Race |
Vesk Merc Soldier 9 EAC:26 KAC:28 SP:71/90 HP:69/69 RP:8/8 F: +9 R:+6 W:+6 Init:+7 Per:+0 |
About Voxx Dmodato
Voxx Dmodato
Male vesk mercenary soldier 9
CG Medium humanoid (vesk)
Init +7; Senses low-light vision; Perception +0
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DEFENSE
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EAC 26; KAC 28
SP 90 HP 69 RP 8
Fort +9, Ref +6, Will +6
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OFFENSE
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Speed Walk 20'
Melee plasma sword, tactical +14 (2d8+15 , critical Severe wound; Powered (capacity 20, usage 2))
Ranged autotarget rifle +12 (1d6+9, critical -; Analog, automatic)
Ranged scattergun, snub +12 (1d12+9, critical -; Analog, blast)
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STATISTICS
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Str 18, Dex 16, Con 16, Int 10, Wis 10, Cha 10,
Base Atk +9; Grp+13
Feats Cleave, Close Combat, Deflect Projectiles, Jet Dash, Mobility, Opening Volley, Spring Attack, Step Up, Step Up and Strike, Weapon Focus (Weapon Focus ~ Advanced Melee Weapons)
Skills Acrobatics +11, Athletics +13, Intimidate +12, Piloting +10, Survival +12,
Languages Common, Vesk
Combat Gear field ration (per week), serum of healing mk 2 (4),
Other Gear plasma sword, tactical, vesk overplate ii, clothing (everyday), starfinder backpack, medpatch (2), comm unit (personal), hygiene kit, rounds, longarm and sniper (25), scattergun shells (25), autotarget rifle, scattergun, snub, 563.0 gp
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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Vesk are medium humanoids with the vesk subtype
Armor 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. For more details, see page 264
Natural Weapons [not implemented]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 x their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual)
THEME BENEFITS
Mercenary Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy
Theme Knowledge You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the dc of culture checks and profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics 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 athletics checks. In addition, you gain an ability adjustment of +1 to strength at character creation
Grunt You're used to long marches while carrying heavy equipment and can hoist most machinery with ease. Treat your strength as 1 higher for the purpose of determining your bulk limit (see page 167)
CLASS FEATURES:
Primary Fighting Style You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. Descriptions of the fighting styles you can choose from appear on pages 112-115
Blitz The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes
Primary Style Technique At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style
Charge Attack As a standard action, you can make a charge without the charge penalties (see page 248), and you can substitute a bull rush for the melee attack at the end of the charge. When you gain the soldier's onslaught class feature, you can make two attacks instead of one at the end of your charge, both with a -4 penalty
Keep Fighting As a move action, you can spend 1 resolve point to regain stamina points equal to 2d6 + your soldier level. You can't use this ability again until after you regain stamina points from a 10-minute rest. The number of stamina points you regain increases by 1d6 at 10th level, 15th level, and 20th level
Rapid Response You gain a +4 bonus to initiative checks and increase your land speed by 10 feet
Opening Volley You gain opening volley as a bonus feat. If you already have this feat, choose a bonus combat feat instead. At 9th level, you can use opening volley on both your first and second turns in combat
Combat Feat At 2nd level and every 2 levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Whenever you gain a new bonus feat, you can also choose to replace one of the bonus feats you have already learned with a different bonus feat. The feat you replace can't be one that was used as a prerequisite for another feat or other ability. You can change only one feat at any given level, and you must choose whether or not to swap the feat at the time you gain the new bonus feat
Gear Boost At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost that make you better with a particular type of weapon or armor. Choose from the gear boosts listed below. Some gear boosts require you to reach a certain soldier level to select them; this level is indicated in parentheses after the boost's name
Armored Advantage When you are wearing armor, you gain a +1 insight bonus to your kinetic armor class
Melee Striker Add an additional bonus equal to half your strength bonus to damage rolls with melee weapons
Weapon Specialization You gain weapon specialization as a bonus feat for each weapon type this class grants you proficiency with
Secondary Fighting Style You choose another fighting style. Once you choose this second style, it cannot be changed
Hit-and-run The hit-and-run fighting style focuses on tactical movement as you move in and out of combat. You use ranged weapons but fight close up, and you can even mix ranged and melee attacks. Your abilities allow you to move even when you make full attacks and to avoid getting locked down by your enemies
Secondary Style Technique At 9th level and every 4 levels thereafter, you gain a style technique unique to your secondary fighting style. For the purposes of these style techniques, treat your soldier level as equal to your soldier level - 8
FEATS:
Cleave You can strike two adjacent foes with a single swing As a standard action, you can make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can make only one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your armor class until your next turn
Close Combat When you are attacking a foe in melee, you know how to maneuver to make it more difficult for other foes to target you When you hit an adjacent foe with a melee attack, as long as you are adjacent to that target, you gain a +2 circumstance bonus to your ac against attacks from other creatures that are not adjacent to you until the beginning of your next turn
Deflect Projectiles You can use your melee weapon to deflect attacks When you would be hit by a ranged attack from a weapon or spell that deals energy or kinetic damage, you can spend 1 resolve point as a reaction to make an attack roll with a nonarchaic melee weapon that deals the same general category of damage (energy or kinetic) with a +5 bonus. If your attack roll is higher than the attack roll that hit you, you deflect the attack with your weapon, and it misses. This doesn't work against area attacks, even against area attacks that have attack rolls like blast weapons, and you can't use this reaction if you aren't capable of making an attack with an appropriate weapon
Jet Dash You are swift of foot and can make enormous leaps When running, you move six times your land speed. Whenever you jump, double the height and distance you can jump. While running, you don't gain the flat-footed condition.
