Targas

Teddington's page

161 posts. Organized Play character for CptJames.


Full Name

Teddington

Race

|SP: 56/66, HP: 48/48, RP: 9/9|EAC: 21, KAC: 23, DR: 6 vs Piercing, Cold Resist: 7|Fort: +7, Ref: +4, Will: +5|Init: +6|Perception: +0|Speed: 40ft (35ft in Armour) Land, 20ft Climb|Senses: Low-Light Vision, Limited Telepathy (30ft)

Gender

Male Large Uplifted Bear Soldier (Guard) 6

Alignment

NG

Deity

Damoritosh

Strength 23
Dexterity 14
Constitution 17
Intelligence 12
Wisdom 10
Charisma 10

About Teddington

Teddington
Male Uplifted Bear Soldier (Guard) 6
NG Large Magical Beast – Deity: Dhamoritosh
Init +6; Senses Perception +0, Low Light Vision, Limited Telepathy (30ft)

Defence

EAC 21, KAC 23, DR 6/Piercing, AC vs CM 31
SP: 66, HP: 48, RP: 9
Fort +7, Ref +4, Will +5;

Offense

Speed 40 ft (35ft in Heavy Amour) Land, 20ft Climb
Melee Called, Ghost Killer Red Star Plasma Doshko +13 vs EAC (1d10+15 E&F) Severe Wound (DC19), Powered Capacity 20/Usage 2
. . 2x Returning Sopranino Singing Disk +13 vs EAC (1d4+15 So) Confuse DC16, Analog, Thrown (20ft)
. . Ember Flame Doshko +13 vs EAC (1d8+15 F) Wound (DC17), Powered Capacity 20/Usage 1
. . Natural Weapons (Claws) +12 vs KAC (1d3+18 S)
Ranged SubZero Ice Carbine +8 vs KAC (1d8+6 C&P) Automatic, Range 60ft, Ammo 20/Usage 2

Statistics

Str 23, Dex 14, Con 17, Int 12, Wis 10, Cha 10
Base Atk +6; Melee Atk +12, Ranged Atk +8, Thrown Atk +12
Feats Improved Initiative, Weapon Focus (Advanced Melee), Toughness, Weapon Specialisation, Step Up, Enhanced Resistance (DR)
Soldier Fighting Style Guard
Soldier Gear Boost Melee Striker
Skills
Acrobatics +10 (6 ranks),
Athletics +16 (6 ranks),
Bluff +0,
Diplomacy +0,
Disguise +0,
Engineering +10 (6 ranks),
Intimidate +0,
Life Science +4 (1 ranks),
Medicine +9 (5 ranks),
Perception +0,
Piloting +2 (0 ranks),
Sense Motive +0,
Stealth +1,
Survival +11 (6 ranks);
Languages Common, Vesk, Limited Telepathy (30ft)
Other Gear Vesk Overplate 1, Called/Ghost Killer Red Star Plasma Doshko, Radiation Badge, Starfinder Backpack, Toolkits: Engineering, Survivalists, Trapsmiths, Religious Symbol (Damoritosh), Titanium Cable Line (50ft), 1x Serum of Healing Mark 1.

Special Abilities/Feats/Racial Traits

Soldier Fighting Style (Guard):
GUARD [LINK]
Starfinder Core Rulebook p.114
The guard fighting style focuses on defence. You become adept at wearing armour, protecting against attacks, and enduring damage and other setbacks from attacks that get through your defences.
ARMOR TRAINING (EX) 1st Level
You reduce the armour check penalty of armour you wear by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armour by 1.
GUARD’S PROTECTION (EX) 5th Level
When an ally adjacent to you is damaged by an attack, you can use your reaction to intercede. You take half the damage, and your ally takes the other half. This has no effect on spells, and any conditions delivered by the attack apply to both of you. In addition, you are now proficient with powered armour.
RAPID RECOVERY (EX) 9th Level
You can spend Resolve Points to ignore detrimental conditions. As a move action, you can spend 1 Resolve Point to suppress one of the following conditions for 10 minutes: exhausted, fatigued, frightened, nauseated, shaken, sickened, or staggered (see pages 276–277). After 10 minutes, if the condition’s duration hasn’t ended, the condition’s effects return. You can suppress only one condition at a time; if you are both fatigued and shaken, you can avoid the effects of only one of them, and if you are affected by two different instances of the same condition, you’re still affected by the second one.
KINETIC RESISTANCE (EX) 13th Level
You gain DR 3/—. At 17th level, this DR increases to 5/—.
IMPENETRABLE DEFENSE (EX) 17th Level
As a standard action, you can set up a strong defence for yourself and an adjacent ally. Until the start of your next turn, you gain three benefits: your damage reduction increases to DR 10/—; you and the chosen ally each gain a +4 bonus to AC; and if you use guard’s protection, you direct all the damage to yourself such that your ally takes none.

