Witchwyrd

Kotar Soja's page

3 posts. Alias of Anderlorn.


Full Name

Kotar Soja

Race

Stats:
Gunslinger (Techslinger) | Monk (Sohei) | LVL:1 | HP:12 | AC:23/T:23/FF:15 | Init:+5 | Perception:+9 | F:+4/R:+7/W:+7 | CMB:+3 | CMD:26 | SPD:30'

Classes/Levels

Skills:
Climb +6 | Craft (Mechanical) +5 | Craft (All Ammo/Firearms) | Knowledge (Engineering) +5 | Profession (Numerian Archaeologist) +9 | Stealth +9 | Survival +9

Gender

**INACTIVE(ADAPT)** Kasatha Male Adult

Size

Medium

Age

22 (In Truth, over 9000 years old)

Special Abilities

Kasatha, Gunslinger(Techslinger), Monk(Sohei)

Alignment

LG

Deity

Transitioning to Golarion Deities

Location

Torch, Numeria

Languages

Common, Kasatha, Androffan

Occupation

Numerian Salvage Archaeologist

Strength 15
Dexterity 20
Constitution 12
Intelligence 12
Wisdom 20
Charisma 10

About Kotar Soja

CHARACTER SUMMARY:

Race: Kasatha
Origin: Deserts of Kasath, Enslaved by the Crew of the Divinity
First Class Path: Gunslinger (Techslinger)
Second Class Path: Monk (Sohei)
Main Role: Range Combat
Secondary Roles: Melee Combat
Campaign Trait: Numerian Archaeologist

"I only use Adamantine Tipped Robot Killers for my ammo!" ~ Kotar Soja

BACKGROUND:

10 Minute Background

MAIN CONCEPT AND BACKGROUND

1. Kotar Soja grew up on the deserts of Kasath and was taken from the planet when he had just became an adult by the Androffans. The Androffans were using the Kasathas as enslaved front line troops because of their ignorance with technology, resiliency, dexterity, heathen viciousness, and (2) extra arms.

2. Kotar was captured by the crew of the Divinity. The Divinity was a multi-use war ship and one of its functions was to capture aliens and train them for front-line battle. This process starts almost right when they are captured by placing a control collar on the Kasatha including Kotar.

3. Androffans trained Kotar in the Androffan language, their tech, and martial arts. If he complied, he was rewarded with a luxury. If not, he was punished. Any Kasatha that revolted or killed an Androffan were forced out of the air lock to their demise.

4. All aliens were placed into stasis pods to save room and to be more time efficient since they only required (2) hours of sleep to be fully rested and refreshed. And Kotar was in such a pod when the Divinity ran into a major problem and crashed on Golarion. The ship fragmented into pieces and Kotar stasis chamber with him inside was one of the strewn pieces across Numeria. There he would remain for a long time until his stasis pod reached mean time between failures or MTBF that all technical equipment reach. In addition to his stasis pod failing, his collar did as well so he was no longer technologically bound to the Androffans.

5. Besides being held in stasis for over 9,000 years, unfortunate for Kotar, his extended stasis sleep time has left his family on Kasath dead. To add further insult to injury, the ship's equipment and armory module were no where to be seen. Being adapted to desert life, Kotar had no problems with navigating Numeria. At first, he had a hard time stomaching the food but his resiliency and fortitude adapted to what was edible on Golarion. "Life always finds a way."

6. Kotar wandered the desert until he came upon Torch. He found some discarded clothes and covered himself up a little more to hide his alien features and look more like a desert nomad. He then wandered the streets a bit until he came upon a Numerian salvage vendor, Minse Bason owner of Salvage Wargs, who was having a hard time deciphering words on an Androffan device. Kotar still had the translator that was attached to his clothing during enslavement receiving and told Minse, "RADIOACTIVE! DO NOT PUSH UNLESS PROTECTED! EXTREMELY DANGEROUS TO BIO-LIFE FORMS!" He then explained to Minse that it was dangerous to him and others unless he and other people were wearing Androffan special clothing. Minse looked at Kotar, "You need a job, considered yourself hired?!" Minse did not care who, what, or where Kotar came from. All he knew is the stranger could talk to him and translate Androffan which equated to dollar signs for Minse.

