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Valendra Arshea None Lawful Neutral

Character Name Player Name Deity Region Alignment


Soldier 20 Half-Elf (Medium) / Humanoid Medium / 5' 6' 0" / 146 lbs. Normal
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
2400000 /
20 (19) 2400001 26 Female Hazel Auburn, Long
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points
ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED
SCORE MOD SCORE MOD SCORE MOD

STR 16 +3 16 +3 HP 144 SP 240 7/- Walk 30'


Hit Points Stamina Points
Strength

DEX 24 +7 24 +7 EAC 35 = 10 + 7 + 18 + 0 KAC 41 = 10 + 7 + 24 + 0 Resolve


18
Dexterity
energy
armor class
kinetic
armor class
Points
CON 20 +5 20 +5
TOTAL BASE STAT ARMOR MISC TOTAL BASE STAT ARMOR MISC TOTAL
Constitution
INITIATIVE +11 = +7 +
+4 0 -6 0
INT 18 +4 18 +4 modifier
TOTAL DEX MISC MISS Arcane ARMOR SPELL ACID COLD ELECT. FIRE SONIC
Intelligence MODIFIER MODIFIER CHANCE Spell CHECK RESIST RESIST RESIST RESIST RESIST RESIST

WIS
Failure PENALTY

Wisdom
16 +3 16 +3 Encumbrance Light TOTAL SKILLPOINTS: 160
SKILLS MAX RANKS: 20

CHA 20 +5 SKILL NAME


KEY ABILITY SKILL ABILITY RANKS MISC

20 +5 MODIFIER

=
MODIFIER

+ +
MODIFIER

Charisma ✓ Acrobatics DEX 24 7 20 -3


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP
= + +
SAVE ✓ Athletics STR 20 3 20 -3
FORTITUDE +17 = +12 + +0 +
+0 +
+5 +
+0 +
✓ Bluff CHA 5 = 5
(constitution)
✓ Diplomacy CHA 5 = 5
REFLEX +13 = +6 +
+0 +
+0 +
+7 +
+0 +
✓ Disguise CHA 5 = 5
(dexterity)
Engineering INT 17 = 4 + 10 + 3
WILL +17 +12 = +
+0 +
+0 +
+5 +
+0 +
= + +
(wisdom) ✓ Intimidate CHA 18 5 10 3
Medicine INT 27 = 4 + 20 + 3
Conditional Combat Modifiers: = + +
✓ Perception WIS 34 3 20 11
You take only a -1 penalty per full range increment between you and your ✓ Piloting DEX 30 = 7 + 20 + 3
target when using a ranged weapon. Profession (Cook) WIS 16 = 3 + 10 + 3
TOTAL TEMP Profession (Dancer) CHA 18 = 5 + 10 + 3
BASE ATTACK BONUS STAT SIZE MISC EPIC

MELEE +23 = +20 + +3 + +0 + +0 + 0 + ✓ Sense Motive WIS 3 = 3


attack bonus ✓ Stealth DEX 1 = 7 + -6
RANGED +27 = +20 + +7 + +0 + +0 + 0 + ✓ Survival WIS 26 = 3 + 20 + 3
attack bonus
= + +
= + +
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+23 7d6+24 - 5' ✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.
(nonlethal only)
Special Properties:

*Shirren-eye rifle, HAND TYPE SIZE CRITICAL REACH


Both P M - 5'
warpshot (ACCURATE/
adamantine/GHOST KILLER/STABILIZING)
Range: 30' To Hit: +27 Damage: 10d10+20
80' 160' 240' 320' 400'
TH +27 +26 +25 +24 +23
Dam 10d10+20 10d10+20 10d10+20 10d10+20 10d10+20
480' 560' 640' 720' 800'
TH +22 +21 +20 +19 +18
Dam 10d10+20 10d10+20 10d10+20 10d10+20 10d10+20
Special Properties: Analog, sniper (1,000 ft.), unwieldy, Attacks from a weapon with this fusion
deal full damage to incorporeal creatures. They also pass into the Ethereal Plane, allowing such
attacks to affect ethereal creatures normally. Weapons with the ghost killer fusion can also
score critical hits against incorporeal creatures. In addition, an incorporeal creature (though
not an ethereal one) can pick up, move, or wield a ghost killer weapon., The accurate fusion
bestows exceptional balance and handling on a weapon. When you take a move action to aim
a weapon with this fusion at a specific target, you gain a +1 bonus to your next attack roll with
that weapon provided neither you nor your target has moved since you aimed. You also gain
this bonus if you take a move action to aim for other purposes, such as aiming a weapon with
the sniper special property. Only ranged weapons can benefit from this fusion., The stabilizing
fusion helps you keep your orientation in zero gravity. While wielding such a weapon, you can
steady yourself even if you don't have a surface to grab onto or a means of propulsion. If you do
have such means, you can steady yourself as either a move action or a swift action. You gain a +4
bonus to checks to avoid gaining the off-kilter condition. Only melee weapons, small arms, and
long arms can benefit from the stabilizing fusion.

