Lizardfolk

Trosvod "The Wyrm"'s page

426 posts. Alias of Decimus Observet.


Race

HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Alignment

CN Vesk Soldier 5 (Space Pirate)

Languages

Common, Vesk, Shirren, Azlanti

Strength 16
Dexterity 19
Constitution 15
Intelligence 8
Wisdom 10
Charisma 12

About Trosvod "The Wyrm"

Trosvod "The Wyrm"

HP: 34; SP: 32 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5 | Init +5

Ring of resistance, mk 1

Move 25ft

CN Vesk Soldier 4 (Space Pirate)

BAB: +4

Languages: Common, Vesk, Shirren, Azlanti

Class Skills: Acrobatics (Dex), Athletics (Str), Engineering (Int), Intimidate (Cha), Medicine (Int), Piloting (Dex), Profession (Cha, Int, or Wis), Survival (Wis)

Bluff is a class skill for Space Pirates

Skill Ranks per Level: 3 (4 + Intelligence modifier)

Armour Penalty: -1

Athletics 12 = 4 Str +5 Rank +3 Class

Bluff 5 = 1 Cha +1 Rank +3 Class

Culture (Pirate Bands) 1 = Int -1 +2 Rank

Intimidate 8 = 1 Cha +5 Rank +3 Class

Perception 0 = 0 Wis +0 Rank

Piloting 8 = 4 Dex +1 Rank +3 Class

Survival 4 = 0 Wis +1 Rank +3 Class

Feats:
L1: Deadly Aim
L2: Weapon Focus (Heavy Weapons)
L3: Spellbane, Weapon Specialisation (all trained)
L4: Laugh at Danger
L5: Toughness

Gear Boosts:

Armoured Advantage (Ex)

When you are wearing armor, you gain a +1 insight bonus to your Kinetic Armor Class.

Dirge Cannon, Harmonic Sonic 2 900 1d8 So 20 ft. deafen 20 charges 4 3 antibiological, blast, unwieldy

Reaction cannon, light 1 250 1d10 P 90 ft. — 6 rounds 1 3 Penetrating

Battleglove, cestus 1 ____ 1d4 B — L Analog

Ceremonial plate, officer 4 2,275 +6 +8 +2 –2 –5 ft. 1 2 SFCRB

Aeon Guard, Battle Dress (Trooper) 3 1,650 +5 +7 2 -3 -10 ft. 2 3

Iridishell, basic 2 755 +3 +6 +2 –2 –5 ft. 0 2

Ceremonial plate, troop 1 110 +1 +3 +2 –3 –10 ft. 3 3

Industrial Backpack 25

Travel Clothes 10

Hygiene Kit 3

20 Heavy Rounds 90

399

Proficiencies: Armor-light and heavy; Weapons-basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons, and grenades

Size and Type
Vesk are Medium humanoids with the vesk subtype.

Armour Savant
Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.

Fearless
Vesk receive a +2 racial bonus to saving throws against fear effects.

Low-Light Vision
Vesk can see in dim light as if it were normal light.

Natural Weapons
Vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Vesk gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

Armour Storm
The armor storm fighting style Focuses on using armor as a weapon by maximizing the damage of armor-based weapons while withstanding enemy fire. You learn to increase the effectiveness of attacks made with your armor and to add equipment normally beyond your armor’s capacity.

Hammer Fist (Ex) 1st Level
You treat any unarmed attack you make while wearing heavy or powered armor as being made with a battleglove with an item level equal to or lower than your soldier level, and you calculate damage for these attacks as if you had the melee striker gear boost. If you have the melee striker gear boost, you gain a +2 bonus to damage rolls with your unarmed attacks when using this ability. These unarmed attacks don’t benefit from other abilities that apply specifically to unarmed attacks (such as the Improved Unarmed Strike feat).

Melee Striker (Ex)
Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons.

Enhanced Tank (Ex) 5th Level
You gain the Powered Armored Proficiency feat and access to improved armor. This might be the result of your own engineering abilities, having earned the trust of contacts that can get you experimental equipment, or a powerful patron giving you gear not available to the general public to help you achieve mutual goals. You can add one more upgrade to your armor than its normal maximum number of upgrade slots. If you add this bonus upgrade to heavy armor, you can select an upgrade normally limited to powered armor. An upgrade placed in this bonus slot costs half the normal credit amount.

Theme Knowledge (1st)
You have a distinct advantage over others when operating in the shadows of society. Reduce the DC of Culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates by 5. Bluff 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 your Bluff checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.