Full Name |
The Tyrant |
Race |
AC 30, F +20, R +19, W +17, Per +17 |
Strength |
4 |
Dexterity |
4 |
Constitution |
5 |
Intelligence |
0 |
Wisdom |
2 |
Charisma |
1 |
About The Tyrant
[ spoiler=Quick stats]
HP xx/xx
AC xx
Fort +xx, Ref +xx, Will +xx
Hero points: 1
Focus Points: 1/1
Spells: 1st [][][]; 2nd [][][]; 3rd [][][]; 4th [][][]; 5th [][][]; 6th [][][]; 7th [][][]; 8th [][][]; 9th [][][]
Effects:
[/spoiler]
[dice=ATTACK]1d20+xx[/dice]
[dice=DAMAGE]1dxx+xx[/dice]
The Tyrant
Birthplace: xxx
Gender & Pronouns: Female, she/her
Ancestry: vesk (warblood)
Background: Trooper
Class soldier; Level: 10
Medium, Humanoid, Vesk
Deity: xxx
Languages: Common, Vesk, xxx
4 Str
4 Dex
5 Con
0 Int
2 Wis
1 Cha
____________________
SENSES
Perception: [dice=Perception (expert), lowlight vision]1d20+16[/dice]
Special Senses: lowlight vision
____________________
DEFENSES
Hit Points: 160 (10 ancestry, 10 class, 5 Con)
AC: xx [xx]
Armor xx
Armor proficiencies expert in all armors (crit specialization for medium, heavy armors)
SAVING THROWS
Fortitude: [dice=Fortitude (expert), tough as nails]1d20+ 19 [/dice]
Reflex: [dice=Reflex (expert)]1d20+ 18 [/dice]
Will: [dice=Will (expert)]1d20+ 16[/dice]
Notes:
____________________
OFFENSE
Class DC: 29 (expert)
Speed: 25 ft.
Weapon proficiencies expert in simple, martial, unarmed weapons (crit spec for area/automatic weapons); weapon spec (+2 dmg/+3 if master)
___________________
SKILLS
Acrobatics (T, Dex)
[dice=Acrobatics (trained)]1d20+ 18 [/dice]
Arcana (U, Int)
[dice=Arcana (untrained)]1d20+ 0 [/dice]
Athletics (E, Str)
[dice=Athletics (expert)]1d20+ 20 [/dice]
Crafting (U, Int)
[dice=Crafting (untrained)]1d20+ 0 [/dice]
Deception (U, Cha)
[dice=Deception (untrained)]1d20+ 1[/dice]
Diplomacy (U, Cha)
[dice=Diplomacy (untrained)]1d20+ 1 [/dice]
Intimidation (M, Con)
[dice=Intimidation (master)]1d20+ 21 [/dice]
Lore (warfare) (T, Int)
[dice=Lore (warfare) (trained)]1d20+ 14 [/dice]
Medicine (U, Wis)
[dice=Medicine (untrained)]1d20+ 2[/dice]
Nature (U, Wis)
[dice=Nature (untrained)]1d20+ 2 [/dice]
Occultism (U, Int)
[dice=Occultism (untrained)]1d20+ 0 [/dice]
Performance (U, Cha)
[dice=Performance (untrained)]1d20+1 [/dice]
Piloting (T, Dex)
[dice= Piloting (trained)]1d20+18 [/dice]
Religion (U, Wis)
[dice=Religion (untrained)]1d20+ 2 [/dice]
Society (U, Int)
[dice=Society (untrained)]1d20+0 [/dice]
Stealth (T, Dex)
[dice=Stealth (trained)]1d20+18[/dice]
Survival (T, Wis)
[dice=Survival (trained)]1d20+16[/dice]
Thievery (U, Dex)
[dice=Thievery (untrained)]1d20+4[/dice]
____________________
FEATS:
Ancestry Feats and Abilities
* 1st: Brutal Anatomy (jaws): A jaws unarmed attack deals 1d6 piercing damage and has the grapple, unarmed, and vesk traits.
* 1st: Brutal Anatomy (tail): A tail unarmed attack deals 1d6 bludgeoning damage and has the sweep, trip, unarmed, and vesk traits.
* 1st: Menacing Snarl (auditory) [free-action] Frequency once per hour; Trigger You frighten a creature; You snarl, hiss, shout, or otherwise verbally menace the triggering creature as you frighten them. Increase the value of the frightened condition by 1.
* 5th: Command Tactics: Whenever an ally selects you as the target of their attempts to Follow the Expert, you increase the circumstance bonus they receive to their skill check by an additional +1, or an additional +2 if you have master proficiency or higher (for a total of +3 for expert, +5 for master, and +6 for legendary).
* 9th: Opening Road: At the start of a combat encounter, if you are aware of your foes and aren’t attempting to Sneak or Hide, you can roll Intimidation for your initiative and can use the result to Demoralize one foe within range. Additionally, if you have the Battle Cry feat, you can Demoralize up to two creatures within 60 feet of you who you’re aware of.