Longsword, dimensional slice HAND TYPE SIZE CRITICAL REACH


Carried S M - 5'
To Hit Dam To Hit Dam
1H-P +23 14d8+24 2W-P-(OH) +21 14d8+24
1H-O +25 14d8+24 2W-P-(OL) +23 14d8+24
2H +23 14d8+24 2W-OH +23 14d8+24
Special Properties: Analog

Dagger, molecular rift HAND TYPE SIZE CRITICAL REACH


Carried S M - 5'
To Hit Dam To Hit Dam
1H-P +27 10d4+14 2W-P-(OH) +25 10d4+14
1H-O +29 10d4+14 2W-P-(OL) +27 10d4+14
2H +27 10d4+14 2W-OH +27 10d4+14
Special Properties: Analog, operative

Character: Valendra PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:19)
Player: Created using PCGen v6.08.00 RC6 on Oct 26, 2019 at 3:12:12 AM Page 1
Disintegrator HAND TYPE SIZE CRITICAL REACH
Carried M Corrode 5'
pistol, eradicator 2d6
30' 60' 90' 120' 150'
TH +27 +26 +25 +24 +23
Dam 3d20+10 3d20+10 3d20+10 3d20+10 3d20+10
180' 210' 240' 270' 300'
TH +22 +21 +20 +19 +18
Dam 3d20+10 3d20+10 3d20+10 3d20+10 3d20+10
Special Properties: -

*: weapon is equipped
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand
(off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

ARMOR TYPE --- MAXDEX CHECK SPELL FAILURE

*Flight frame (Adaptive energy -6 0


shield/Backup generator/Force field,
prismatic/Thermal capacitor, mk 3/
Fortified plates, mk 5/Ghost armor/
Life shield/Magic resistor, mk 4)
EAC = 18, KAC = 24, Damage 2d8 B, ItemLevel=10, Bulk=L (3), ItemLevel=20 (2), [CAPACITY: 100; TEMP
HP: 50; FAST HEALING: 10; FORTIFICATION: 100%%] You can activate or deactivate your armor's
force field as a standard action. Once active, the device generates an invisible force field around
you, including all your worn and carried items. The force field blocks solids and liquids but not
gases or light (including laser beams). You can breathe while the field is active, but you can't eat
or drink. While a force field is active, you gain a number of temporary Hit Points depending on
the force field's power. All damage dealt to you is subtracted from the force field's temporary Hit
Points first. A force field has fast healing, meaning that it regains temporary Hit Points at a fixed
rate each round at the end of your turn, up to its normal maximum. If the force field's temporary
Hit Points are reduced to 0, it is inactive until the end of your next turn, when its fast healing
restores some of its Hit Points. The charge capacity, amount of temporary Hit Points granted,
and rate of fast healing vary according to the force field's color code. A force field has a usage
of 1 charge per round. More powerful force fields also have a fortification ability, which gives a
percentage chance that a critical hit is treated as a normal attack, dealing normal damage and
not applying any critical effect. You roll your fortification percentage chance before the critical
hit's damage is rolled. If a force field is inactive, its fortification ability does not function. A suit of
armor cannot support more than one force field upgrade., ItemLevel=19, Bulk=1 (2), ItemLevel=5,
Bulk=-, ItemLevel=14, Bulk=2, ItemLevel=15, BULK=-, This upgrade regulates heat, protecting you
from extreme temperatures. You can exist comfortably in conditions between -50� and 170� F
without needing to attempt Fortitude saves. In addition, the armor grants cold resistance 15 and fire
resistance 15., ItemLevel=4, You can connect charged electric items such as batteries to this miniature
generator to recharge them. The electricity comes from the kinetic energy of your movement, which
generates 1 charge every 10 minutes of movement. No more than one item can be plugged in at
a time, and the generator doesn't produce charges when you're resting or otherwise stationary.

