13 Str - 14 Dex - 20 Con - 8 Int - 10 Wis - 10 Cha
+9 Fort ; +6 Ref ; +1 Will (+2 vs. Fear)
+6 Init’ ; 20 ft. speed ; dim light
1/day: take additional reaction during one round
+1 AC if EP ; +1 enchan' AC vs. 1 enemy if shield aligned (move action)
2 resist fire 21 EAC - 22 KAC (+1 enhanc' vs. 1 enemy if Block)
Mitigate: reaction when take damage, spend 1 EP to reduce damage taken by 4 52 SP - 36 HP - 7 RP Diehard (2 SP to stabilize and get back at 1 hp in one round)
Skills:
-4 ACP (-2 w/o shield)
+6 (+8 w/o shield, +9 w/o ACP) Acrobatics
+4 (+6 w/o shield, +8 w/o ACP) Athletics
+0 Buff
+3 Culture
+4 Diplomacy
+0 Disguise
+4 Intimidate
+3 Life Science
+3 Medicine
+4 Mysticism
+10 Perception (use to recall knowledge about undead and negative energy effects)
+3 Physical Science
+2 Piloting
+0 Sense Motive
-4 (-2 w/o shield, +0 w/o ACP) Acrobatics
+4 Survival
Speaks: Common, Vesk, Goblin
Feats:
Light & heavy armor, shields, basic & advanced melee weapons, small arms, improved combat maneuver (sunder), weapon specialization, improved init’, diehard (2 SP to stabilize and get back at 1 hp)
Entropy:
• 0 EP before combat / max EP: 5
• 1 RP as move action to gain 1 EP
• Take 8+ damage gain 1 EP (if crit’ +2 EP total)
• 1/combat, when an attack misses or hits but fails to damage, or succeed at save that negates an effect, gain 1 EP
Entropic Strike:
• Magical advanced 1H melee weapon with block & operative weapon special properties
• +6 vs. EAC ; 1d4+9 bludgeoning or acid (or both)
w. crit’, can pass on x2 dam’ to gain 1EP
Gun:
• Handcoil, Explorer
+2 vs. EAC ; 1d6+2 E ; Range 40 ft. ; Critical arc 1d6 ; Capacity 20 charges; Usage 2
(attack’s energy leaps to a second creature within 10 feet and must be closest to the original target - secondary target takes damage, not multiplied by the critical hit))
Equipment:
• Basic Formian Hide (+7, +8)
w. Jump Jets (fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, or fly up to 20 feet straight up. You must land at the end of your move action) & Agility Enhancers
• Basic Riot Shield (+1/+2)
• Resistant Hide (all skin) 2 resist fire
• 4 x Mk I Healing Serum (1d8)
25 Cr. left
Carrying: 4 Bulk 6 L (6 1/2 Bulk for encumbered)
Purchase List:
4000 Cr. to start
1400 Cr. Mk I
300 Cr. Shield
1000 Cr. Jump Jets
375 Cr. Agility Enhancer
700 Cr. Resistant Hide
200 Cr. 4 x Healing Serums
Space Combat:
Captain
+0 Bluff
+4 Diplomacy
+4 Intimidate
Engineer
-- Engineering
Gunner
+6 Gunnery
Pilot
+2 Piloting
Science Officer
-- Computers
Bot the Vesk:
Attack
[dice=Entropic Strike vs. EAC]1d20+6[/dice]
[dice=Bludgeoning/Acid/both]1d4+9[/dice]
Full Attack
[dice=1st Entropic Strike vs. EAC]1d20+2[/dice]
[dice=1st Bludgeoning/Acid/both]1d4+9[/dice]
[dice=2nd Entropic Strike vs. EAC]1d20+2[/dice]
[dice=2nd Bludgeoning/Acid/both]1d4+9[/dice]
Sunder
[dice=Sunder vs. KAC+8]1d20+10[/dice]
[dice=Bludgeoning/Acid/both]1d4+9[/dice]
Ranged
[dice=Explorer vs. EAC]1d20+2[/dice] 60 ft. range
[dice=Electricity]1d6+2[/dice] Crit' = 1d6 arc w. 10 ft. Starship Combat
[dice=Gunner]1d20+6[/dice]