7. Later the translator also failed but not until Kotar learn Golarion Common.

8. when Minse asks him about a device, Kotar does not always get it right because years in stasis has caused some physical and memory loss.

<Extra Points Reserved for Party Synergy if Chosen>

GOALS

Like all Goals, subject to change. An extra annoying Technic League or other occurrences may change his goals.

[Short-Term] - Although he can read Androffan and has a knack for technology, long term stasis causes memory loss so it is one of Kotar's hobbies to keep up on Androffan, Androffan Tech, and fill in the Technology gaps he has.

[Mid-Term] - To own his own salvage shop, be worry free, and to have a vault filled with Androffan creations as well as his own he made from Androffan technology.

[Long-Term] - Using Androffan parts, build a ship to visit Kasatha and see if he really misses or not. It was his home eons ago and a part of him still remains there.

SECRETS

Known - Unknown to his friends (the party), he was trained by the people who's tech is strewn across Numeria.

Unknown - Unknown to Kotar, the Technic League has taken an unhealthy interest in Kotar for both study and put him into their service just like the Androffans.

CONTACTS/ENEMY

1. His current salvage buddies and/or other friends in Torch (the party since it states in the guide, we are already formed and know each other).

2. Kotar's current employer at the Salvage Shop, Minse Bason. Since Kotar knows a few things about Androffan technology, he has been making good coin for his employer.

Enemy: Any remaining Androffan military or security robots or androids with full undamaged NVRAM may see Kotar as an escapee and issue capture or punishment protocol. In addition, the Technic League shows a great interest in Kotar and for all the wrong reasons.

MEMORIES

1. "RUN KOTAR, THEY ARE COMING!"

"THEY ARE COMING!"

"THEY ARE COMING!"

2. "You are all now property of the Androffan Military!"

"If you comply, your life will be real easy and perhaps you can even become citizens?"

"If not, you are going to have a very bad stay with us and maybe end up an ice cube floating in space."

"THE CHOICE IS YOURS!"

3. "I wasn't called by my name on the Divinity, I had a number."

"It was K0385!"

"I guess that is better than Ice Cube?!"

4. "Where am I?"

"No Enslavers, No family!"

"Nothing but death and destruction!"

"At least the land looks like home."

CURRENT WORK

Kotar is currently a Numerian Salvage Archaeologist at the Salvage Wargs which is owned by Minse Bason. Currently, Minse is grooming Kotar to be a salvager due to other skill sets and abilities Kotar possess. However before any salving can be done, the Technic League needs to be taken cared of. In addition, he assists in repairing items that Minse gives him. Since he has been sitting on his butt at Salvage Wargs, he has lost some muscle tone. Of course, stasis did not help but it is mainly from sitting on his rear. Taking on the Technic League and becoming a Salvager will help Kotar get back that fighting muscle.

HOBBIES

Kotar has a few hobbies;

1. Keeping up with his current Androffan knowledge that he remembers.

2. Learning new or relearning Androffan Tech since long term stasis caused memory loss (By level 4, he will have the Technologist Feat and further High Tech Weapon knowledge at levels 5 and 6).

3. Remember the past by creating a Kasatha Spinal Sword out of modern or Androffan materials and balanced for Monk use.

CHARACTER:

Kotar Soja is slender, tall (6'5"), he has blue eyes that seem to gleam with wisdom beyond this world, and he wears bright colored hot weather gear which covers his alien features so he blends in with other Torch citizens but it is not a disguise. He has two bandoleers that crisscross his chest filled with metal firearm cartridges and contents in the larger pockets. On his back, is a high quality leather backpack and an old battered rifle. And his gate is as or more graceful than your average elf.