Character: Valendra PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:19)
Player: Created using PCGen v6.08.00 RC6 on Oct 26, 2019 at 3:12:12 AM Page 2
Frag grenade VIII HAND TYPE SIZE CRITICAL REACH EQUIPMENT
Carried P M 5' ITEM LOCATION QTY BULK / COST
Range: 20' To Hit: +23 Damage: 20d6 Cable Line (Adamantine Alloy/20 ft) Efficient 5 0.1 (0.5) /
30' 40' 60' 80' 100'
Bandolier 1,000 (5,000)
TH +22 +22 +21 +20 +19 Bulk: L, Level: 2
Dam 20d6 20d6 20d6 20d6 20d6 R2E Efficient 14 0.1 (1.4) /
Special Properties: DC 27, Explode (20d6 P, 15 ft.) Bandolier 1 (14)
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏
Bulk: L
Semi-auto pistol, HAND TYPE SIZE CRITICAL REACH
Binoculars Efficient 1 0.1 / 50
Carried P M - 5'
paragon (adamantine) Bandolier
You gain a +1 circumstance bonus to vision-based Perception checks against objects 30 feet or farther from you.
Range: 30' To Hit: +27 Damage: 4d6+10 (PW.199)Bulk: L, Level: 1
60' 120' 180' 240' 300' Binders Efficient 1 0/5
TH +27 +26 +25 +24 +23 Bandolier
Dam 4d6+10 4d6+10 4d6+10 4d6+10 4d6+10 Bulk: -, Level: 1
360' 420' 480' 540' 600' Canteen Efficient 2 0 (0) / 1 (2)
TH +22 +21 +20 +19 +18 Bandolier
BULK: L, Level: 1
Dam 4d6+10 4d6+10 4d6+10 4d6+10 4d6+10
Special Properties: Analog Datapad Efficient 1 0 / 55
Bandolier
Gyrojet pistol, elite HAND TYPE SIZE CRITICAL REACH BULK: L, Charge Capacity: 20, Charge Usage: 1/hour, Level: 2
Emergency beacon Efficient 1 0 / 100
Carried B M Knockdown 5'
Range: 30' To Hit: +27 Damage: 5d12+10 Bandolier
BULK: L, Charge Capacity: 20, Charge Usage: Varies, Level: 1
80' 160' 240' 320' 400'
TH +27 +26 +25 +24 +23 Flashlight Efficient 1 0.1 / 1
Bandolier
Dam 5d12+10 5d12+10 5d12+10 5d12+10 5d12+10 Bulk: L, Charge Capacity: 10, Charge Usage: 1/hour, Increases light level by one step: 20-ft. cone, Level: 1
480' 560' 640' 720' 800'
Gear maintenance kit Efficient 1 0/5
TH +22 +21 +20 +19 +18 Bandolier
Dam 5d12+10 5d12+10 5d12+10 5d12+10 5d12+10 BULK: L, Level: 1
Special Properties: Analog Grappler Efficient 1 0.1 / 700
Bandolier
EQUIPMENT Bulk: L, Charge Capacity: 20, Charge Usage: 1/minute, Level: 2
ITEM LOCATION QTY BULK / COST Hygiene Kit Efficient 1 1/3
Shirren-eye rifle, warpshot Equipped 1 1 / 743,300 Bandolier
Bulk: 1, Level: 1
(ACCURATE/adamantine/GHOST Lock (Superior) Efficient 1 0.1 / 60,000
KILLER/STABILIZING) Bandolier
Analog, sniper (1,000 ft.), unwieldy, Attacks from a weapon with this fusion deal full damage to incorporeal Bulk: L, Level: 14
creatures. They also pass into the Ethereal Plane, allowing such attacks to affect ethereal creatures normally.
Weapons with the ghost killer fusion can also score critical hits against incorporeal creatures. In addition, an
Magboots Efficient 1 1 / 750
incorporeal creature (though not an ethereal one) can pick up, move, or wield a ghost killer weapon., The Bandolier
accurate fusion bestows exceptional balance and handling on a weapon. When you take a move action to aim +2 circumstance bonus to KAC against bull rush and trip combat maneuvers (PW.198)Bulk: 1, Charge Capacity: 20,
a weapon with this fusion at a specific target, you gain a +1 bonus to your next attack roll with that weapon Charge Usage: 1/hour, Level: 2
provided neither you nor your target has moved since you aimed. You also gain this bonus if you take a move Magnegloves Efficient 1 0 / 1,950
action to aim for other purposes, such as aiming a weapon with the sniper special property. Only ranged
weapons can benefit from this fusion., The stabilizing fusion helps you keep your orientation in zero gravity.
Bandolier
While wielding such a weapon, you can steady yourself even if you don't have a surface to grab onto or a means BULK: 1, Charge Capacity: 20, Charge Usage: Varies, Level: 4
of propulsion. If you do have such means, you can steady yourself as either a move action or a swift action. You Medkit (Advanced) Efficient 1 1 / 2,700
gain a +4 bonus to checks to avoid gaining the off-kilter condition. Only melee weapons, small arms, and long Bandolier
arms can benefit from the stabilizing fusion.Bulk: 1, Capacity: 4 rounds, Critical: -, Level: 20, Usage: 1 Bulk: 1, Level: 5
Flight frame (Adaptive energy shield/ Equipped 1 0 / 2,583,600 Mess kit Efficient 1 0/2
Backup generator/Force field, Bandolier
prismatic/Thermal capacitor, mk 3/ BULK: L, Level: 1

