Asteras
| Asteras |
|
|
| Level |
2 |
| Size |
Medium |
| Key Ability |
STR |
| Hero Points |
0 |
| Defenses & Combat |
| HP |
38/38 |
| AC |
19 |
| Saving Throws |
Fort +10, Ref +5, Will +8 |
| Perception |
+6 |
| Speed |
25 ft. |
| Combat Record |
| Last Kill |
Flash Beetle (2026-07-11) |
| Last Downed By |
Fire Wisp (2026-07-11) |
| Attributes |
| STR +3 |
Details
- Ancestry:
Minotaur
- Heritage:
Roaming Minotaur
- Background:
Warrior
- Class:
Soldier
- Key Ability: STR
- XP: 199
- Hero Points: 0
⚔ Defense & Saves
- HP: 38/38
- AC: 19
- Perception: +6 (Trained)
- Speed: 25 ft. (land)
- Fortitude: +10 (Expert)
- Reflex: +5 (Trained)
- Will: +8 (Expert)
🗡 Attacks
|
Weapon |
Traits |
Attack Bonus |
Damage
|
 |
Javelin (Trained) |
Thrown |
+5/+0/-5 |
1d6+3 piercing
|
 |
Tetsubo (Trained) |
Razing, Shove, Sweep |
+7/+2/-3 |
1d10+3 bludgeoning
|
📊 Ability Scores
| STR |
DEX |
CON |
INT |
WIS |
CHA
|
| +3 |
+1 |
+4 |
+0 |
+2 |
-1
|
🎓 Skills
| Skill |
Modifier |
Proficiency
|
| Acrobatics |
+1 |
Untrained
|
| Arcana |
+0 |
Untrained
|
| Athletics |
+7 |
Trained
|
| Crafting |
+0 |
Untrained
|
| Deception |
-1 |
Untrained
|
| Diplomacy |
-1 |
Untrained
|
| Intimidation |
+3 |
Trained
|
| Medicine |
+8 |
Expert
|
| Nature |
+6 |
Trained
|
| Occultism |
+0 |
Untrained
|
| Performance |
-1 |
Untrained
|
| Religion |
+2 |
Untrained
|
| Society |
+0 |
Untrained
|
| Stealth |
+1 |
Untrained
|
| Survival |
+6 |
Trained
|
| Thievery |
+1 |
Untrained
|
💰 Wealth & Carry
| Coin |
Total Value |
Bulk |
Invested
|
| 1 PP, 17 GP, 8 SP, 3 CP |
48.43 gp |
7.0 / 8 enc / 13 max |
0/10
|
✨ Feats & Features
Heritage
Roaming Minotaur
- Your hooves are broad and powerful, perfect for clearing away rubble as you step. You become trained in Survival (or another skill if you were already trained in Survival) and gain the Terrain Expertise skill feat. You ignore difficult terrain caused by natural uneven ground while in the terrain chosen for your Terrain Expertise feat.
Background Features
Warrior (bard)
- In your younger days, you waded into battle as a mercenary, a warrior defending a nomadic people, or a member of a militia or army. You might have wanted to break away from the regimented structure of these forces, or you could have always been as independent a warrior as you are now.
- Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost.
- You're trained in the Intimidation skill and the Warfare Lore skill. You gain the Intimidating Glare skill feat.
Feats
Battle Medicine (general, healing, manipulate, skill)
- Requirements You're holding or wearing a healer's toolkit.
- You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Burst of Strength (fortune, soldier)
- Frequency once per hour
- Trigger You fail an Athletics check to Disarm, Grapple, Reposition, Shove, or Trip.
- You draw on your inner reserves and rally yourself to try again. Reroll the triggering check, but you must use the new result, even if it's worse.
Close Quarters (soldier)
- While you have the necessary training to employ heavy weapons, you believe it's important to keep a backup for when foes get too close. You might be a veteran Veskarium trooper who knows their way around a doshko or a devotee of Zon-Shelyn dealing holy wrath with a painglaive. Blows with heavy close combat weapons hinder your foes just as effectively as when you fire a rotolaser or a missile launcher.
