Full Name |
Tylur Trask |
Race |
human spacefarer soldier (Starfinder forerunner) 4 |
Classes/Levels |
|
Gender |
Male |
Size |
Medium |
Age |
24 |
Alignment |
CG |
Deity |
Desna and Weylan |
Location |
Akiton |
Languages |
Akitonian, Common |
Occupation |
Soldier; Spacefarer |
Strength |
14 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
11 |
Wisdom |
10 |
Charisma |
10 |
About Tylur Trask
"Life's a battlefield,
where we remain loyal,
to those who'd die for us,
and those we defend.
Such devotion motivates us
to never give up.
Victory is a thing of the will."
Theme Music: Strength of a Thousand Men
Tylur Trask
Male human spacefarer soldier (Starfinder forerunner) 4
CG Medium humanoid (human)
Initiative +3; Senses Perception +3
EAC 20 (+8 armor, +2 Dex)
KAC 22 (+10 armor, +2 Dex)
AC vs CM 30 (8 + KAC)
Stamina 32 (28 class, +4 Con)
Hit Points 32 (4 racial, +28 class)
Resolve 5 (1/2 lvl [min 1], +3 Dex)
Fortitude +5 (4 base +1 Con)
Reflex +5 (1 base +3 Dex +1 resistance)
Will +4 (4 base +0 Wis)
Speed 30 ft.
Base Atk +4
Melee +6 (+4 BAB, +2 Str)
Ranged +7 (+4 BAB, +3 Dex)
Thrown +6 (+4 BAB, +2 Str)
Weapons:
• Autotarget Rifle +8 (1d6+3 P), 60 ft range, 10 rounds, analog/automatic
• Pulsecaster Rifle +8 (1d6+3 E), 50 ft range, 40 charges, nonlethal
• Azimuth Laser Pistol +8 (1d4+1 F, crit. burn 1d4), 80 ft range, 20 charges
• Tactical Semi-Auto Pistol +8 (1d6+2 P), 30 ft range, 9 rounds, analog
• Frag Grenade I +7 (1d6 P), 20 ft range, explode 15 ft
• Carbon Steel Curve Blade +7 (1d10+5 S, bleed 1d6), analog
• Longsword +7 (1d8+5 S), analog
• Disruptive Assault Hammer +7 (1d6+5 B), analog
• Unarmed Strike +7 (1d3+5 B), archaic
Ability Scores:
Str 14, Dex 16, Con 12, Int 11, Wis 10, Cha 10
Feats:
• Armor Proficiency (Heavy, Light)
• Improved Unarmed Strike
• Opening Volley
• Versatile Focus (Advanced Melee, Basic Melee, Grenades, Heavy Weapons, Longarms, Small Arms, Sniper Weapons)
• Weapon Focus (Small Arms)
• Weapon Proficiency (Advanced Melee, Basic Melee, Grenades, Heavy Weapons, Longarms, Small Arms, Sniper Weapons)
• Weapon Specialization (Advanced Melee, Basic Melee, Grenades, Heavy Weapons, Longarms, Small Arms, Sniper Weapons)
Skills: (5 skill ranks/level)
• Acrobatics +6 (+1 rank, +3 class, +3 Dex, -1 armor)
• Athletics +6 (+2 ranks, +3 class, +2 Str, -1 armor)
• Bluff +0 (+0 Cha)
• Culture +4 (+1 rank, +3 class, +0 Cha)
• Diplomacy +1 (+1 rank, +0 Cha)
• Disguise +0 (+0 Cha)
• Engineering +4 (+1 rank, +3 class, +0 Int)
• Intimidate +5 (+2 ranks, +3 class, +0 Cha)
• Life Science +1 (+1 rank, +0 Int)
• Medicine +4 (+1 rank, +3 class, +0 Int)
• Perception +3 (+3 ranks)
• Physical Science +4 (+1 rank, +3 class, +0 Int)
• Piloting +7 (+1 rank, +3 class, +3 Dex)
• Profession (gambler) +4 (+1 rank, +3 class, +0 Wis)
• Sense Motive +0 (+0 Wis)
• Stealth +4 (+2 ranks, +3 Dex, -1 armor)
• Survival +6 (+3 ranks, +3 class, +0 Wis)
Languages Common
Special Abilities
• Gear Boost (Bullet Barrage)
• Primary Fighting Style (Hit-and-Run)
• Primary Style Technique (Opening Volley): Tylur gains Opening Volley as a bonus feat. At 9th level, he can use Opening Volley on both his first and second turns in combat.