Fortified plates, mk 5/Ghost armor/ Nanite hypopen (red) Efficient 1 0 / 11,500


Bandolier
Life shield/Magic resistor, mk 4) BULK: L, Charge Capacity: —, Charge Usage: —, Level: 14
EAC = 18, KAC = 24, Damage 2d8 B, ItemLevel=10, Bulk=L (3), ItemLevel=20 (2), [CAPACITY: 100; TEMP HP: 50; Signal Jammer (Level 20) Efficient 1 0.1 / 40,000
FAST HEALING: 10; FORTIFICATION: 100%%] You can activate or deactivate your armor's force field as a standard
action. Once active, the device generates an invisible force field around you, including all your worn and carried
Bandolier
items. The force field blocks solids and liquids but not gases or light (including laser beams). You can breathe Bulk: L, Charge Capacity: 12, Charge Usage: 1/10 minute, Level: 20
while the field is active, but you can't eat or drink. While a force field is active, you gain a number of temporary Space Suit Efficient 1 1 / 25
Hit Points depending on the force field's power. All damage dealt to you is subtracted from the force field's Bandolier
temporary Hit Points first. A force field has fast healing, meaning that it regains temporary Hit Points at a fixed
Bulk: 1, Level: 1
rate each round at the end of your turn, up to its normal maximum. If the force field's temporary Hit Points are
reduced to 0, it is inactive until the end of your next turn, when its fast healing restores some of its Hit Points. Tool kit Efficient 1 0 / 200
The charge capacity, amount of temporary Hit Points granted, and rate of fast healing vary according to the Bandolier
force field's color code. A force field has a usage of 1 charge per round. More powerful force fields also have BULK: L, Charge Capacity: —, Charge Usage: —, Level: 1
a fortification ability, which gives a percentage chance that a critical hit is treated as a normal attack, dealing
normal damage and not applying any critical effect. You roll your fortification percentage chance before the Tool kit (Starship Repair) Efficient 1 0.1 / 200
critical hit's damage is rolled. If a force field is inactive, its fortification ability does not function. A suit of armor Bandolier
cannot support more than one force field upgrade., ItemLevel=19, Bulk=1 (2), ItemLevel=5, Bulk=-, ItemLevel=14, Bulk: L, Charge Capacity: -, Charge Usage: -, Level: 1
Bulk=2, ItemLevel=15, BULK=-, This upgrade regulates heat, protecting you from extreme temperatures. You
can exist comfortably in conditions between -50� and 170� F without needing to attempt Fortitude saves. In
Tool kit (Survivalist) Efficient 1 0.1 / 200
addition, the armor grants cold resistance 15 and fire resistance 15., ItemLevel=4, You can connect charged Bandolier
electric items such as batteries to this miniature generator to recharge them. The electricity comes from the Bulk: L, Charge Capacity: -, Charge Usage: -, Level: 1
kinetic energy of your movement, which generates 1 charge every 10 minutes of movement. No more than one Tool kit (Climbing) Efficient 1 0.1 / 200
item can be plugged in at a time, and the generator doesn't produce charges when you're resting or otherwise
stationary.Capacity: 100, ItemLevel: 11, PoweredArmorBulk: 43, Size: L, Speed: 20, Usage: 1/minute
Bandolier
Bulk: L, Charge Capacity: -, Charge Usage: -, Level: 1
Clothing (Travel) Equipped 1 0.1 / 10
Grooming (standard) Efficient 1 0/3
You add 2 miles per 8-hour day of overland movement; +1 to Constitution checks to avoid nonlethal damage
from a forced marchBulk: L, Level: 1
Bandolier
Efficient Bandolier Equipped 1 0.1 / 2,000 Tool Kit (Profession (Cook)) Efficient 1 0.1 / 20
Bulk: L, Level: 433.9 lbs., 1 Regenerative blood, mk 5, 1 Computer (Fake shell/Feedback/Firewall/Lockout/Shock Bandolier
grid 5/Wipe/Control, complex/Secure data, large/Tier 10/Hardened/Miniaturization/Range III (planetwide)/ Bulk: L, Level: 1
Security IV/Self-charging), 1 Cred Stick, 5 Cable Line (Adamantine Alloy/20 ft), 14 R2E, 1 Binoculars, 1 Binders, Tool Kit (Profession (Dancer)) Efficient 1 0.1 / 20
2 Canteen, 1 Datapad, 1 Emergency beacon, 1 Flashlight, 1 Gear maintenance kit, 1 Grappler, 1 Hygiene Kit, 1 Bandolier
Lock (Superior), 1 Magboots, 1 Magnegloves, 1 Medkit (Advanced), 1 Mess kit, 1 Nanite hypopen (red), 1 Signal
Bulk: L, Level: 1
Jammer (Level 20), 1 Space Suit, 1 Tool kit, 1 Tool kit (Starship Repair), 1 Tool kit (Survivalist), 1 Tool kit (Climbing),
1 Grooming (standard), 1 Tool Kit (Profession (Cook)), 1 Tool Kit (Profession (Dancer)), 1 Tent (Mobile Hotelier), Tent (Mobile Hotelier) Efficient 1 1 / 50
30 Serum of Sex Shift, 5 Rounds, longarm and sniper, 5 Rounds, small arm, 1 Longsword, dimensional slice, Bandolier
1 Dagger, molecular rift, 1 Disintegrator pistol, eradicator, 6 Frag grenade VIII, 1 Semi-auto pistol, paragon Bulk: 1, Charge Capacity: 20, Charge Usage: 1/8 hour, Level: 1
(adamantine), 1 Gyrojet pistol, elite, 1 Comm Unit (System-wide)
Serum of Sex Shift Efficient 30 0.1 (3) / 350
Regenerative blood, mk 5 Efficient 1 0 / 605,000
Bandolier (10,500)
Bandolier ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
ItemLevel: 19 ❏❏❏❏❏
Computer (Fake shell/Feedback/ Efficient 1 0 / 370,811 Bulk: L, Level: 3

Firewall/Lockout/Shock grid 5/Wipe/ Bandolier Rounds, longarm and sniper Efficient 5 0.1 (0.5) /
Bandolier 75 (375)
Control, complex/Secure data, large/ ❏❏❏❏❏
-Bulk: L, ChargesCartridges: 25, Level: 1
Tier 10/Hardened/Miniaturization/ Rounds, small arm Efficient 5 0.1 (0.5) /
Range III (planetwide)/Security IV/ ❏❏❏❏❏ Bandolier 40 (200)
Self-charging) -Bulk: L, ChargesCartridges: 30, Level: 1
DC to Hack 53, DC 30; 16d6 TOTAL BULK CARRIED/VALUE 2 lbs. 9,249,892 cr
TOTAL BULK CARRIED/VALUE 2 lbs. 9,249,892 cr