Class Feats and Abilities
* Suppressing Fire: If you make an attack with a weapon that has the area trait (such as from the Area Fire or Auto-Fire actions), you use it in a manner that suppresses your targets. Enemies in the affected area who fail their save against your attack become suppressed until the start of your next turn. A suppressed target takes a –1 circumstance penalty on attack rolls and takes a –10-foot status penalty to its Speeds.
* Primary Target: When you make an attack with an area of effect weapon (such as from the Area Fire or Auto-Fire actions), you can choose a single creature either adjacent to the center point of the attack or the closest to you within a cone or line to be your primary target. After resolving the area of effect attack, make a ranged Strike using your weapon against the selected target. Ignore the unwieldy trait on your weapon when using this action. This follow-up Strike consumes an amount of ammo from the weapon equal to its expend, and you can’t make this additional Strike if you don’t have sufficient ammo. If two or more creatures are equidistant or closest, you can choose which one is your primary target. If you successfully hit your primary target with this Strike, then that target is suppressed until the start of your next turn. This Strike uses the same multiple attack penalty as your Area Fire or Auto-Fire action but doesn’t count toward your multiple attack penalty.
* Fighting Style (action hero): When you successfully make a ranged Strike with a weapon with the automatic trait, you suppress the target until the start of your next turn. In addition, when you Auto-Fire, the size of the cone is equal to the weapon’s full range increment instead of half. When using the Auto-Fire action, you can designate a target anywhere in the cone to be your primary target instead of the target closest to you.
* Walking Armory
* Fearsome Bulwark
* 1st: Warning Spray [free-action] As combat begins, you unleash an undirected snapshot with your weapon, forcing advancing foes to cower on approach. Make an Area Fire or Auto-Fire with your weapon. Your selected weapon cannot be a grenade or a missile launcher. Creatures in the area take no damage but must still make a save to avoid being suppressed or take other effects your area attack would normally impose.
* 2nd: Relentless Endurance [reaction] Trigger: I take damage; Frequency 1/hour. You come back stronger, ready to continue the fight and push onward in battle. You gain 3d8+12 temporary Hit Points that last for 1 minute.
* 4th: Collateral Witness [reaction] Trigger You reduce your primary target to 0 Hit Points using Auto-Fire.
With a subtle gesture of your weapon and a stare, you remind a survivor of your onslaught that there’s more where that came from. Demoralize a single creature that was in the area of your Auto-Fire with a +2 circumstance bonus. If you have legendary proficiency in Intimidation or if you have the action hero fighting style and the target of Collateral Witness is the enemy closest to you, you can use this as a free action with the same trigger.
* 6th: Fog of War: The smoke from your unleashed weapon fire conceals you from any enemies who may be left standing. Make an Area Fire or Auto-Fire attack. You leave behind a cloud of smoke within the area that lasts until the end of your next turn or until dissipated by a strong wind. Creatures in the area have the concealed condition, and all other creatures are concealed to them.
* 8th: Ammunition Conservation: By using direct and methodical burst fire, you can conserve your ammunition without compromising your destructive potential. Your Auto-Fire only expends one usage per target in the area
* 10th: Brutal Barrage [one-action] You prepare the perfect shot, able to tear through those closest to the impact point. If your next action is to Area Fire or Auto-Fire, add two additional weapon damage dice to targets who are adjacent to the center point of impact, or within the first 10 feet of a cone or line effect.
General Feats
* 3rd: Fleet
* 7th: Augmented Body (tactical dragon gland)
Skill Feats
* Background: Barricade [one-action] You hastily create a barricade using nearby items, junk, or debris. The barricade provides lesser cover for you and one other ally, though you can Take Cover to increase this benefit to standard cover. The barricade is flimsy and falls apart at the end of your next turn. There isn’t normally enough material for you to build a second barricade in the same space unless you’re in a particularly cluttered area (at the GM’s discretion).
* 2nd: Crowd Surfing: You navigate crowds without slowing down. You can move at full Speed in crowds. Treat areas truly packed with people as difficult terrain instead of greater difficult terrain.
* 4th: Intimidating Prowess: In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language.
* 6th: Get Down! [reaction] Trigger A willing adjacent ally becomes the target of a ranged attack or is in the area of an effect that deals damage and requires a Reflex saving throw. You pull a standing ally down to take cover from the triggering attack. You and your ally fall prone. Your ally gains the benefits of Take Cover to hunker down and gains greater cover against the triggering ranged attack, gaining a +4 circumstance bonus to AC and Reflex saves until the beginning of their next turn.
* 8th: Battle Cry: When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.
* 10th: Terrified Retreat: When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is fleeing for 1 round.
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EQUIPMENT
Gear:
2 11th: Superior defrex hide (+5 armor, +2 Dex cap, 2 upgrades, leather group, resilient +2)
2 10th: Superior weapon, superior force field, advanced undermounted grenade launcher
Consumables
2 11th
2 10th
2 9th
+5,000 credits
Augmentation: tactical dragon gland (sonic): Activate—Exhale [one-action] (manipulate) Frequency once per 10 minutes; Effect Each creature in a 15-foot cone takes 4d6 sonic damage with a basic Reflex save against your class DC (29).