Zarrex's page

15 posts. Organized Play character for Freedom Snake.

Full Name



Varculak (Shirren) 1 | HP 9/9 | SP 7/7 | RP 4/4 | KAC/EAC 13/12 | Fort:+3 | Ref:+2 | Will:+0 | Init:+2 | Perc: +7 | Speed: 30 / 30








Since undeath? Six months

Special Abilities

Darkvision, Deathless Vitality, Deathless Weakness, Grave Touch, Silver Susceptibility, Torpor, Unnerving Visage (Shirren)








Abyssal, Celestial, Common, Infernal, Shirren, Suskillon


Suskillon Defense Force Medic

Strength 10
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 9
Charisma 12

About Zarrex

Varculak battle medic biohacker 1 Alien Archive 3 127
N Medium undead
Init +2; Senses darkvision 60 ft.; Perception +7
Defense SP 7 HP 9 RP 4
EAC 12; KAC 13
Fort +3; Ref +2; Will +0
Defensive Abilities deathless vitality
Weaknesses deathless weakness, silver susceptibility
Speed 30 ft.
Melee club +0 (1d6-5 B; leech [DC 11]; analog, archaic) or syringe +0 (Special; leech [DC 11])
Ranged pulsecaster pistol +2 (1d4 E nonlethal; nonlethal) or yellow jacket wraith-sting rifle +2 (injection +2; unwieldy, injection, sniper [250 ft.], subtle)
Offensive Abilities grave touch (DC 11)
Str 10 (+0); Dex 14 (+2); Con 12 (+1); Int 16 (+3); Wis 9 (-1); Cha 12 (+1)
Skills Computers +7, Engineering +7, Life Science +8, Medicine +9, Mysticism +3, Perception +7, Physical Science +8, Stealth +6; (reduce the DC of Life Science checks to identify biotech augmentations or recall knowledge about famous biotech corporations and researchers by 5)
Feats Skill Synergy (mysticism, stealth)
Languages Abyssal, Celestial, Common, Infernal, Shirren, Suskillon
Other Abilities basic booster[COM], basic inhibitor[COM], biohacks[COM], gene therapy[COM], genetic booster, genetic inhibitor, minor booster[COM], minor inhibitor[COM], torpor, unnerving visage (shirren)
Other Gear flight suit stationwear, pulsecaster pistol with 1 battery (20 charges), yellow jacket wraith-sting rifle with 1 darts[AR], darts (50), engineering kit, professional's tools, camouflage membrane[AP19], formation boots[AP19]; Augmentations custom microlab (brain)[COM]
Special Abilities
Deathless Vitality (Ex) (Ex) Varculaks are immune to disease, and they neither breathe nor suffer the normal environmental effects of being in a vacuum. They gain a +2 racial bonus to saving throws against ability damage, ability drain, bleed, death effects, energy drain, exhaustion, fatigue, negative levels, paralysis, poison, sleep, and stunning. In addition, effects that heal the living heal varculaks. A varculak needs to eat and drink.
Deathless Weakness (Ex) (Ex) A varculak can be raised from the dead and always returns as a varculak. When dying, a varculak must spend 1 additional Resolve Point (maximum 4) to stabilize and stay in the fight (Core Rulebook 23). Further, while at 0 Hit Points, a varculak subjected to an effect that restores Hit Points regains only half as many as the effect normally restores (minimum 1).
Grave Touch (DC 11) (Su) (Su) A varculak imparts the leech critical hit effect (Starfinder Armory 31) to any melee weapon it wields, but the saving throw DC is 10 + the varculak’s level + its Strength modifier, and the duration of the effect is 1d4 rounds. In addition, when a creature fails its save against this leech critical hit effect, the varculak regains a number of Hit Points equal to half its CR or level (minimum 0). If the weapon already has a critical hit effect, the varculak must choose which to apply on a critical hit.
Silver Susceptibility (Ex) (Ex) Kinetic attacks with silver weapons bypass any DR a varculak has. If a varculak takes a critical hit from such an attack, the varculak must succeed at a Fortitude saving throw against the weapon’s critical hit DC or be staggered for 1 round.
Torpor (Ex) (Ex) A varculak needs rest like a living humanoid but sleeps very heavily. When asleep, varculaks are hard to rouse, taking a –15 penalty to Perception checks. It takes a full action to awaken a varculak who is asleep, although these creatures awaken normally if wounded.
Unnerving Visage (Shirren) (Ex) (Ex) Living members of the varculak’s former species find these undead disturbing. The varculak gains a +2 racial bonus to Intimidate checks made against members of that species but takes a –2 penalty to Bluff and Diplomacy checks made against them.