Kotar tactic in to fight from a far but if any opponent makes the mistake of getting close, he is just as deadly if not more with his current martial prowess. As Kotar gains experience and martial prowess, he will be deadly at any range especially with Androffan weapons and will be able to flurry with them.

CRUNCH:

Kasatha Male Adult Gunslinger(Techslinger) 1/ Monk(Sohei) 1/Gestalt 1
LN Medium Humanoid (Kasatha)
Init +5; Senses Perception +9
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Defense
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AC 23, touch 23, flat-footed 15 (+5 Dex, +3 dodge, +5 Wis)
hp 12 (1d10+2)
Fort +4, Ref +7, Will +7;
. . Greater Defensive Training: +2 Dodge Bonus to AC
. . Desert Runner: +4 Fort Bonus to Foot Traveling in the Desert (See Below)
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Offense
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Speed 30 ft.
Melee Kama +6 (1d6+2) or
. . Kama flurry of blows +5/+5 (1d6+2) or
. . Siangham +6 (1d6+2) or
. . Siangham flurry of blows +5/+5 (1d6+2) or
. . Unarmed strike +6 (1d6+2) or
. . Unarmed strike flurry of blows +5/+5 (1d6+2)
Ranged Loaded Battered Rifle +6 (1d10/×4, 1/1)
. . Loaded Deadly Aimed Battered Rifle +5 (1d10+2/x4, 1/1)
Special Attacks Deeds (Covet Charge, Gunslinger's Dodge, Reliable), Flurry of Blows, Grit (5)
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Statistics
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Str 15, Dex 20, Con 12, Int 12, Wis 20, Cha 10
Base Atk +1; CMB +3; CMD 26
Feats Combat Expertise, Deadly Aim, Deflect Arrows, Dodge, Gunsmithing, Improved Unarmed Strike, Point-Blank Shot, Power Attack, Rapid Reload, Weapon Finesse
Traits Resilient (Combat), Awakened from Stasis (Regional), Numerian Archaeologist (Campaign)
Skills Climb +6, Craft (Mechanical) +5, Craft (All Ammo), Craft (All Firearms), Knowledge (Engineering) +5, Perception +9, Profession (Numerian Archaeologist) +9, Stealth +9, Survival +9
Languages Common, Kasatha, Androffan
SQ Devoted Guardian,
Combat Gear Battered Rifle, Kama, Siangham,
Bandolier Adamantine Firearm Bullet (12/12), Gunsmith Kit
Bandolier Adamantine Firearm Bullet (12/12), Flint and Steel
Masterwork Backpack Hemp Rope (50 ft.), Mess Kit, Torch (10/10), Waterskin, Winter Blanket, Belt Pouch (27 gp, 12 sp)
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Special Abilities
--------------------
Armor Proficiency: Light Armor
Awakened from Stasis: As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours.
Combat Expertise +/-1: Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2: Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds (Covet Charge (Ex), Gunslinger’s Dodge (Ex), Reliable (Ex)): Use Grit to perform special abilities with your firearms.
. . Covet Charge (Ex): At 1st level, a Techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once. This deed replaces deadeye.
. . Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
. . Reliable (Ex): At 1st level, a techslinger can spend 1 grit point as a free action to prevent a timeworn firearm from glitching. This deed replaces quick clear.
Defensive Training, Greater: Kasathas have a +2 dodge bonus to Armor Class.
Deflect Arrows (1/round): While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Desert Runner: Kasathas have a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Desert Stride: Kasathas move through non-magical difficult terrain in desert environments at normal speed.
Devoted Guardian +0 (Ex): At 1st level, a Sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a Sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a Sohei's
Flurry of Blows +0/+0 (Ex): As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Grit (Ex): Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing: You can use a gunsmithing kit to craft/repair firearms and ammo.
Improved Unarmed Strike: Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Jumper: Kasathas are always considered to have a running start when attempting Acrobatics checks to jump.
Multi-Armed: A kasatha has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands.
Numerian Archaeologist: Numeria is a land ripe for archaeological exploration. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result.
Point-Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2: You can subtract from your attack roll to add to your damage.
Rapid Reload (Rifle): You can reload fast with one type of Crossbow or Firearm.
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result. Benefit: You gain a +1 trait bonus on Fortitude saves.
Weapon Proficiencies: Simple, Martial, All Firearms (Including Advance Technology), and Monk Weapons.
Spinal Sword Proficiency: Kasathas treat kasatha spinal swords as martial weapons.