Character: Valendra PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:19)
Player: Created using PCGen v6.08.00 RC6 on Oct 26, 2019 at 3:12:12 AM Page 3
EQUIPMENT EQUIPMENT
ITEM LOCATION QTY BULK / COST ITEM LOCATION QTY BULK / COST
Longsword, dimensional slice Efficient 1 1 / 727,300 ocular implant (see page 211). Long-range darkvision capacitors function like advanced capacitors but provide a
darkvision range of 120 feet.ItemLevel: 13
Bandolier
AnalogBulk: 1, Critical: -, Level: 20 Dermal plating, mk 7 Equipped 1 0 / 542,000
Dagger, molecular rift Efficient 1 0.1 / 275,000 You line your skin with hardened composite plates that deflect physical attacks. You gain an amount of damage
reduction that depends on the model of your dermal plating. If you have natural damage reduction equal to
Bandolier or greater than your dermal plating, adding dermal plating increases the value of your natural DR by 1. If you
Analog, operativeBulk: L, Critical: -, Level: 17 have natural DR of a value less than your dermal plating, the value of DR from your dermal plating increases by
Disintegrator pistol, eradicator Efficient 1 0.1 / 745,000 1.ItemLevel: 19
Bandolier Spinal struts, reinforced Equipped 1 0 / 17,640
-Bulk: L, Capacity: 40 charges, Critical: Corrode 2d6, Level: 20, Usage: 4 ItemLevel: 10
Frag grenade VIII Efficient 6 0.1 (0.6) / Microgoggles Equipped 1 0 / 900
Bandolier 216,000 BULK: —, Charge Capacity: 20, Charge Usage: 1/hour, Level: 2
(1,296,000) Motorcycle 1 0 / 1,900
DC 27, Explode (20d6 P, 15 ft.)Bulk: L, Capacity: Drawn, Level: 20
Level: 2
Semi-auto pistol, paragon Efficient 1 0.1 / 47,700 TOTAL BULK CARRIED/VALUE 2 lbs. 9,249,892 cr
(adamantine) Bandolier
AnalogBulk: L, Capacity: 16 rounds, Critical: -, Level: 13, Usage: 1 WEIGHT ALLOWANCE
Gyrojet pistol, elite Efficient 1 0.1 / 715,800 Unencumbered 9 Encumbered 18 Overburdened 19
Bandolier
AnalogBulk: L, Capacity: 8 mini-rockets, Critical: Knockdown, Level: 20, Usage: 1 FUNDS
Comm Unit (System-wide) Efficient 1 20 / 4,000
Cred Stick: 1[Efficient Bandolier]
Bandolier
Bulk: 20, Level: 6 Total= 1 cr [Unspent Funds = 1,000 cr]
Ring of Resistance Mk 5 Equipped 1 0 / 361,500
MAGIC
+5 on weakest (or choice of weakest) base saveBulk: -, Level: 18
Backpack (Industrial) Equipped 1 0 / 25
Languages
1 Bulk when not worn.Bulk: -, Level: 10.8 lbs., 1 Clothing (athletic), 1 Clothing (Everyday), 1 Clothing (Formal), 1
Clothing (party), 1 Clothing (Environmental/Cold Climate), 1 Clothing (Environmental/Dust Storm), 1 Clothing Castrovelian, Common, Elven, Orc
(Environmental/Heat Climate), 1 Clothing (Environmental/Zero Gravity), 1 Clothing (Profession (Cook)), 1 Clothing
(Profession (Dancer)), 1 Clothing (uniform), 1 Bedroll, 1 Blanket, 2 Rope (50 ft.), 1 Sleeping bag Other Companions
Clothing (athletic) Backpack 1 0/5
(Industrial) Racial Traits
BULK: L, Level: 1
Clothing (Everyday) Backpack 1 0.1 / 1 Size and Type [Paizo - Starfinder Core
(Industrial) Rulebook, p.509]
Bulk: L, Level: 1 Half-elves are Medium humanoids with both the elf and human subtypes.
Clothing (Formal) Backpack 1 0.1 / 5 Adaptability [Paizo - Starfinder Core
(Industrial) Rulebook, p.509]
Bulk: L, Level: 1
Clothing (party) Backpack 1 0/5 Half-elves receive Skill Focus as a bonus feat at 1st level.
(Industrial) Elven Blood [Paizo - Starfinder Core
BULK: L, Level: 1 Rulebook, p.509]
Clothing (Environmental/Cold Backpack 1 0.1 / 10 Half-elves are immune to magic sleep effects and receive a +2 racial bonus to
Climate) (Industrial) saving throws against enchantment spells and effects.
+2 on Fortitude saves vs. environmental cold dangersBulk: L, Level: 1 Keen Senses [Paizo - Starfinder Core
Clothing (Environmental/Dust Storm) Backpack 1 0.1 / 10 Rulebook, p.509]
(Industrial) Half-elves receive a +2 racial bonus to Perception skill checks.
Reduce damage from dust storms with windstorm-magnitude winds by 1Bulk: L, Level: 1
Clothing (Environmental/Heat Backpack 1 0.1 / 10 Low-Light Vision [Paizo - Starfinder Core
(Industrial) Rulebook, p.509]
Climate)
+2 on Fortitude saves vs. environmental heat dangersBulk: L, Level: 1
Half-elves can see dim light as if it were normal light. See Vision and Light on
Clothing (Environmental/Zero Gravity) Backpack 1 0.1 / 10 page 261.
(Industrial)
+2 on Acrobatics or Athletics checks to stop movement or climb along handholds in zero-gBulk: L, Level: 1 Theme
