Belkzen War Alchemist

Tarrakk's page

70 posts. Organized Play character for PAZ42.


Full Name

Tarrakk

Race

EAC 20 KAC 21 | F +5 | R +9 | W +8 | Init +7 | Perception +14| SM + 14

Gender

Male CG Half-Orc | Operative (Explorer) 5 |Sta: 40/40 |Hp: 36/36|Rp: 7/7|

Alignment

CG

Location

Absalom Station

Languages

Common, Orc, Drow, Vesk, Eoxian, Castrovelian

Occupation

Wilderness Guide

Strength 11
Dexterity 20
Constitution 14
Intelligence 12
Wisdom 18
Charisma 10

About Tarrakk

Tarrakk wears a D-Suit and looks like he's ready to begin an expedition. He is generally serious, and tends to let his actions speak more than his words. He has black hair and blue eyes. Tarrakk carries a static arc pistol at his hip, and wears a sleek diasporan rifle on his back. A single aeon stone orbits his head. Tarrakk is very professional, and takes every job seriously, whether it is the colonization of a new planet or a mission for the Starfinders.
Init +7
Defense
EAC: 20 / KAC: 21
Stamina: 40, Hp: 36, Resolve: 7

Fort +5, Ref +9, Will +8
Speed 40 ft

Static Arc Pistol +8 (1d6+2)
Diasporan Rifle +9 (2d8+5)
Sword Cane (bayonet) +8 (1d4+2)

Statistics
Str 11, Dex 20, Con 14, Int 12, Wis 18, Cha 10
Base Atk +3

Feats: Weapon Focus Sniper Rifles, Great Fortitude, Improved Great Fortitude

Skills: Acrobatics +15, Computers +11, Culture +12, Engineering +11, Intimidate +12, Perception +14, Piloting +17, Profession (Wilderness Guide) +18, Sense Motive +14, Stealth +15, Survival +20 (+4 additional to trick attack)

Languages Common, Orc, Drow, Vesk, Eoxian, Castrovelian, Aklo

Darkvision 60'
Orc Ferocity
+2 racial bonus to Intimidate and Survival

Wild Warden Theme +1 Survival

Operative Abilities:
Operative's Edge +2 insight to skills and initiative
Explorer - skill focus in culture and survival
Trick attack - Survival +4 (total of +22) vs 20 + 1.5*CR for 1d6 damage
Evasion
Invigorating Strike - drop target to heal 1d4+4 Stamina Points
[dice=Invigorating Strike]2d4+4[/dice] Stamina points restored
Trap Spotter - double operative's edge to notice traps, and free perception check within 10 feet of a trap
Ever Vigilant

Equipment:
Enhancements:
Mk 1 Personal Upgrade (+2 to dex), Mind Maze graft (+2 enhancement bonus to Survival and Piloting)

Equipment: D-suit I, personal comm unit, flashlight, 4 extra batteries, Mk 1 Serum of Healing (x2), tool kits (broad-spectrum scanning, professional's, hacking), clear spindle aeon stone, advanced diasporan rifle (with an accurate fusion and a sniper scope), static arc pistol (with a called fusion), tactical sword cane, light bayonet bracket (attaching the sword cane to the diasporan rifle)

[dice=Trick Attack]1d20+24[/dice] vs a DC of 20 + target's CR*1.5
[dice=Diasporan Rifle vs EAC]1d20+9[/dice]
[dice=Diasporan Rifle damage]2d8+5[/dice] fire damage plus trick attack of [dice]2d6[/dice]

Sniper Alternate Class Feature:
Sniper Alternate Class Feature
Source Tech Revolution pg. 28

You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon. If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking.
This replaces the operative’s trick attack class feature.

Sniper DCs:
Sniper Trick Attack DC chart (x,y) where (x = level of opponent, y = DC)
(1,21)
(2,23)
(3,24)
(4,26)
(5,27)
(6,29)
(7,30)
(8,32)
(9,33)
(10,35)
(11,36)
(12,38)
(13,39)
(14,41)
(15,42)
(16,44)
(17,46)
(18,47)
(19,48)
(20,50)
(21,51)
(22,53)
(23,54)

Tarrakk's Saves

[dice=Fortitude]1d20+5[/dice]
[dice=Reflex]1d20+9[/dice]
[dice=Will]1d20+8[/dice]

★ ---- ★ ---- ★ ---- ★

Skills

[dice=Acrobatics]1d20 + 15[/dice]
[dice=Computers]1d20 + 11[/dice]
[dice=Culture]1d20 + 12[/dice]
[dice=Engineering]1d20 + 11[/dice]
[dice=Intimidate]1d20 + 12[/dice]
[dice=Perception]1d20 + 14[/dice]

[dice=Piloting]1d20 + 17[/dice]
[dice=Profession Wilderness Guide]1d20 + 18[/dice]
[dice=Sense Motive]1d20 + 14[/dice]
[dice=Stealth]1d20 + 15[/dice]
[dice=Survival]1d20 + 20[/dice]

★ ---- ★ ---- ★ ---- ★
Tarrakk prefers to attack at range. He will use his bayonet to attack in melee if shooting will provoke. If possible he will use a full round action to trick attack an opponent. He tends to focus his attacks on the most heavily injured opponent, in the hopes that his Invigorating Strike will trigger. Because his diasporan rifle has the unwieldy property, he can not move before trick attacking with this weapon.

Ranged Attack: Diasporan Rifle
[dice=Trick Attack]1d20+24[/dice] vs a DC of 20 + target's CR*1.5
[dice=Diasporan Rifle vs EAC]1d20+9[/dice]
[dice=Diasporan Rifle damage]2d8+5[/dice] fire damage plus trick attack of [dice]2d6[/dice]

Ranged Attack: Static Arc Pistol
[dice=Trick Attack]1d20+24[/dice] vs a DC of 20 + target's CR*1.5
[dice=Static Arc Pistol vs EAC]1d20+8[/dice]
[dice=Static Arc Pistol damage]1d6+2[/dice] electric damage plus trick attack of [dice]2d6[/dice]

Melee Attack: Bayonet
[dice=Trick Attack]1d20+24[/dice] vs a DC of 20 + target's CR*1.5
[dice=Bayonet (Sword Cane) vs KAC]1d20+8[/dice]
[dice=Bayonet (Sword Cane) damage]1d4+2[/dice] piercing damage plus trick attack of [dice]2d6[/dice]

In ship combat, Tarrakk prefers to be the Pilot or Gunner. He could also fill the Science Officer role.