Zutha

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Goblin Squad Member. Organized Play Member. 822 posts (828 including aliases). No reviews. 1 list. No wishlists. 2 Organized Play characters. 4 aliases.


Full Name

Santos

Race

Human

Classes/Levels

Soldier 9 | E26/K28 | SP 90/90 HP 67/67 R 10/10 |F +9 R +9 W +8 | Init. +14 | Perc. +12

Gender

He/Him

About Santos Peregrino

Status:

SP 90/90
HP 67/67
K26/E28 CM36
Fort +9, Ref +9, Will +8
Effects:

Santos
He/Him Soldier (Armor Storm) 9
NG Medium Human
Perception +12
--------------------
DEFENSE
--------------------

EAC 26 = 10 + Armor 13 + Dex 3
KAC 28 = 10 + Armor 15 + Dex 3
Combat Manuevers 36
SP 90/90
HP 67/67
Resolve 10/10

[dice=Fort]1d20+9[/dice]
[dice=Reflex]1d20+9[/dice]
[dice=Will]1d20+8[/dice]

Iridishell Advanced (E+13/K+15 Max Dex 3, ACP -0, Speed -0)
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OFFENSE
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Hunting Rife (Ranged) 1d8+9 P

[dice=Hunting Rifle]1d20+16[/dice]
[dice=piercing damage]1d8+9[/dice]
[dice=Hunting Rifle Full Attack]1d20+16-4[/dice]
[dice=piercing damage]1d8+9[/dice]

Hammer Fist (Melee) 1d4+15 B (counts as battleglove, cestus)

[dice=Hammer Fist]1d20+12[/dice]
[dice=bludgeoning damage]1d4+15[/dice]
[dice=Unarmed Full Attack]1d20+12-4[/dice]
[dice=bludgeoning damage]1d4+15[/dice]

Staccato Rifle, Pulse (Ranged) 1d10+9 So
[dice=staccato rifle]1d20+16[/dice]
[dice=sonic damage]1d10+9[/dice]
[dice=staccato rifle Full Attack]1d20+16-4[/dice]
[dice=sonic damage]1d10+9[/dice]

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STATISTICS
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Str 16 Dex 22 Con 16 Int 15 Wis 10 Cha 8
Speed 40 ft.

Class Features & Abilities:

Primary Fighting Style - Armour Storm
Hammer Fist
You treat any unarmed strike you make while wearing heavy or powered armor as being made with a battleglove (see page 187) with an item level equal to or lower than your soldier level, and you calculate damage for these attacks as if you had the melee striker gear boost (see page 112). If you have the melee striker gear boost, you gain a +2 bonus to damage rolls with your unarmed strikes when using this ability. These unarmed strikes don’t benefit from other abilities that apply specifically to unarmed strikes (such as the Improved Unarmed Strike feat).
Enhanced Tank
You gain the Powered Armored Proficiency feat, ignoring prerequisites, and access to improved armor. This might be the result of your own engineering abilities or a powerful patron giving you gear not available to the general public. You can add one more upgrade to your armor than its normal maximum number of upgrade slots. If you add this bonus upgrade to heavy armor, you can select an upgrade normally limited to powered armor. An upgrade placed in this bonus slot costs half the normal credit amount and sells for 10% of the reduced cost. If you move an upgrade from this bonus slot to another slot, you must pay the difference between the upgrade’s reduced cost and its normal cost.
Smash Through
While you are wearing heavy armor or powered armor, you gain a +4 bonus to attack rolls to perform a bull rush combat maneuver (see page 246). If you successfully push the target back 10 feet or more, you can also damage the target with an unarmed strike (and can use your hammer fist ability when doing so).
Gear Boost – Melee Striker
Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons.
Gear Boost - Nimble Juggernaut
Whenever you’re wearing armor (including powered armor), you reduce your total armor check penalty by 1 (minimum 0) and total speed adjustment by 5 feet (minimum adjustment 0 feet). The armor check penalty reduction increases by 1 at 7th level and every 4 levels thereafter. At 11th level, you reduce the armor’s speed adjustment by 10 feet (minimum adjustment 0 feet). These benefits stack with similar effects, such as from the guard fighting style’s 1st-level style technique.
Weapon Specialization
You gain Weapon Specialization as a bonus feat for each weapon
type this class grants you proficiency with.
Secondary Fighting Style - Blitz
Rapid Response
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.

