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23 posts. Alias of Lance K.


Race

Barat Oza Ijtikri mercenary vanguard 6 | Init +1; Senses darkvision 60 ft.; Perception +13

Classes/Levels

SP 47/66 HP 48 | RP 7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4; +4 vs. critical hit effects Defensive Abilities hardened mantle, mitigate[COM] (6 damage)

About Squidboy

Barat Oza
Ijtikri mercenary vanguard 6 Alien Archive 3 55, Character Operations Manual 50
LN Medium aberration
Init +1; Senses darkvision 60 ft.; Perception +13
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Defense SP 66 HP 48 RP 7
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EAC 20; KAC 22
Fort +9; Ref +6; Will +4; +4 vs. critical hit effects
Defensive Abilities hardened mantle, mitigate[COM] (6 damage)
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Offense
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Speed 25 ft. (crawl at half this speed), swim 25 ft.
Melee entropic strike +9 (2d6+10 A & B; force, operative)
Ranged azimuth shoulder laser +7 (1d3+3 F; integrated [1 slot])
Spell-Like Abilities
(CL 6th)
. . 1/day—wisp ally
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Statistics
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Str 16 (+3); Dex 12 (+1); Con 18 (+4); Int 10 (+0); Wis 14 (+2); Cha 10 (+0)
Skills Athletics +12 (+20 when swimming), Intimidate +9, Medicine +7, Perception +13, Physical Science +2, Piloting +3 (2 ranks), Sense Motive +4, Stealth +5, Survival +13; (reduce the DCs of Culture and Profession [mercenary] checks by 5 when recalling knowledge about military procedures and personnel)
Feats Bodyguard, Coordinated Shot, Improved Combat Maneuver (sunder), In Harm's Way, Kip Up
Languages Common, Iji, Vesk
Other Abilities aspect embodiment (boundary)[COM], attracting shield[COM], entropic attunement[COM], entropic pool[COM], entropic strike[COM], entropy shield[COM], grunt, intervene[COM], reactive[COM]
Combat Gear mk I serums of healing (3); Other Gear kyokor plating II (upgrade: purple force field [5 HP]), azimuth shoulder laser with 1 battery (20 charges)[AR]; Augmentations mk 1 force matrix[AR], credstick (60 credits)
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Special Abilities
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Hardened Mantle (10 points) (Ex) Ijtikris have a +4 racial bonus on saving throws against critical hit effects. In addition, they reduce the damage they take from a critical hit by an amount equal to their character level or CR + their Constitution bonus to a minimum of 1 unless reduced by other means.

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.

Intervene:
As a reaction when an adjacent ally would be damaged by an attack, you can take half the attack’s damage, with your ally taking the remaining damage. This doesn’t prevent your ally from suffering related effects, nor does it cause such effects to apply to you. If you have the Bodyguard feat and you take a reaction to apply that feat’s benefit to an adjacent ally who is then hit by the attack, you can activate intervene for that attack without taking an additional action.

Attracting Shield:
You can direct energy from attacks near you into your shield. If you take a move action to align a shield against a specific attacker, you can also grant an adjacent willing or unconscious ally a +1 shield bonus to AC until the beginning of your next turn. This bonus ends if the ally ceases to be adjacent to you.