Clothing (Profession (Cook)) Backpack 1 0.1 / 5 Themeless [Paizo - Starfinder Core
(Industrial) Rulebook, p.28]
Bulk: L, Level: 1
Clothing (Profession (Dancer)) Backpack 1 0.1 / 5 If you decide that none of the themes above fit your particular character concept,
(Industrial) you can choose not to have a theme. You then gain the following benefits at the
Bulk: L, Level: 1 listed levels. A themeless character is considerably less powerful than a character
Clothing (uniform) Backpack 1 0/5 with a theme, so choose this option with care.
(Industrial) General Knowledge [Paizo - Starfinder Core
BULK: L, Level: 1 Rulebook, p.28]
Bedroll Backpack 1 0 / 15
You gain a class skill of your choice when you create a themeless character. Also,
(Industrial)
BULK: 1, Level: 1
you gain an ability adjustment of +1 to any ability score you choose.
Blanket Backpack 1 0/3 Certainty [Paizo - Starfinder Core
(Industrial) Rulebook, p.28]
BULK: L, Level: 1 Once per day before you roll a skill check, you can gain a +2 bonus to that skill
Rope (50 ft.) Backpack 2 0 (0) / 1 (2) for that check.
(Industrial)
BULK: L, Level: 1
Extensive Studies [Paizo - Starfinder Core
Sleeping bag Backpack 1 0 / 10 Rulebook, p.28]
(Industrial) Choose a skill that is a class skill for you. Once per day, you can reroll one such
BULK: L, Level: 1 skill check before learning the results of the roll. You must take the second result,
Prehensile tail Equipped 1 0 / 17,900 even if it is worse.
ItemLevel: 10 Steely Determination [Paizo - Starfinder Core
Prosthetic limb, standard Equipped 1 0 / 100 Rulebook, p.28]
This prosthesis replaces a missing limb. It restores functionality, but it is no more durable than and doesn't
otherwise function differently than a normal limb for your species. A prosthetic limb can replace one you've lost,
Increase your pool of Resolve Points by 1.
or you can have a limb removed in order to replace it with a prosthetic. A storage prosthetic limb has a built-in
concealed storage compartment, which functions as a hideaway limb (see above).ItemLevel: 1
Class Features
Datajack, accelerated Equipped 1 0 / 8,525
Primary Fighting Style [Paizo - Starfinder Core
This cybernetic includes a programmable data port that allows you to access different types of computers and
digital storage media. Any handheld computer can be inserted directly into the port, while larger systems need Rulebook, p.111]
to be connected by an adapter cable. Having the system connected directly to your nervous system obviates You have a preferred fighting style that represents the type of soldier you are.
the need for an interface to access data on a system. Actually operating the system requires you to use the
Computers skill as usual. Some closed systems don't allow data access or require you to do some rewiring Each fighting style is composed of various style techniques that you learn as you
to connect with a datajack (usually an Engineering check). Advanced datajacks make it easier to process and gain experience. You must pick one fighting style upon taking your first soldier
send information through the datajack. With a high-density datajack, you gain a +1 circumstance bonus to level, and once made, this choice cannot be changed. Descriptions of the fighting
Computer checks when accessing a system via your datajack. An accelerated datajack instead provides a +2
bonus.ItemLevel: 8 styles you can choose from appear on pages 112-115.
Darkvision capacitors, long-range Equipped 1 0 / 48,950 Sharpshoot [Paizo - Starfinder Core
These replacement eyes allow you to see in total darkness, giving you darkvision with a range of 60 feet. They Rulebook, p.115]
operate by sending out low-powered ultraviolet lasers that are then detected by receptors within the capacitors.
When your capacitors are in operation, their lasers can be detected by creatures that have darkvision capacitors
The sharpshoot fighting style enables you to excel at making accurate attacks,
or can otherwise see ultraviolet light. Advanced darkvision capacitors have the benefits of a widespectrum usually with ranged weapons at a long distance. You can ignore cover and other
TOTAL BULK CARRIED/VALUE 2 lbs. 9,249,892 cr impediments to your shots, and your attacks are improved by your intense focus.