Feats:

Mobility
You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.
Weapon Focus – Longarm
Chose one weapon type. 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.
Improved Initiative
+4 bonus to initiative checks
Skill Synergy – Computers, Engineering
Skill Synergy - Perception, Physical Science
Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.
Bodyguard
As a reaction when an adjacent ally is attacked, you can grant that ally a +2 circumstance bonus to its AC against that attack. If you do so, you take a –2 penalty to your own Armor Class until the beginning of your next turn.
Close Combat
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.
Coordinated Shot
When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe.
Crushing Follow-Up]
When you hit with the first attack during a full attack action while wielding a melee weapon that deals bludgeoning damage, you can spend a Resolve Point. If you do, on a hit, your second attack causes your foe to become staggered for 1 round unless they succeed on a Fortitude Save. The DC is equal to 10 + half your level + your Strength modifier.
[b]Iron Will

You gain a +2 bonus to Will saving throws.
Powered Armoured Proficiency
You gain proficiency in powered armor.

Skills:

Acrobatics (U, Dex)
[dice=Acrobatics]1d20-6[/dice]
Athletics (T, Str)
[dice=Athletics]1d20=15[/dice]
Bluff (U, Cha)
[dice=Bluff]1d20-1[/dice]
Computers (T, Int)
[dice=Computers]1d20+13[/dice]
Culture (U, Int)
[dice=Culture]1d20+2[/dice]
Diplomacy (U, Cha)
[dice=Diplomacy]1d20-1[/dice]
Disguise
[dice=Disquise]1d20-1[/dice]
Engineering (T, Int)
[dice=Engineering]1d20+15[/dice]
Intimidate (U, Cha)
[dice=Intimidate]1d20-1[/dice]
Medicine (U, Int)
[dice=Medicine]1d20+2[/dice]
Mysticism (U, Wis)
[dice=Mysticism]1d20[/dice]
Perception (T, Wis)
[dice=Perception]1d20+12[/dice]
Physical Science (U, Int)
[dice=Physical Science]1d20+9[/dice]
Piloting (T, Dex)
[dice=Piloting]1d20+9[/dice]
Profession: Vidgamer (T, Int)
[dice=Vidgamer]1d20+13[/dice]
Sense Motive (U, Wis)
[dice=Sense Motive]1d20[/dice]
Sleight of Hand (U, Dex)
[dice=Sleight of Hand]1d20+6[/dice]
Stealth (U, Dex)
[dice=Stealth]1d20+6[/dice]
Survival (T, Wis)
[dice=Survival]1d20+11[/dice]

Equipment:

Bulk (typically 8 of 9; 18 Encumbered)

Combat gear
Iridishell Advanced (2 Bulk)
*Jetpack
*Infrared Sensors
Hunting Rifle (1 Bulk)
Ammo- 30 extra rounds (- Bulk)
Ammo- 25 Explosive Rounds (L Bulk)
Staccato Rifile, Pulse (2 Bulk)

Other gear
Environmental Clothing, Hot+Cold combo (L Bulk)
Everyday Clothes (L Bulk)
Comlink (L Bulk)
Flashlight (L Bulk)
1 Week Field Rations (1 Bulk)
Hygiene Kit (1 Bulk)
1 Serums of healing, mk 1 (L Bulk)
3 Serums of healing, mk 2 (L Bulk)
Synaptic Accelerators, mk 1 (Con)
Synaptic Accelerators, mk 2 (Dex)
Starfinder Backpack (1 Bulk)
Xhinti Holding Climbing Kit (1Bulk)
Tool Kit (Trapsmith's Tools) (L Bulk)
Tool Kit (Hacking) (L Bulk)
Tool Kit (Engineering) (L Bulk)
Battery, Standard (3) (0 Bulk)