8 dam' vs. Kinetic) ; Lunge (+5 ft. reach ; -2 AC) Entropic Pool (Su):
Start combat w. 0 Entropy Points (EP)
6 max EP Move to spend 1 RP to gain 1 EP W. receive 16+ dam’ gain 1 EP (+1 more EP if crit') W. I crit’, I can forgo extra dam’ and gain 1 EP W. 1 EP in pool = +1 Enhancement AC 1/combat: w. inflict a condition to an enemy, gain 1 EP Entropic Strike (Su):
Can attack even with hands full.
Melee attack counts as one-handed magical advanced melee weapon. With block (+1 enhancement bonus to AC for 1 round vs. melee attacks target I hit) & operative (Dex to hit) properties. Targets EAC Can deliver entropic strike with any melee weapon or shield I am proficient in. Considered made of material the weapon or shield is made of (for DR or weaknesses), and if melee weapon or shield is level 6+, also apply special property, critical hit effect, or weapon fusion. 2d8+6 damage that counts as Force (each attack: choose to deal acid or bludgeoning damage, or both). Using Improved Combat Maneuver vs. adjacent creature, target EAC+8 (not KAC). When 1 EP in pool: deal kinetic (still vs. EAC) ; ignore 8 hardness ; choose normal crit’ or Corrode (2d8/round until ‘extinguished’), or spend 1 EP to apply both Dirty Trick:
Target is blinded, deafened, entangled, off-target, shaken, or sickened (your choice) for 1 round + 1 round / for every 5 over the target’s EAC+8 (or KAC if not adjacent) - see conditions
Target can remove condition as a move. Range dirty tricks: –2 for every 5 ft. to target. Sunder:
Deal damage to one object held in the target’s hand or accessible on its body. The object must be something that could be drawn easily by the target as a move action.Reduce damage by hardness. Primary Vanguard Aspect (Su) Reaction
Mitigate (Ex):
Reaction : spend 1 EP to reduce dam’ by 8
(and gain no EP from that attack) Reactive (Ex):
1/day
Take extra Reaction in round (can before I act, but not it surprised) Uncanny Agility (Ex):
• Immune to Flat Footed
• No bonuses vs. me if I am flanked or prone • Covering & harrying fire get no bonus vs. me Armor:
• Vesk Brigandine III - EAC +10, KAC +10 (Upgrade Slots 2) Bulk L
• Tactical Cold Iron shield, Field - +1 (move to align’ vs. 1 enemy @ +2) Bulk 1 Weapon & Ammo':
• Semi-Auto Pistol, Advanced - 2d6 P dam’ - 60 ft. - no crit’ - 12 rounds - 1/shot - Bulk L
• Ammo': - 1 clip (12 rounds) of normal 2d6 P dam' - 2 clips + 8 spare rounds of explosive rounds (extra dam' from crit' is fire damage ; deals 1/2 damage to targets that take 1/2 damage from energy attacks but no damage from kinetic attacks, such as incorporeal creatures ; counts as weapon w. explode property vs. swarms ; at GM’s discretion can set extremely flammable materials on fire) • Smoke Grenade (Bulk L) Cybernetics:
Minimal Speed Suspension (all legs) +10 speed Enhancement Equipment:
Engineering & Trapsmith toolkits (Bulk L x2)
Fire extinguisher (Bulk L) 50 ft. titanium cable (Bulk 5 L) Armor Upgrades:
in armor slots
• Hover Field (Bulk L) Hover an inch above ground. Leave no tracks nor trigger mechanical traps w. floor-based location trigger. Needs strong, stable surface. Can move briefly across delicate flooring that won’t support weight, across water or other liquid surfaces, but must end move on surface that supports you normally or upgrade ceases to function until once more on a stable surface for full round • Jump Jets (Bulk L) Activate as part of move action to fly up to 30 feet (average maneuverability), max' height 10 ft., or fly up to 20 ft. straight up. Must land at end of move action in personal slot • Targeting Computer (no Bulk) Ignore concealment (except total) on attacks you make Carrying less than 3 Bulk (5 Bulk = Encumbered) Equipment Purchase List:
18.000 Cr.
1.400 Cr. Mk I Personal Upgrade (Dex) 6.500 Cr. Mk II Personal Upgrade (Con) 2.500 Cr. Shield 450 Cr. Cold iron on shield 1.900 Cr. Standard Speed Minimal 1.800 Cr. Hover Field 1.000 Cr. Jump Jets 2.250 Cr. Targeting Computer 40 Cr. Toolkits 5 Cr. Fire extinguisher 50 Cr. Cable 60 Cr. Explosive rounds 40 Cr. Smoke Grenade (30 Cr. left) Space Combat:
Captain
-1 Bluff -1 Diplomacy -1 Intimidate Engineer
Gunner
Pilot
Science Officer
BOT THE ANDROID:
Dirty Trick
[dice=Dirty Trick vs. EAC+8]1d20+17[/dice] Sunder
Melee
Ranged 60 ft. range
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