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CHARACTER PROGRESSION:

Gunslinger (Techslinger)

1. Deeds (Covet Charge, Gunslinger’s Dodge, Reliable (All Ex)), Grit, Gunsmith
2. Nimble +1
3. Deeds (Gunslinger Initiative, Pistol Whip/Butt Stroke, Utility Shot)
4. Bonus Feat (Technologist)
5. Technic Training (Ex) 1
6. Nimble +2
7. Deeds (Dead Shot, Startling Shot, Targeting)
8. Bonus feat ()
9. Technic Training (Ex) 2
10. Nimble +3
11. Deeds (Bleeding Wound, Charge Recycling, Heavy Weaponry Deeds)
12. Bonus Feat ()
13. Technic Training (Ex) 3
14. Nimble +4
15. Deeds (Evasive, Menacing Shot, Slinger's Luck)
16. Bonus Feat ()
17. Technic Training (Ex) 4
18. Nimble +5
19. Deeds (Cheat Death, Death's Shot, Stunning Shot)
20. Bonus Feat (), True Grit

Monk (Sohei)

Note: I plan to be able to Flurry with (4) Monowhips, (4) One Handed, (2) Two-handed or Heavy

1. Bonus Feat (Deflect Arrow), Devoted Guardian (Ex), Flurry of Blows, Unarmed Strike (1d6)
2. Bonus Feat (), Evasion
3. Monastic Mount (Su), Maneuver Training, Still Mind
4. Ki Pool (magic), Ki Weapon +1 (Su)
5. High Jump
6. Bonus Feat (), Weapon Training (Default all Firearms except Hvy Weaponry = Technological Firearms)(Ex)
7. Ki Pool (cold iron/silver), Wholeness of Body
8. Ki Weapon +2 (Su)
9. Improved Evasion
10. Bonus feat (), Ki Pool (lawful)
11. N/A
12. Ki Weapon +3 (Su), Weapon Training ()(Ex)
13. Diamond Soul
14. Bonus Feat ()
15. N/A
16. Ki Pool (Adamantine), Ki Weapon +4 (Su)
17. N/A
18. Bonus feat (), Weapon Training ()(Ex)
19. Empty body
20. Perfect self, Ki Weapon +5 (Su)

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19.

Toughness
Craft Technological Armor and Weapons
Twist Away
Improved Initiative
Mobility
Deft Shootist
EWP Heavy Weapons (Modern and Tech Firearms should be covered by the Tech Slinger)
Quick Draw

No Combat Stamina Allowed (Note to self)

Note: I wanted to increase Dex, Wis, and either Con or INT but then realized to be a good salvager and firearm wielder, Kotar needs some muscle that he lost in stasis and sitting on his butt at Salvage Wargs.

4. +1 Str
8. +1 Str
12. +1 Str
16. +1 Str or Dex
20. +1 Str or Dex

ABOUT THE PLAYER:

I have been playing Dungeons and Dragons and many other games off and on since 1981, through elementary school, high school, the military, college, and now. Most of my early playing time was table top. After moving in 2005 and unable to find a good local group, I joined The Only Sheet board, one other board, and ended up here. Since then, this has been my home and it will continue to be. I am currently in a cool Zeitgeist Game, a M6 Game (basically you only level to 6th, but Mythic to 10, using mostly normal rules with a few restrictions), on the other end of the spectrum a crazy cool Multi-Gestalt Monster PC game, and a 5e game.