Riding Dog

Brutvus Baso's page

23 posts. Alias of Master of the Dark Forces.


Full Name

Brutvus Baso

Race

Elcor

Classes/Levels

Soldier 7/ Elite Trooper 1 (F 27, R 19, W 20) (HP: 108/108, DR14, SR: 51/60, SS4) (Particle Beam 400/470, Striker 12/12) (Omni-Shield: SR48/48, SS10, New Reflex: 23)

Gender

Male

Size

Large

Age

[Classified]

Special Abilities

[Classified]

Location

[Classified]

Occupation

[Classified]

Strength 12
Dexterity 10
Constitution 20
Intelligence 20
Wisdom 14
Charisma 8

About Brutvus Baso

Defences::

Defenses:
Damage Threshold: 27
Fort: 27 = 10 + 8 Level + 5 Con + 4 Class
Reflex: 19 = 10 + 8 Level + 0 Dex + 2 Class -1 Size
Will: 20 = 10 + 8 Level + 2 Wis

Health and Shields::

Health: 108 (24(base) + (5*6) (soldier) + 6(elite trooper) + (5*8) (con) +8(toughness))
Shield Rating: 60, Shield Strength:4
Damage Reduction: 14
Omni-Shield: +4 Reflex Defence, SR48, SS20

Weapons and Armor::

Striker Assault Rifle: +13, 4d8+4, clip 12 (The Striker is a fully-automatic weapon that functions more as a grenade launcher than a rifle, firing high-impact slugs that detonate on contact. The weapon increases its rate of fire the longer the trigger is held, which is devastating if the weapon can be kept on-target. In an attempt to market the Striker outside of the Krogan DMZ, the gun was designed to be fired by non-krogan, but its recoil tends to off-balance smaller species. Enthusiasts point out that the target on the receiving end of a Striker has far worse things to worry about than balance.
The Striker deals explosive damage.)

Collector Particle Beam: +14, 4d10+6/6d10+6, clip 500 (The weapon can be fired as either a standard or full-round action. As a standard action, the weapon deals 4d10 damage to the target and uses 10 ammunition. As a full-round action the weapon deals 6d10 damage and uses up 30 ammunition. If used as a full-round action, the character may, on her next turn, use a standard action to keep dealing 6d10 damage and using 30 ammunition. This can be kept up as long as the character keeps firing the Particle Beam and does not reload. It is possible to change targets between rounds and retain the damage. If a round goes by without the Particle Beam being fired, the damage reverts back to 4d10.)

Heavy Power Armor

Skills::

Skills:
Endurance: 14 = 4(½ level) + 5(con) + 5(trained)
Initiative: 9 = 4(½ level) + 0(dex) + 5(trained)
K(Tactics): 14 = 4(½ level) + 5(int) +5(trained)
Mechanics: 14 = 4(½ level) + 5(int) +5(trained)
Perception: 11 = 4(½ level) + 2(wis) +5(trained)
Pilot: 14 = 4(½ level) + 5(int) +5(trained)
Treat Injury: 11 = 4(½ level) + 2(wis) +5(trained)
Climb: 10 = 4(½ level) + 1(str) +5(trained)

Feats and Talents::

Feats:
Armor Proficiency (l,m,h)
Martial Arts I
Point Blank Shot
Toughness
Weapon Focus (heavy)
Weapon Proficiency (p,r,s,h)

Talents:
Devastating Attack (heavy)
Juggernaut
Penetrating Attack (heavy)
Weapon Specialization (heavy)
Exotic Weapon Mastery


Omni-Tool::

Upgrades:
-Capability to use Static Tech Modules:
-Capability to use an Omni-Shield
-Increase deployed omni-shield SR by 10, and SS by 5.(x2)
-Increase omni-shield defense bonus by 1. (x2)
-Remove shield duration, shield can be active indefinitely.
Static Tech Modules:
-Blade Armor [armor]
Time: Standard action Target: You Recharge: 3 rounds
Effect: You gain 5/- DR and deal +2d6 piercing and slashing damage on unarmed strikes and successful grab attacks:
In addition, each enemy that attacks you with a melee attack or tries to grab you takes 2d6 piercing and slashing damage.
Special: You can spend an Action point to increase the DR granted by 5 for the duration of the encounter.

-Defense Matrix [armor]
Time: Standard action Target: You Recharge: 3 rounds
Effect: You gain a +15 tech bonus to Shield Rating a +5 tech bonus to Shield Strength.
Special: You can detonate an active Defense Matrix as a reaction to restore your shields to full strength without the bonus shields conferred by Defense Matrix. Doing so ends the effects of Defense Matrix. You can spend an Action point to increase the bonus Shield Strength by +5 for the duration of the encounter.

-Fortification [armor]
Time: Standard action Target: You Recharge: 3 rounds
Effect: You gain DR5/- and a +2 tech bonus to your Reflex and Fortitude defenses.
Special: You can detonate an active Fortification module with a swift action to gain +4d6 damage to melee attacks for 1 round. Doing so ends the Fortification effect. You can spend an Action point to increase the tech bonus to Reflex and Fortitude by +2 for the duration of the encounter.

-Tech Armor [armor]
Time: Standard action Target: You Recharge: 2 rounds
Effect: You create a layer of armor around you, gaining a +2 tech bonus to Reflex defense and +10 tech bonus to Shield Rating.
Special: You can detonate an active Tech Armor as a swift action to deal 4d6 explosive damage to all adjacent enemies. Doing so ends the Tech Armor effect. You can spend an Action point to increase the bonus Shield Rating by +10 for the duration of the encounter.

Backstory::

Brutvus Baso was born on [REDACTED], and at the age of [REDACTED], enlisted in the [REDACTED] Army. Shortly before the outbreak of the [REDACTED] war, he was stationed on [REDACTED], where he helped defend against an attack by [REDACTED], where he was the sole survivor of the military forces stationed there. Due to his actions during that battle, he was awarded with a promotion to Major. Shortly after this, he was recruited by the Alliance Special Forces, where he participated in operations against the [REDACTED] on the worlds of [REDACTED], [REDACTED], and [REDACTED]. After these operations, he was awarded the rank of Captain, and given his own squad to command. There, he spent several years fighting the [REDACTED], and was eventually captured by forces loyal to the [REDACTED]. After [REDACTED] months in a prison camp, he was rescued by General [REDACTED], and asked to join his team of battle-hardened veterans (he hopes), fight at higher levels against the [REDACTED].