Character: Valendra PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:19)
Player: Created using PCGen v6.08.00 RC6 on Oct 26, 2019 at 3:12:12 AM Page 4
Primary Style Technique [Paizo - Starfinder Core You choose another fighting style. Once you choose this second style, it cannot
Rulebook, p.111] be changed.
At 1st level and every 4 levels thereafter, you gain a style technique unique to Sharpshoot [Paizo - Starfinder Core
your primary fighting style. Rulebook, p.115]
Focused Damage (Ex) [Paizo - Starfinder Core The sharpshoot fighting style enables you to excel at making accurate attacks,
Rulebook, p.115] usually with ranged weapons at a long distance. You can ignore cover and other
When you use focus fire, each attack against the first target deals 2d6 additional impediments to your shots, and your attacks are improved by your intense focus.
damage. Additional creatures you attack after killing or knocking out your first Secondary Style Technique (Ex) [Paizo - Starfinder Core
target don't take this extra damage. Rulebook, p.112]
Focus Fire (Ex) [Paizo - Starfinder Core At 9th level and every 4 levels thereafter, you gain a style technique unique to
Rulebook, p.115] your secondary fighting style. For the purposes of these style techniques, treat
When you make a full attack with a ranged weapon, you can make both attacks your soldier level as equal to your soldier level - 8.
with a -3 penalty instead of a -4 penalty as long as they both target the same Soldier's Onslaught (Ex) [Paizo - Starfinder Core
creature. If your first attack kills or knocks out the target, you can instead make Rulebook, p.112]
the second attack against a different creature at a -4 penalty. Once you have the When you make a full attack, you can make up to three attacks instead of two
soldier's onslaught class feature (see page 112), you can use this ability with it, attacks. You take a -6 penalty to these attacks instead of a -4 penalty.
making three attacks against the same creature at a -5 penalty; if your first or Kill Shot (Ex) [Paizo - Starfinder Core
second attack kills or knocks out your target, you can make your remaining attacks Rulebook, p.112]
against a different creature at a -6 penalty.
As a standard action, you can make a single attack against an enemy. If the attack
Intense Focus (Ex) [Paizo - Starfinder Core hits and does not kill your enemy, you can expend 1 Resolve Point to force the
Rulebook, p.115] creature to succeed at a Fortitude save or die. Once you've used this ability on a
When you make a ranged attack against a target with cover or concealment, creature (regardless of whether or not you forced it to attempt a Fortitude save),
you can spend 1 Resolve Point to negate its AC bonus from cover and reduce its that creature is immune to your kill shot for 24 hours.
concealment by one category (from total concealment to concealment or from
concealment to no concealment). This benefit applies to all ranged attacks you Feats
make against that target this round. You can't use intense focus more than once
Blind-Fight [Paizo - Starfinder Core
per round, nor can you use it against an enemy with total cover.
Rulebook, p.155]
Prepared Shot (Ex) [Paizo - Starfinder Core
You are skilled at attacking opponents you can't clearly see.
Rulebook, p.115]
As a standard action, you can study a target before you attack. The target must In melee, every time you miss because of concealment (see page 253), you can
be within line of sight of you and either flat-footed or unaware of your presence. reroll your miss chance percentile roll one time to see if you actually hit (see page
On the first attack you make against that target on your next turn, you gain a +2 243).
bonus to your attack roll. If your attack hits, the target is staggered for 1 round; if You aren't flat-footed against melee attacks from creatures you can't see, and
you score a critical hit, the target is instead stunned for 1 round. Once you make you can withdraw from creatures you can't perceive. You don't need to attempt
a prepared shot, you can't use this ability again against the same target for 24 Acrobatics checks to move at full speed while blinded.
hours. You can't make an attack on the same round you study the target, even if Close Combat [Paizo - Starfinder Pact
an ability would let you attack without spending a standard or full action. Worlds, p.190]
Sniper's Aim (Ex) [Paizo - Starfinder Core When you are attacking a foe in melee, you know how to maneuver to make it
Rulebook, p.115] more difficult for other foes to target you.
When you make a ranged attack against a target with cover, reduce the AC bonus When you hit an adjacent foe with a melee attack, as long as you are adjacent
from cover by 2. You can't use sniper's aim against an enemy with total cover. to that target, you gain a +2 circumstance bonus to your AC against attacks from
Combat Feat [Paizo - Starfinder Core other creatures that are not adjacent to you until the beginning of your next turn.
Rulebook, p.111] Deadly Aim [Paizo - Starfinder Core
At 2nd level and every 2 levels thereafter, you gain a bonus feat in addition to Rulebook, p.156]
those gained from normal advancement. These bonus feats must be selected Your can strike your enemies' weak points and deal more damage.
from those listed as combat feats. Whenever you gain a new bonus feat, you When you take the attack or full attack action with weapons (including a
can also choose to replace one of the bonus feats you have already learned with solarian's solar manifestation, but not spells or other special abilities of any kind),
a different bonus feat. The feat you replace can't be one that was used as a you can take a -2 penalty to your attack rolls. If you do, those attacks deal an
prerequisite for another feat or other ability. You can change only one feat at any additional 1 (minimum 1).
given level, and you must choose whether or not to swap the feat at the time you Diehard [Paizo - Starfinder Core
gain the new bonus feat. Rulebook, p.156]
Gear Boost [Paizo - Starfinder Core You are especially hard to kill. Your wounds quickly stabilize when you're
Rulebook, p.111] grievously wounded.
At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost When you are dying, you can spend the required Resolve Points to stabilize and
that make you better with a particular type of weapon or armor. Choose from the 1 Resolve Point to stay in the fight (regaining 1 Hit Point) in the same round.
gear boosts listed below. Some gear boosts require you to reach a certain soldier Normal: You must use Resolve Points to stabilize and to stay in the fight in
level to select them; this level is indicated in parentheses after the boost's name. separate rounds.
Armored Advantage (Ex) [Paizo - Starfinder Core Far Shot [Paizo - Starfinder Core
Rulebook, p.111] Rulebook, p.157]
When you are wearing armor, you gain a +1 insight bonus to your Kinetic Armor You remain accurate at longer ranges.
Class.
You take only a -1 penalty per full range increment between you and your target
Bullet Barrage (Ex) [Paizo - Starfinder Core
when using a ranged weapon.
Rulebook, p.111]
Normal: You take a -2 penalty per full range increment between you and your
You gain a +1 insight bonus to damage rolls for weapons in the projectile target.
category. This bonus increases by 1 for every 4 soldier levels you have.
Fleet [Paizo - Starfinder Core
Laser Accuracy (Ex) [Paizo - Starfinder Core Rulebook, p.157]
Rulebook, p.112]
You are faster than most.
You gain a +1 insight bonus to attack rolls with weapons in the laser category.
While you are wearing light or no armor, your land speed increases by 10 feet.
Melee Striker (Ex) [Paizo - Starfinder Core
When you are encumbered, your land speed instead increases by only 5 feet.
Rulebook, p.112]
When you are overburdened, your speed is reduced to 10 feet.
Add an additional bonus equal to half your Strength bonus to damage rolls with
Grenade Proficiency [Paizo - Starfinder Core
melee weapons.
Rulebook, p.157]
Unstoppable Strike (Ex) [Paizo - Starfinder
You know how to use grenades.
Armory, p.154]
You gain proficiency in grenades (see Weapon Proficiency on page 243).
Your attacks with weapons that deal energy damage slice through part of your
target's resistances. If your attack with a weapon does not already overcome the Heavy Armor Proficiency [Paizo - Starfinder Core
target's energy resistance, treat the target's energy resistances as though they Rulebook, p.158]
were each 5 lower. At 15th level, treat the target's energy resistances as 10 lower. You know how to use heavy armor.
Weapon Specialization (Ex) [Paizo - Starfinder Core You gain proficiency in heavy armor (see page 242).
Rulebook, p.112] Heavy Weapon Proficiency [Paizo - Starfinder Core
You gain Weapon Specialization as a bonus feat for each weapon type this class Rulebook, p.158]
grants you proficiency with. You know how to use heavy weapons.
Secondary Fighting Style [Paizo - Starfinder Core You gain proficiency in heavy weapons (see page 243).
Rulebook, p.112] Improved Critical [Paizo - Starfinder Core
Rulebook, p.158]

