Race |
| SP 50/72 HP 60/60 | RP 9/9 | EAC 24; KAC 25 | Fort +7; Ref +7; Will +7; +2 vs. charm/compulsion; See theme for others | Init: +5 | Perc: +12, SM: +1 |
Classes/Levels |
| Speed 40ft; Climb 20’, ignore 20’ difficult terrain | Active conditions: None. |
Gender |
Male N pahtra stormrunner hunter soldier 8 |
Size |
M |
Alignment |
NG |
Deity |
Iomedae |
Languages |
Common, Pahtra, Vesk, Lashunta |
Occupation |
Musician |
About Tash Ibri
Tash Ibri
Male pahtra stormrunner soldier 8
N Medium humanoid (pahtra)
Init +5; Senses low-light vision, darkvision 60’; Perception +12
DEFENSE
SP 72 HP 60 RP 9
EAC 24; KAC 25
Fort +7; Ref +7; Will +7; +2 vs. charm/compulsion effects; weather effects under Toughness
Defensive Abilities none
OFFENSE
Speed 40 ft.
Melee levaloch trident +13 (2d8+15 P, called and frost fusion) or
cold iron hook sword +13 (1d8+15 S, critical bleed 1d4) or
survival knife +13 (1d4+9 S) or
force baton +13 (1d4+11 B, called, force effect) or
taclash +13 (1d4+13 S, reach, nonlethal, +2 to disarm, +2 to trip)
Ranged corona laser rifle +14 (2d6+8 F, critical burn 1d6, integrated in trident) or
snub scattergun +11 (1d12+8 P; analog, 15-foot blast)
Offensive Abilities laser accuracy, melee striker, mobility, spring attack, step up and strike, primary fighting style (hunter)
Blast weapon property (snub scattergun) This weapon fires in a cone that extends only to its first range increment. You can’t use it to attack creatures beyond that range.
For each attack you make with a weapon with the blast special property, roll one attack against each target in the cone, starting with those closest to you. Each attack takes a –2 penalty in addition to other penalties, such as the penalty to all attacks during a full attack. Roll damage only once for all targets. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects on a critical hit that require you to roll) and apply it to each creature against which you score a critical hit. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once.
Attacks with blast weapons ignore concealment. A blast weapon doesn’t benefit from feats or abilities that increase the damage of a single attack (such as the operative’s trick attack). Ammunition for blast weapons is designed for blast attacks, so you spend the usage amount only once for each cone of attacks.
STATISTICS
Str 20 (+5); Dex 20 (+5); Con 12 (+1); Int 12 (+1); Wis 12 (+1); Cha 12 (+1)
Skills Acrobatics +15, Athletics +15, Engineering +5, Intimidate +5, Life Science +2, Medicine +5, Perception +12, Piloting +13, Profession (Musician) +10, Sleight of Hand +6, Stealth +13, Survival +13; (reduce the DC of Survival checks to endure severe weather, orienteer, and predict weather when in rainy, snowy, stormy, or windy conditions by 5.)
Feats Mobility, Step Up, Step Up and Strike, Spring Attack, Fleet, Nimble Moves, Toughness, Jet Dash
Languages Common, Pahtra, Vesk, Skittermander, Lashunta
Combat Gear advanced swarmproof bangles, mk 1 serums of healing (2), mk 2 serums of healing (2), mk 3 serums of healing (2), turquois cube aeon stone
Other Gear adv lashunta tempweave (upgrade: Seal of Oras, jetpack), levaloch trident with integrated corona laser rifle with 3 batteries (20/each), snub scattergun with 25 longarm rounds, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, credstick (9600 credits)
SPECIAL ABILITIES
Darkvision Tash see 60’ with no light source at all.
Hunt Foe As a move action, you can choose one opponent that you have line of sight to and that you are aware of and attempt a Survival check (DC = 15 + 1-1/2 × the creature’s CR). Alternatively you can attempt this skill check against a creature that you can’t see or aren’t aware of if you’ve discovered and identified a set of tracks belonging to the chosen creature that are within 30 feet of you. If you succeed, you gain a +1 insight bonus to damage rolls against the target, and to Bluff, Perception, Sense Motive, and Survival checks against them, as well as all skill checks to recall knowledge about them. The save DCs of your weapon attacks and soldier class abilities also increase by 1 against the target. You can maintain these bonuses against only one opponent at a time, and the bonuses remain in effect until your target is dead, you hunt a new target, or you end the effect without spending an action. If you fail the check to hunt your foe, you can’t attempt to hunt any creature again for 24 hours.
Jet Dash When running, you move six times your land speed. Whenever you jump, double the height and distance you can jump. While running, you don’t gain the flat-footed condition.
Laser Accuracy You gain a +1 insight bonus to attack rolls with weapons in the laser category.
Low-Light Vision Tash can see in dim light as if it were normal light.
Melee Striker Tash adds an additional bonus to his melee damage equal to half his strength bonus. This is already added to his attacks above.
Mobility Tash gains a +4 bonus to his AC against attacks of opportunity he provokes by moving out of a threatened square.
Nimble Moves You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a guarded step into difficult terrain.
Spring Attack As a full action, you can move up to your speed and make a single melee attack or combat maneuver without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack, and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack with a melee weapon (instead of only before), without provoking any attacks of opportunity from the target of your attack.
Step Up and Strike When a foe adjacent to Tash attempts to take a guarded step, as a reaction Tash can move up to 10 feet (as long as he ends adjacent to the creature taking the guarded step) and can make an attack of opportunity against that foe.
Weapon Specialization Tash adds his character level to the damage he deals with most melee weapons, longarms, heavy weapons, sniper weapons, and grenades, and half his character level to the damage he deals with operative melee weapons and small arms. This is already in his attacks above.
GEAR DESCRIPTIONS
Advanced Lashunta Tempweave II While wearing this armor, Tash can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 8 days.
Force Baton Called, powered. Counts as a force effect for overcoming defenses such a incorporeal.
Hook Sword Called. Made of cold iron. Has trip (+2 attack to combat maneuver).
Mk 1 Serum of Healing Drinking a vial of this serum restores 1d8 HP.
Mk 2 Serum of Healing Drinking a vial of this serum restores 3d8 HP.
Mk 3 Serum of Healing Drinking a vial of this serum restores 6d8 HP.
Sintered Levaloch Trident Integrated with the Corona Laser Rifle. Has called and frost fusion installed.
Snub Scattergun This two-handed ranged weapon can be fired eight times before it must be reloaded. It targets all creatures in a 15-foot cone. Tash makes an attack roll against each creature in this area, then rolls damage only once and applies it to all creatures he hits.
Taclash Called. Has reach, disarm (+2 attack) and trip (+2 attack). Damage is nonlethal.