Outcast

Xesh's page

38 posts. Alias of KingTreyIII.


Full Name

Xesh

Race

| SP: 100/112 | HP: 70/70 | RP: 7/10 | DR 5/- | KAC: 25 EAC: 23 | Fort: +12 Ref: +9 Will: +7 (+1 vs disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, or stunning) | Init: +3 | Perc.: +15 |

Classes/Levels

| Speed 50 ft | EP: 0/6 | Reactive 1/1 | Active Conditions: Haste

Gender

Host Shirren Death-Touched Vanguard 8

About Xesh

Xesh
Death-Touched Vanguard 8
CN Medium humanoid (shirren)
Init +3; Senses Darkvision, Blindsense (vibrations) 30’, Perc +15, SM +1

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Defense
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KAC 25, EAC 23
SP 112 HP 70 RP 10 DR 5/-
Fort +12, Ref +9, Will +7; +1 vs disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, or stunning

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Offense
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Speed 30 ft. (25 ft. in armor)
Melee Entropic Strike +12 (2d8+14 A or B [block, operative])
Ranged advanced semi-auto pistol +11 (2d6+4 P) or
Frag grenade +6 (explode 15 ft [2d6 P DC 15])

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Statistics
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Str 14, Dex 16, Con 22, Int 10, Wis 14, Cha 8
BAB +8
Feats Deadly Aim, Weapon Focus (advanced melee weapons), Improved Combat Maneuver (Bull Rush), Kip up, Iron Will
Languages Common, Shirren, Vesk, Akitonian, Aklo, Abyssal, Infernal, Eoxian,
Skills Acrobatics +12, Athletics +11, Culture +13, Intimidate +10, Perception +15, Physical Science +11
Combat Gear Mk II frag grenade (3), Serum of Healing mk II, Serum of Healing Mk I (3)
Other Gear Golemforged Plating III (Deflective Reinforcement, Infrared Sensor), Mk 2 Synaptic Accelerators (Con), Mk 1 ring of resistance, personal comm unit, 3 batteries, 120 small arm rounds, credstick (43 credits)

Special Abilities:
Accelerate
You can boost the entropic release of energy in a violent reaction. As a reaction when you are in the area of a damaging effect, you can spend 1 Entropy Point to add a +1 bonus per die (or 2 EP to add +2 per die) to the damage dealt to every other creature in the area. You do not gain Entropy Points from damage dealt to you by the effect.

Aspect Exergy

Aspect Embodiment
Once per combat, when you take the charge action, you can gain 1 Entropy Point without taking any additional action.

Darkvision You can see up to 60 feet in total darkness.

Entropic Attunement Gravitation (DC 17), Corrode (2d8)

Entropic Pool
You have the supernatural ability to control matter as it changes states, allowing you to arrest, accelerate, or even reverse the typical course of events. Exerting such control takes incredible fortitude and reserves of energy, but you can absorb, store, and redirect this energy as a result of certain events in combat. This energy takes the form of a pool of Entropy Points (EP).
When combat begins, you have 0 Entropy Points. While you have no Entropy Points, you can spend 1 Resolve Point as a move action to gain 1 EP (2 EP if you are 10th level or higher). Each time you take damage equal to or greater than twice your level from a single attack or effect from a significant enemy (Starfinder Core Rulebook 242), you gain 1 EP. If you take damage from a critical hit, you gain 1 additional EP, on top of any gained from the attack’s normal damage. You can have a maximum number of EP in your entropic pool equal to your Constitution modifier.
As long as you have at least 1 Entropy Point in your entropic pool, you gain a +1 enhancement bonus to your Armor Class.
At the end of combat, you lose any Entropy Points you have gained. You can’t gain Entropy Points outside of combat.

Friendly Fire
You have learned how to bleed energy from the attacks of your allies when they affect you. You reduce the damage you take from the attacks and effects of your allies by an amount equal to twice your vanguard level, to a minimum of 0.

Mitigate
As a reaction when you take damage, you can spend 1 Entropy Point to reduce the damage you take by an amount equal to your vanguard level. If you do, you can’t gain any Entropy Points from that attack. You can’t reduce damage to less than 0 with this ability.

Reactive
Once per day, you can take an additional reaction during one round, though you can still take only one reaction per triggering event. You can take a reaction before the first time you act in a combat, though not during a surprise round in which you are unable to act.

Secondary Aspect Boundary (+2 insight to Perception)

Shimmer Guard
As part of any move action, you can cause the air around you to shimmer with heat. Squares adjacent to your space provide soft cover to allies. This ability lasts until you end it as a reaction, are knocked unconscious, or are killed.

Uncanny Agility
You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

Vanguard Ferocity
Once per day when your Hit Points are reduced to 0, you can act normally until the end of your next turn, at which point, if you are still at 0 Hit Points, you become unconscious as normal. This does not stack with similar abilities from other sources. After you use this ability for the day, you can use it again by spending 4 Entropy Points.