Normal: you move four times your land speed and gain the flat-footed condition while running
Mobility You can easily move past dangerous foes You gain a +4 bonus to your armor class against attacks of opportunity that you provoke by leaving a threatened square
Opening Volley Your ranged assault leaves your foe disoriented and vulnerable to your next melee attack Whenever you deal damage to an opponent with a ranged attack on your first turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn
Spring Attack You can deftly move up to a foe, strike, and withdraw before it can react As a full action, you can move up to your speed and make a single melee attack or combat maneuver without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack, and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack with a melee weapon (instead of only before), without provoking any attacks of opportunity from the target of your attack.
Normal: you can move only before or after an attack, not both
Step Up You can close the distance when a foe tries to move away Whenever an adjacent foe attempts to take a guarded step away from you, you can also take a guarded step as a reaction as long as you end up adjacent to the foe that triggered this ability
Step Up And Strike When a foe tries to move away, you can follow and make an attack of opportunity When using the step up feat to follow an adjacent foe, you can move up to 10 feet. You can also either make an attack of opportunity against the foe, or wait to see if the foe provokes another attack of opportunity at any point before the end of its turn. Either way, this attack of opportunity does not count toward the number of actions you can usually take each round; it is part of the step up reaction
Weapon Focus (weapon Focus ~ Advanced Melee Weapons) You have increased training in a particular weapon type, making it easier to hit your target Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic's class level, if you are a drone), you gain a +2 bonus instead
Background
Deep in the bowels of Absolom Station, a creche of Vesk have carved out a place to live. Honoring the traditions of their homeland and people, this creche dedicates itself to the production of excellently trained mercenary soldiers.
The call themselves the Vesk Dawn, and for many years have supplied mercenary companies with more than capable recuits. Why these Vesk choose to live on the Station is a mystery, even to the rank and file. Those in the senior ranks
learn it is all about some prophecy involving as floating city....hence the decision to habitate on Absolom.
Voxx was one of the 34th generation, growing fast and strong, joining the Melee Corps - developing the closes combat skills that he excels at now.
After 'graduation' , he joined Herox's Hawks, a mercenary company out of Castrovel and enjoyed 3 fun-filled years of war and destruction. His term was over and he decided he wanted something new so he took a commission with the Starfinders, accompanying a team on a deep space exploration grant.
Luckily for him, there was many opportunites to put his skills to work out in the Deep. The association with the Starfinders continued, as his reputation as both a skilled warrior and dependable teammate became widespread.
Apparance
Standing 7'2'' , Voxx appears leaner than most Vesk, but any pre-conceived notions of his apparent lack of strength is quickly opposed when facing him directly. Voxx struts with supreme confidence with a wide vesky smile wherever he
may be seen. His gear is immaculately kept as is his person, hygiene being the saving grace for many a soldier over time.
Voxx's scales are mostly a uniform olive green, with some deepening to black along his neck and around his eyes. The exception is a splash of orange scales that decorate the back of his hands. His eyes are a deep orange.
Personality
Voxx loves his life. Fighting is in his blood and in his soul. Gregarious for a Vesk, he delights in jokes and learning about other peoples. His exposure to most of the Core worlds lends itself to a natural curiosity about things.
He just knows hes not smart enough to 'study'.