Character: Valendra PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:19)
Player: Created using PCGen v6.08.00 RC6 on Oct 26, 2019 at 3:12:12 AM Page 5
Attacks with your chosen weapon are harder to shake off. Weapon Prof ~ Basic Melee Weapons
When you score a critical hit with a weapon, increase the DC to resist that Weapon Prof ~ Grenades
weapon's critical effect by 2. Weapon Prof ~ Heavy Weapons
Improved Initiative [Paizo - Starfinder Core Weapon Prof ~ Longarms
Rulebook, p.158]
Weapon Prof ~ Small Arms
Your quick reflexes allow you to react rapidly to danger.
Weapon Prof ~ Sniper Weapons
You gain a +4 bonus to initiative checks.
Improved Unarmed Strike [Paizo - Starfinder Core
Rulebook, p.158]
You have trained to make your unarmed attacks lethal and strike with kicks,
head-butts, and similar attacks.
Your unarmed attack damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6
at 12th level, 5d6 at 15th level, and 7d6 at 20th level. You threaten squares within
your natural reach with your unarmed strikes even when you do not have a hand
free for an unarmed strike. If you are immobilized, entangled, or unable to use
both legs (or whatever appendages you have in place of legs, where appropriate),
you lose the ability to make unarmed strikes without your hands. When making
an unarmed strike without your hands, you can't use such attacks for combat
maneuvers or similar abilities-only to deal damage.
Normal: You don't threaten any squares with unarmed attacks, and you must
have a hand free to make an unarmed attack.
Iron Will [Paizo - Starfinder Core
Rulebook, p.158]
You are more resistant to mental effects.
You gain a +2 bonus to Will saving throws.
Longarm Proficiency [Paizo - Starfinder Core
Rulebook, p.159]
You know how to use longarms.
You gain proficiency in longarms (see Weapon Proficiency on page 243).
Mobility [Paizo - Starfinder Core
Rulebook, p.160]
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.
Multi-Weapon Fighting [Paizo - Starfinder Core
Rulebook, p.160]
You know how to fight with several lighter weapons at once and how to take
advantage of your multiple attacks.
When you make a full attack with two or more small arms or with two or more
operative melee weapons (see page 184), reduce the penalty for making a full
attack by 1.
Penetrating Attack [Paizo - Starfinder Core
Rulebook, p.160]
You know how to angle your attacks so that you penetrate your opponent's
defenses.
Reduce your target's energy resistances and damage reduction by 5 against
your weapon attacks.
Powered Armored Proficiency [Paizo - Starfinder Core
Rulebook, p.160]
You know how to use powered armor.
You gain proficiency in powered armor (see Armor Proficiency on page 242).
Quick Draw [Paizo - Starfinder Core
Rulebook, p.160]
You can draw weapons faster than most.
You can draw a weapon as a swift action. Additionally, when making an attack
using a thrown weapon as an attack or full attack action, you can draw a weapon
as part of the action of making a thrown attack with it. You can draw a hidden
weapon (see Sleight of Hand on page 146) as a move action.
Normal: You can draw a weapon as a move action, or (if your base attack bonus
is +1 or higher) as part of a move action, and you can draw a hidden weapon as
a standard action.
Shot on the Run [Paizo - Starfinder Core
Rulebook, p.161]
You can move, fire a ranged weapon, and move again before your foes can react.
As a full action, you can move up to your speed and make a single ranged attack
at any point during your movement. If you have the trick attack class feature, you
can take your movement from trick attack at any time during a trick attack (see
page 93) with a ranged weapon (instead of only before).
Normal: You can move only before or after an attack with a ranged weapon, not
both.
Skill Focus (Perception) [Paizo - Starfinder Core
Rulebook, p.161]
You are particularly adept at a certain skill.
You gain a +3 insight bonus to checks involving the chosen skill.
Special: You can take this feat multiple times. Its effects don't stack. Each time
you take this feat, it applies to a new skill.

Proficiencies
Armor Prof ~ Heavy Armor
Armor Prof ~ Light Armor
Armor Prof ~ Powered Armor
Weapon Prof ~ Advanced Melee Weapons

Character: Valendra PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:19)
Player: Created using PCGen v6.08.00 RC6 on Oct 26, 2019 at 3:12:12 AM Page 6
Valendra
Half-Elf (Medium)
RACE
26
AGE
Female
GENDER

VISION
Lawful Neutral
ALIGNMENT
Ambidextrous
DOMINANT HAND
6' 0"
HEIGHT
146 lbs.
WEIGHT
Hazel
EYE COLOUR
Olive
SKIN COLOUR
Auburn, Long
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
None
REGION
Arshea
DEITY
Humanoid
Race Type

Race Sub Type

Description:
Biography:

Character: Valendra PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:19)
Player: Created using PCGen v6.08.00 RC6 on Oct 26, 2019 at 3:12:12 AM Page 7

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