Grundmoch

Vilmeros's page

18 posts. Alias of Sethran.


Race

| SP 12/14 HP 20/20 | RP 4/4 | EAC 16; KAC 18 | CMD (KAC+8) 26 Fort +4; Ref +3; Will +3 ; +2 vs Fear | Init: +3 | Perc: +0, SM: +0 ; Low-Light Vision, Darkvision 60’

Classes/Levels

| Speed 25ft | Reaction Cannon: 6/6 | Pulsecaster 19/20 | Active conditions: None.

Gender

Male Vesk Ace Pilot Soldier (Sharpshooter)

Size

Medium

Age

Young Adult

Alignment

LN

Deity

Damoritosh

Location

Veskarium Absalom Station

Languages

Common, Vesk

Occupation

Cadet Trainee Starfinder

Strength 14
Dexterity 16
Constitution 13
Intelligence 10
Wisdom 10
Charisma 10

About Vilmeros

Vilmeros

Soldier (Sharpshooter) 2
LN Medium humanoid (Vesk )
Init +3; Senses Perc +0, SM +0,

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Defense
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EAC 16, KAC18
SP 16 | [b]HP 20 | [b]RP 4
Fort +4, Ref +3, Will +3

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Offense
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Speed 30ft.

Melee Claws +4 ; d3 + 2 Bludgeoning

Ranged Reaction Cannon, light 90': +6 ; D10 Magic, Piercing [Fusion Seal: Called] Penetrating

Pulsecaster Pistol +5 30': ; d4 Non-lethal Electricity

Frag Grenade 1 20': +4 ; 1d6 P Explode 15' DC 15 Reflex for Half

Smoke Grenade 120' : +4 Explode (smoke cloud 1 minute, 20 ft.);
Each character who inhales smoke must succeed at a Fortitude saving throw each round (DC = 15 + 1 per previous check) or spend that round choking and coughing; he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection from a suit of armor prevents this effect altogether.) Regardless of the armor a character wears, smoke obscures vision, granting concealment to anyone within it.

Space 5ft.; Reach 5ft.
Special Attacks
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Statistics
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Str 14, Dex 16, Con 13, Int 10, Wis 10, Cha 10

Skills [4/Level]: (-1 AC penalty)
Acrobatics [2] +7
Athletics [2] +6
Engineering [2] +7
Piloting [2] +11

Feats

1st: Skill Synergy; +2 Insight Bonus to Engineering and Piloting

2nd, Bonus: Weapon Focus (Heavy): +1 to Attack rolls with weapons of the Heavy category.

Languages Common, Vesk

Other Abilities

Combat Gear Hidden Soldier Armour, Light Reaction Cannon w/ Called Infusion, Pulsecaster Pistol, Frag Grenade 1 x2, Smoke Grenade x2,

Other Gear Infared Sensors, Battery (Capacity 20), Engineering Kit, Heavy Rounds (60), Personal Com Unit, Medpatch, Healing Serum mk1 x2, Industrial Backpack, Travel Clothing

Currency: 23

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Special Abilities:

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Theme Knowledge: Reduce the DC of Culture checks to recall knowledge about starship and vehicle Models and parts as well as famous hotshot pilots by 5.

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).

Sniper’s Aim: (Ex) When you make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. You can’t use sniper’s aim against an enemy with total cover.

Penetrating A penetrating weapon ignores an amount of hardness equal to the weapon’s level

Equipment:

Industrial Backpack: When wearing a properly fitted industrial backpack, you treat your Strength score as 2 higher for the purpose of determining your carrying capacity. This does not stack with the effect of a consumer backpack.
Fusion Seal: Called Level 1; A weapon with the called fusion can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A weapon with the called fusion must be in your possession for at least 24 hours for this ability to function.
Infrared Sensors: You gain darkvision with a range of 60 feet.

Travel Clothes: A travel outfit offers additional comfort and support during overland travel. You add 2 miles per 8-hour day of overland movement while wearing a traveling outfit. You also gain a +1 circumstance bonus to Constitution checks to avoid taking nonlethal damage resulting from a forced march.

Serum of Healing, Mk1: Regain 1d8 Hit points

Engineering Kit: Engineering checks without one take a –2 penalty.

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Bot Me!:

Vilmeros will try to keep to cover and focus on the largest/most intimidating foe to prove his worth. Primary weapon is the Reaction cannon, though will use the Pistol to avoid killing people that don't deserve it. Claws only used if no option for a firing line.

[dice=Reaction Cannon, Light] 1d20+6[/dice]
[dice=Magic, Piercing Damage]D10[/dice]

[dice=Pulsecaster Pistol]1d20+5 [/dice]
[dice=Non-Lethal, Electricity Damage] d4 [/dice]

[dice=Claws]1d20+5 [/dice]
[dice=Bludgeoning] d3 + 2 [/dice]

Starship Skills:
Piloting +10
Gunnery +5

Appearance:
Vilmeros is still an adolescent Vesk and as such has yet to grow into their full build. Standing 6’6” and weighing 250lbs, he has broad shoulders with powerful toned muscles with very few scars, as he has only recently passed his cadet training in the Veskarium. He keeps his beard quills trim and his claws manicured to avoid them getting in the way. What is odd is the white tone to his scales, a rare genetic make-up that resembles an albino lizard. Over sturdy combat fatigues, standard green issue from the Veskarium acadeies on Vesk Prime, Vilmeros wears heavy ceramic armour painted a dark green comprising of Breast plate, vambraces and greaves with modifications for armour down their long tail. They rarely wear the enclosing helmet unless the situation demands it, or in a combat situation.

Strapped to their right thigh is a pistol holster carrying a Pulsecaster model sidearm, for when non-lethal force is needed though their primary armament is a large Reaction cannon slung over their shoulder on a heavy duty strap.