Vesk

Valikar "Hardcover" Drazen's page

140 posts. Organized Play character for Suede.


Race

Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit

Classes/Levels

Dragon Gland - 1/1 | Ammo: HR 6/6

Gender

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:

About Valikar "Hardcover" Drazen

Valikar "Hardcover" Drazen
Vesk Scholar Soldier 8
N Medium Humanoid (Vesk)
Init +4; Senses Perception +9, Low-light vision
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Defense ------------ SP 80; HP 62; RP 10
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EAC 29; KAC 32; CMD 40 (+6 vs Bullrush, Trip - +2 vs Reposition)
Damage Reduction 9/-
Resistances Fire 5, Cold 5, Sonic 5, Electric 10
Other On melee hit attacker takes 2d6 Electrical Damage
Fort +9, Ref +6, Will +7
Modifiers +4 to hold breath, +2 vs inhaled effects, +2 vs fear
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Offense
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Speed 50 ft, Climb Speed 50 ft, Swim Speed 50 ft
Melee Hammer Fist +14 (1d4 +21 B)(Anchoring, Interposing), or Natural Attack +14 (1d3 +19 B/P/S ), or Taclash +18 (Disarm)
Ranged Hunting Rifle +12 (1d8 +8 P)
Special
Dragon Gland, Wyrmling 1/rest - 3d6, 15 ft cone (DC 18)
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Statistics
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Str 18 (22), Dex 16 (18), Con 16, Int 12, Wis 12, Cha 11
Base Atk +8
Feats Jet Dash, Step-up, Mobility, Climbing Master, Close Combat, Step-up and Strike, Enhanced Resistance, Coordinated Shot
Theme Bonuses -5 to DC on Life Science related to Xenobiology, Reroll 1 knowledge check a day
Skills Acrobatics +15 (+23 Jump), Athletics +17 (+29 Climb, +34 Climb on Metal), Culture* +16, Engineering +12 (+16 Recall/Traps), Intimidate +11, Life Science +14 (+18 Recall), Medicine* +16, Perception +9, Survival* +16 Modifiers Culture/Medicine/Survival from Hireling, Life Science/Engineering +4 from library chips, +4 to traps from toolkit
Languages Common, Akiton, Vesk
SQ Armor Savant, Fearless, Natural Weapons, Weapon Specialization
Primary Fighting Style - Armor Storm Hammer Fist, Enhanced Tank
Gear Boosts Melee Striker, Unyielding Bulwark
Augmentations Personal Augmentation (+4 Str, +2 Dex), Throat - Wyrmling Dragon Gland, Lungs - Respiration Compounder, Hand - Starfinder Insignia, Both Legs - Speed Suspension 20ft, Skin - Dermal Plating Mk 1
Armor Augmentations (5 slots) Thermal Capacitor Mk 1, Electrostatic Field Mk 2, Mobility Enhancer Mk 1, Phase Shield, Sonic Dampener

Gear:
Kyokor Plating III
Vesk Hygiene Kit
Field Rations (1 week)

Survival Knife
Hunting Rifle
Frag Grenade x2
Shock Grenade x2
Serum of Healing Mk 1 x4
Medkit, Basic
Medpatch x3
Cable Line - 40ft
Personal Comm, Everyday clothes
Flashlight
Climbing Kit
Toolkits (Traps, Engineering)
Gear Clamp x3
Magboots (+5 climbing, +2 vs Trip/Bullrush)

Battery x2 (20 Charges)(0 empty)
Long Arm Ammo (25 bullets)

Industrial Backpack (1 bulk (none when carried and adds 2 to Str score for carrying capacity))

Physical Characteristics:
Age: 58
Height: 7'
Weight: 380 lbs
Scales: Dull Brown/Grey
Eyes: Red
Presentation: Scarred and worn

SFS 104845-702
Slotted Faction Second Seekers

Interposing Whenever you hit an enemy with an interposing weapon, you and all adjacent allies gain a +1 enhancement bonus to AC against that enemy’s melee attacks until the beginning of your next turn.
Anchoring A target affected by the immobilization critical hit effect is unable to move from its space under its own power for 1d4 rounds. It cannot use any form of movement, including teleportation effects, to change its position.

[dice=Hammer Fist(Bludgeon, Magical)]1d20 + 14[/dice
[dice=Damage]1d4 + 21[/dice

Everyone gets a +1 to ranged attacks to anything he's in melee with.
Anything attacking him from range when he's in melee he has a +2 AC against
If the attack hits he and anyone adjacent to him gets a +1 to AC vs green's melee attacks for 1 round.
Anything that succeeds in striking him takes 2d6 electrical damage.
And he has step-up and strike.