You can use your standard action to make a ranged attack that distracts a foe in your line of effect. Make an attack roll against AC 15. If you hit, you deal no damage, but the next ally to attack that foe gains a +2 circumstance bonus to her next attack roll, as long as that attack occurs before your next turn.Harrying Fire
MENDEV MALONE NEUTRAL GOOD, MALE, HUMAN - ENVOY BOUNTY HUNTER/1 Home World: ABSALOM STATION Deity: ABADAR, SARENRAE, CALISTRIA
T'aro is quiet for several moments after Vette's question. They try to figure out how to put to words (and then translate) what they're realizing.
"It is hard for me, yes. But... hm...." The thoughful noise comes through far buzzier than most creatures' "hm"s. "When I was in the hive, sometimes, there would be combat. And it was easier then. I was giving myself up to the will of the whole, to do what was best for the whole. When I broke off, left, I followed my own desires. I healed-- I helped install the kinds of personal upgrades that you are now using, and to ease the body's acceptance of them when something went wrong." How T'aro knew that Vette had gotten a persona upgrade isn't entirely clear-- but it's likely that they have some specialist knowledge, an eye for such things. "I helped others... but I was living mostly for myself. I didn't do things I did not enjoy, because there was no need to."
T'aro pauses for a few more moments, feeling the weight of Vette's arm on their shoulder. It is comforting. "What we saw, Vette-- what those cultists were doing, and might yet do... it reminded me of patients who had let a bad implant go too far. Gangrenous tissue beyond the ability of most magic to repair. Things that need excised. It may be an unpleasant process, but it's something that's necessary for the body. And I think that it is cruel to others and a shame to myself to not do what needs to be done. Enough living only for me. I can live for a greater hive again, and do what must be done. Even if it's unpleasant.
Expendables: Used/Total Lvl 0 Spell Slots: Inf Detect Affliction, Stabilize, Fatigue (Melee Attack EAC, DC14 Fortitude negates), Token Spell, Detect Magic, Telekinetic Projectile (Ranged KAC, 1d6 B damage)Spells Available Lvl 1 Spell Slots: 3/4 Life Bubble, Mystic Cure(1d8+3), Identify, Mind Thrust (2d10 damage DC15 Will half), Summon Creature.Spells Available Lvl 2 Spell Slots: 3/3 Fog Cloud, Remove Condition, Spider Climb, Mystic Cure (3d8+3), Mind Thrust (4d10), Summon Creature.Spells Available Communalism: 0/1 Healing Touch (20HP): 1/1 (Use Healing Touch as a standard action. Can expend a resolve point to use this ability more than once.Empowered Healing Touch) Ammo for Semi-auto pistol: 5/9 (24 reserve) Photoenergetic Node: 0/1 (link) Hero Points: 2
The whole way back Mendev had not complained, but he had been largely silent. He carried what he could for the doctor or the others. Mainly any of survival equipment. The way back was going to be perilous. And while they weren't rushing headlong chasing maniacs, their environmental protections were limited. Ukulum was not to be trifled with.
At the Aiudara facility Mendev squinted at the camera flashes. It was painful, and he lifted his hands to cover his eyes. He recalled his mood last time the group had been in a similar situation. He grimaced a smile and forced himself into a grin. One was squinting almost shut while the other had a raised brow. Giving the man a Nicholas Cage in Face Off.crazed ecstatic look. He readied himself to answer questions but was relieved when T'aro took the helm. Instead Mendev smiled, winked, and pointed into the crowd. His index finger randomly pointing into the crowd while his thumb mimicked the cocking of a pistol hammer.
When the question was asked about what was next for the group he seriously considered an answer. He wanted to put out that they were seriously considering going after the Cult of the Devourers. A part of him wanted to let them know they were going to be on their tail. But Grix's answer was more appropriate. Never telegraph to an opponent when you're going to push them. Instead he kept smiling, waving, and nodding.
When they were introduced to Dr. Solstarni's mother Mendev's head cocked slightly to the side. An Ambassador? It was a curious fact that had not previously been mentioned. Mendev straighened out as much as he could and gave a small nod. It is a pleasure to meet you Ambassador...Solstarni. He looked at the doctor than and smiled.
Then came the spectacle meeting with Sid Shneed. When Grix was dealing with Sid Mendev leaned towards Aja and asked; We have sponsors now?
When it was all over Mendev had had enough of it all. He took of his armor and looked at himself in the mirror. He was wholly unhurt, but for a shiner on the side of his temple. He sighed. All Mendev wanted to do was sleep. He jumped into the shower, and though he wanted to stay there long, he knew he didn't have much before he crashed. He made it back to his room. For moment he looked at a picture on the side of his bed before he crashed to sleep.
The next day he woke up and transferred borrowed funds back to Grix and Vette. Then while the upgrades were being done on the Sunrise Maiden he went out shopping.
You can use your standard action to make a ranged attack that distracts a foe in your line of effect. Make an attack roll against AC 15. If you hit, you deal no damage, but the next ally to attack that foe gains a +2 circumstance bonus to her next attack roll, as long as that attack occurs before your next turn.Harrying Fire
MENDEV MALONE NEUTRAL GOOD, MALE, HUMAN - ENVOY BOUNTY HUNTER/1 Home World: ABSALOM STATION Deity: ABADAR, SARENRAE, CALISTRIA
"Matsu, my friend... You mentioned many days ago that you had seen your family and that it was a... necessary, but unenjoyable task. I do not know your struggle... but I know my own. I miss my hive, and my former mates. Seeing them would be... painful for me. But I would give much for the opportunity. I don't know if I will be able to again. The dangerous nature of our journeys makes it seem less likely." T'aro looks away for a moment and looks back. "Important things are not always enjoyable things, Matsu. I hope I don't say too much. But I would urge you to visit them. It may well bring them joy."