• Theme Knowledge: Tylur is obsessed with distant worlds, and he always mentally catalogs everything he learns about new and strange places so he can recall it when he needs it most. Additionally, he uses his knowledge of biology and topology to inure himself to alien hazards. He reduces the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science is a class skill for him. In addition, he gains an ability adjustment of +1 to Constitution at character creation.
• Trained for Trouble: Tylur gains Culture and Survival as class skills. Once per day he can choose to roll a Survival check twice and take the best result. He can attempt Engineering, Life Science, and Mysticism skill checks to identify creatures even if untrained in those skills. He can attempt Survival skill checks to endure severe weather while moving at his full overland speed and receive the bonus he would normally receive for moving at half his overland speed. He can also attempt Survival checks to live off the land while moving at his full overland speed.
• Ready for Anything When Tylur is able to act in the surprise round of a combat, he gains a +2 bonus to his initiative check. When he successfully identifies a creature with a skill check, he learns one more useful piece of information than normal. When he attempts a Culture check to decipher writing, there is no chance he will misconstrue the message (though he might still be unable to translate it), and he can take 20 on Culture checks to decipher writing even if he's not trained in Computers and doesn’t have access to a computer or downloaded dataset.
Gear/Possessions:
• Lashunta Ringwear II Armor (Loot, 2 bulk)
• Autotarget Rifle (Loot, 2 bulk)
• Pulsecaster Rifle (100 credits, 1 bulk)
• Azimuth Laser Pistol (Loot, 0.1 bulk)
• Tactical Semi-Auto Pistol (260 credits, 0.1 bulk)
• Frag Grenade I (35 credits, 0.1 bulk)
• Assault Hammer w/disruptive fusion seal (Loot, 1 bulk)
• Ammo (50 rounds for Long Arms) (Loot, 0.1 bulk)
• Ammo (30 rounds for Small Arms) (40 credits, 0.1 bulk)
• Batteries x3 (20 charges) (60, 0.3 bulk)
• Industrial Backpack (25 credits, 1 bulk)
• Personal Comm (7 credits, 0.1 bulk)
• Flashlight (1 credit, 0.1 bulk)
• Everyday Clothing (1 credit, 0.1 bulk)
• Formal Clothing (5 credits, 1 bulk)
• Hygiene Kit (3 credits, 1 bulk)
• Field Rations (1 week) (1 credit, 1 bulk)
• R2E (x3) (3 credits, 0.3 bulk)
• Mk1 healing serums (x2) (loot, 0.3 bulk)
• Medpatch (loot, 0.1 bulk)
• Mk 1 ring of resistance (loot, 0.1 bulk)
Carrying Capacity 8; Current Load Carried 8
Wealth 97 credits
Background
Tylur Trask once served as a soldier-of-fortune in the proxy wars of Akiton before leaving home less than a year ago to travel the stars. His prior military experience focused on supporting various city militias, warring clans, and corporate security forces--all of them struggling to survive after the economic ruin caused by the declining thasteron fuel market. When Tylur's parents passed away of old age, he had nothing left tying him to the red planet, so he used his remaining earnings to secure a position on a bulk freighter as a supplementary security officer and engineer, hoping to find a better life on other worlds and more than willing to fight for it, if necessary.
While aboard the freighter, Tylur made a few enemies--mostly among those who resented an outsider gaining a security position they'd sought for themselves. Passed over for a promotion, a vesk named Namordan made trouble by seeking to prove himself against Tylur in hand-to-hand combat. When Tylur held his own and left the vesk with more than a few bruises, the troublemakers gave him a wider berth aboard ship. That didn't prevent Namordan from planning an elaborate revenge, however, as his crewmates intentionally stranded Tylur on an asteroid during their last mission in the Diaspora. Oddly enough, that event changed Tylur's life in a good way.
With just hours of air remaining in his spacesuit, Tylur prayed to Desna for luck. Shortly thereafter, a Starfinder expedition chanced upon him and one of their agents brought him aboard their ship. In return, Tylur assisted the Starfinder's science team in surveying the asteroids for the possible location of an alien ruin. While their efforts ultimately proved unsuccessful, Tylur got to learn about the Starfinder organization and their ideology. Mutually inspired by the thought of exploring new worlds and ancient ruins, he made a decision to join them after securing a recommendation from the agent who rescued him. He also intended to dedicate himself to the faith of Desna, believing the goddess had somehow heard his prayer and steered his life in a better direction. However, upon seeking her clergy on Idari, he erroneously ventured into a temple dedicated to the god Weydan. Believing this turn of events to be destined as well, he took up the faith of the Endless Horizon while also revering the Song of the Spheres.