Improved Initiative Feat:
IMPROVED INITIATIVE (COMBAT)
Starfinder Core Rulebook p.158
Your quick reflexes allow you to react rapidly to danger.
BENEFIT
You gain a +4 bonus to initiative checks.

Weapon Focus (Advanced Melee) Feat:
WEAPON FOCUS (COMBAT)
Starfinder Core Rulebook p.163
You have increased training in a particular weapon type, making it easier to hit your target.
PREREQUISITES
Proficiency with selected weapon type.
BENEFIT
Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a drone), you gain a +2 bonus instead.

Toughness Feat:
TOUGHNESS
Starfinder Core Rulebook p.163
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.
BENEFIT
For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

Weapon Specialisation Bonus Feat:
WEAPON SPECIALIZATION (COMBAT)
Starfinder Core Rulebook p.163
You know how to get the full damage out of a weapon type your class doesn’t normally use.
PREREQUISITES
Character level 3rd, proficiency with selected weapon type.
BENEFIT
Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

Step Up Feat:
STEP UP (COMBAT)
Starfinder Core Rulebook p.162
You can close the distance when a foe tries to move away.
PREREQUISITES
Base attack bonus +1.
BENEFIT
Whenever an adjacent foe attempts to take a guarded step away from you, you can also take a guarded step as a reaction as long as you end up adjacent to the foe that triggered this ability.

Enhanced Resistance (DR) Feat:
ENHANCED RESISTANCE
Starfinder Core Rulebook p.157
You have trained your body to resist a particular type of damage.
PREREQUISITES
Base attack bonus +4.
BENEFIT
Choose either kinetic damage or one of acid, cold, electricity, fire, or sonic. If you choose kinetic damage, you gain damage reduction equal to your base attack bonus. If you choose acid, cold, electricity, fire, or sonic, you gain energy resistance against that type of energy equal to your base attack bonus.

Step Up and Strike Feat:
STEP UP AND STRIKE (COMBAT)
Starfinder Core Rulebook p.162
When a foe tries to move away, you can follow and make an attack of opportunity.
PREREQUISITES
Dex 13, Step Up, base attack bonus +6.
BENEFIT
When using the Step Up feat to follow an adjacent foe, you can move up to 10 feet. You can also either make an attack of opportunity against the foe, or wait to see if the foe provokes another attack of opportunity at any point before the end of its turn. Either way, this attack of opportunity does not count toward the number of actions you can usually take each round; it is part of the Step Up reaction.

Gear Boost – Melee Striker:
MELEE STRIKER (EX) [LINK]
Starfinder Core Rulebook p.112
Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons.

Called Fusion:
CALLED
Starfinder Core Rulebook p.193
Level: 1
A weapon with the called fusion can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A weapon with the called fusion must be in your possession for at least 24 hours for this ability to function.

Ghost Killer Fusion:
GHOST KILLER
Starfinder Core Rulebook p.194
Level: 5
Attacks from a weapon with this fusion deal full damage to incorporeal creatures. They also pass into the Ethereal Plane, allowing such attacks to affect ethereal creatures normally. Weapons with the ghost killer fusion can also score critical hits against incorporeal creatures. In addition, an incorporeal creature (though not an ethereal one) can pick up, move, or wield a ghost killer weapon.

Climber, Ferocious Charge, Limited Augmentation, Natural Weapons, Swift Uplifted Bear Racial Abilities:
CLIMBER
Uplifted bears have a climb speed of 20 feet.

FEROCIOUS CHARGE
When the uplifted bear charges, it can attempt a trip combat manoeuvre in place of the normal melee attack. In addition, the uplifted bear can charge without taking the normal charge penalties to its attack roll or AC. If the uplifted bear has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz fighting style), it also gains the ability to charge through difficult terrain.

LIMITED AUGMENTATION
The only augmentations that can be installed in an uplifted bear’s brain are datajacks and the mechanic’s custom rig.

NATURAL WEAPONS
Uplifted bears have natural weapons that function like those of Vesk (Starfinder Core Rulebook 52), except the bears’ natural weapons deal slashing damage.

SWIFT
Uplifted bears have a land speed of 40 feet.

Mercenary Theme:
MERCENARY +1 STR
Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy.

THEME KNOWLEDGE 1st
You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.

GRUNT 6th
You’re used to long marches while carrying heavy equipment and can hoist most machinery with ease. Treat your Strength as 1 higher for the purpose of determining your bulk limit (see page 167).

SQUAD LEADER 12th
You are extremely skilled at coordinating with your squad, both because of your tactical efficiency and because of the respect that you command. If you are able to attempt the check in question, you automatically succeed at a skill check to aid another (see page 133) when assisting a squad member or other longtime ally (such as a fellow PC).

COMMANDER 18th
You pull determination from your victories with your squad, no matter how bloody. After participating in at least three combats in a day in which you defeat distinct groups of significant foes, you recover 1 Resolve Point. After participating in six such combats in a day, you recover a second Resolve Point.