"It is my duty to visit them and I will." Matsu pauses. This is not the whole truth of the matter. But putting that truth into words is not easy. "I do not know that it will bring them joy. But I can say that it will bring them some peace to know that I did not die in the jungle, lost to them. That peace may well be uneasy when they learn of our next expedition. But I cannot hide that either. I hope that my actions make them proud, despite what they did."
Didn't want to leave T'aro hanging
Matsu Soryn
Male lashunta (korasha) mercenary soldier 5
LN Medium humanoid (lashunta) Init +8; Senses Perception +5 Hero Points: 1
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DEFENSE
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ EAC 17; KAC 19 SP 50 {50} HP 39 {39} RP 6 {6} DR: 1/- No need to breathe, +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.Fort +6, Ref +5, Will +4
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OFFENSE
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Speed Walk 30' Melee baton, tactical +9 (1d4+4 , critical -; Analog.operative) Ranged rail cannon, tactical +10 (1d10+5, critical Bleed 1d4; Line, unwieldy) Ranged reaction cannon, light +10 (WS gives +3 (level) Bullet Barrage +1 to projectile weapons1d10+5, critical -; Penetrating) 6{6} Ranged laser pistol, azimuth +9 (1d4+2, critical Burn 1d4; -) Ranged frag grenade i +7 (1d6, critical ; DC 14, Explode (1d6 P, 15 ft.)) Ranged holy water grenade i +7 (, critical ; Explode (2d6 B, holy water, 20 ft.)) Ranged artillery laser, azimuth +10 (1d10+5, critical Burn 1d6; Penetrating) Ranged ice carbine, subzero +9 (1d8+5, critical -; Automatic)
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STATISTICS
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Str 15, Dex 18, Con 14, Int 12, Wis 10, Cha 12, Base Atk +5; Grp+7 Feats Coordinated Shot, Improved Initiative, Quick Draw, Toughness, Weapon Focus (Weapon Focus ~ Heavy Weapons) Skills Acrobatics +7, Engineering +7, Intimidate +7, Medicine +5, Perception +5, Piloting +9, Stealth +6, Survival +12, Languages Castrovelian, Common, Eoxian Combat Gear field ration (per week), Other Gear rail cannon, tactical, ag trooper battle dress, aeon stone (iridescent spindle), cred stick (2), rounds, heavy, explosive rounds, heavy, laser pistol, azimuth, baton, tactical, frag grenade i, holy water grenade i, backpack (industrial), 171.0 gp
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SPECIAL ABILITIES
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ RACIAL TRAITS Lashuntas are medium humanoids with the lashunta subtypeSize And Type All lashuntas gain +2 charisma at character creation. Korasha lashuntas are muscular (+2 strength at character creation) but often brash and unobservant (-2 wisdom at character creation). Damaya lashuntas are typically clever and well-spoken (+2 intelligence at character creation) but somewhat delicate (-2 constitution at character creation)Dimorphic Lashuntas gain the following spell-like abilities: at will: daze, psychokinetic hand 1/day: detect thoughts see spell-like abilities on page 262. The caster level for these effects is equal to the lashunta's levelLashunta Magic Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speakingLimited Telepathy Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choiceStudent
THEME BENEFITS 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 galaxyMercenary 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 creationTheme Knowledge
CLASS FEATURES: 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 112-115Primary Fighting Style The bombard fighting style emphasizes attacking multiple targets, often using grenades, and leverages substantial physical strength to control large weapons with significant recoil. At higher levels, you can use launchers, missiles, and other heavy weaponsBombard At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting stylePrimary Style Technique You increase the range increment of your thrown grenades by 5 x your strength bonus. In addition, you're able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works)Grenade Expert You can use your physical power to steady your weapon and make your attacks more dangerous. As a full action, you can make a single ranged attack that deals additional damage equal to your Strength bonus to all targets. You can use this ability in conjunction with the automatic, explode, or unwieldy special property (see pages 180182).Heavy Fire 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 featCombat Feat 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 nameGear Boost You gain a +1 insight bonus to damage rolls for weapons in the projectile category. This bonus increases by 1 for every 4 soldier levels you have Bullet Barrage You gain weapon specialization as a bonus feat for each weapon type this class grants you proficiency withWeapon Specialization Gm awarded pc with +1 skill bonus+1 Skill Bonus (survival, Survival)
FEATS:
1st Level: 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 actionQuick Draw
2nd Level Combat: Your quick reflexes allow you to react rapidly to danger You gain a +4 bonus to initiative checksImproved Initiative
3rd Level: You have enhanced physical resilience, and harsh conditions or long exertions don't easily tire you For every character level you have (and whenever you gain a new level), you gain 1 stamina point. In addition, you gain a +4 bonus to constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivationToughness
4th Level: You can maneuver a foe to be in the direct line of an ally's fire 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 foeCoordinated Shot
5th Level: Chose 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 mechanics class level, if you are a drone), you gain a +2 bonus instead.Weapon Focus - Heavy Weapons
400Credits on account,Pathfinders 200, and Nor200
66 credits on credstick from the L38 loot
600 credits (on credstick?) from Bounty
2,800 credits in Payment for the Acreon job