- As long as you're wielding a two-handed melee weapon, you meet the requirements for soldier feats that require an area weapon. When you're using a soldier feat, any two-handed melee weapon you're wielding gains area (burst 5 feet), and you're unaffected by your attacks with that weapon. You can make a melee Strike with a two-handed melee weapon instead of a ranged Strike with primary target or any soldier feat. In addition, you gain the Whirling Swipe feat.
Friendly Nudge (minotaur)
- You don't always have time to wait for your allies to make room, so it's best to politely move them yourself. Attempt an Athletics check to Shove an ally. You don't need to have a free hand to attempt this check. If your ally is willing, treat the result as one degree of success higher.
Horns (Minotaur) (minotaur)
- Your sharp horns are as deadly as spears. You have a horns unarmed attack that deals 1d8 piercing damage. Your horns are in the brawling group and have the unarmed trait.
Intimidating Glare (general, skill)
- You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty if the creature doesn't understand your language.
Medic Dedication (archetype, dedication)
- You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target gains a circumstance bonus to the number of Hit Points they regain equal to 5 HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40.
- Once per day, you can use Battle Medicine on a creature that's temporarily immune due to having already been treated with Battle Medicine. If you're a master in Medicine, you can do so once per hour.
- Medic
Primary Target (soldier)
- You can focus fire on a single target when unleashing the full devastation of your powerful area weaponry. Before you make an area attack with a weapon (such as from the Area Fire or Auto-Fire actions), you can make a ranged Strike as a free action with the same weapon against a single creature in the area, who's selected as your primary target. If your attack is a burst, you must select the creature closest to the center of the attack. If your attack is a cone or line, you must select the creature closest to you. If two or more creatures are equidistant, you can choose which one is your primary target. On a hit, if your primary target rolls a success against your Area Fire or Auto-Fire action, they get a failure instead. This Strike doesn't count toward your multiple attack penalty.
Shot on the Run (soldier, traversal)
- Requirements You're wielding an area or automatic weapon.
- By preparing your weapon while on the move, you ready yourself to fire a salvo as soon as you're in position. Stride up to your Speed, and then Area Fire or Auto-Fire.
Soldier Fighting Style (soldier)
- As a soldier, you train using a specific style of fighting. Your style determines how you approach combat and often changes how you take advantage of your ability to suppress targets. Choose a soldier fighting style.
- Action Hero
- Armor Storm
- Bombard
- Close Quarters
- Erudite Warrior
Suppressing Fire (soldier)
- You have a knack for using powerful weapons to harry your foes and hinder their movement, preventing them from operating at their peak. If you make an attack with a weapon that has the area trait (such as from the Area Fire or Auto-Fire actions), you use it in a manner that suppresses your targets. Enemies in the affected area who fail their save against your attack become Suppressed until the start of your next turn. A suppressed target takes a –1 circumstance penalty on attack rolls and takes a –10-foot status penalty to its Speeds. Some soldier abilities and class feats interact further with the suppressed condition.
Terrain Expertise (Plains) (general, skill)
- Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.
- Special You can select this feat more than once, choosing a different type of terrain each time.
Walking Armory (soldier)
- Your endurance training empowers you to carry a load of heavy equipment. When determining your Strength for using armor, you can instead choose to use your Constitution modifier. If you already meet the Strength requirement for the armor you're wearing, reduce that armor's Bulk by 1 (to a minimum of 1).
- In addition, increase the amount of Bulk you can carry before becoming encumbered by half your Constitution modifier rounded up. Increase your maximum carried Bulk by your Constitution modifier.
Whirling Swipe (soldier)
- Requirements You're wielding a two-handed melee weapon.
- You swipe your weapon in a wide swing to create a deadly arc. Your weapon gains the area (burst 5 feet) and unwieldy traits until the end of the turn. If your weapon has reach, the burst radius becomes the reach of your weapon. Area Fire with the required weapon, centering the burst on a corner of a square you occupy. You're excluded from the burst. If you're using a weapon with the backswing or sweep trait, you gain a +1 circumstance bonus to the save DC of the attack. If you have the primary target class feature, the primary target Strike you make is a melee Strike, rather than a ranged Strike.
Last synced: 2026-07-26 13:54