Nagaji

Enira Liis's page

47 posts. Alias of mdt.


Full Name

Enira Liis

Race

Drell

Skills:
Balance +5,Biotics +5,Bluff +3,Climb +1,Damping +3

Classes/Levels

Skills Continued:
Decrypt +3,Disguise +3,Electronics +7,Gamble +3,Hide +9,Investigate +4,Jump +2,Kn(tactics)+3,Listen +6,Move Silent +9,Piloting +6,Repair +2,Search +6,Sleight Hand +5,Spot +10,Survival +2
Assassin

Gender

Stats:
Biotic(6)/Tech(6) | Fort/Ref/Will : +3(+7)/+7(+11)/+6 | AC 14 | Shields : 30 | -2 Dmg Biotic/Combat/Tech | Init +4
Female

Size

Medium

Special Abilities

Martial Artist rank (1), Assassination (2), Biotic Enhancement (1), Overload (1), Concussive Shot (1), Far Shooting (1 step)

Strength 11
Dexterity 18
Constitution 10
Intelligence 15
Wisdom 13
Charisma 14

About Enira Liis

Stats:

11 Str (10 + Racial +1)
18 Dex (17 + 3rd Level boost)
10 Con (10)
15 Int (15)
13 Wis (13)
14 Cha (13 + Racial +1)

Offense:

Biotic Points : 6
Tech Points : 6
BAB : +2

Defense:

Fort/Ref/Will : +3(+7)/+7(+11)/+6
AC : 14
DR : 0
Shields : 30
Reduce all Biotic, Combat, and Tech power damage by 2
+4 bonus on saves against suffocation effects
+5 bonus on saves vs Heat Effects.
Reduce Hazardous Level of Hot Environments by 1.
+2 bonus on all saves against pain effects.

Special Abilities:

Martial Artist rank (1)
Assassination (2)
Biotic Enhancement (1)
Overload (1)
Concussive Shot (1)
Far Shooting (1 step)

Feats:

1st : Alertness
2nd : Point Blank Shot
3rd : Precise Shooting

Proficiencies:

Weapon, Armor and Ammo Proficiency: Proficient with all pistols, sniper rifles and light armor. He can also apply any ammo specialization increase to the following ammo types: disruptor ammo or chemical ammo.

Equipment:

Starting Credits : 115
M-3 Predator 280 1d5 1d6 ×2 7 SA 2 -2 15 30 2 3 lbs
M-97 Viper 3,450 1d8 1d10 ×3 13 SA 2 -2 6 150 10 14 lbs
Phoenix 2.510 0 30 +4 Reduces damage from Biotic, Combat and Tech powers by 2 15 lbs

UA1 0 210 8
Basic OmniTool 50 1.5 lbs
OT : +1 Electronics 100
OT : +1 Piloting 100
OT : +1 Damping 100
OT : +1 Decryption 100
OT : Flashlight 200
OT : Games 50
OT : Radar 300
OT : Motion Detector 200
OT : Improved Motion Detector 200
Datapad 75
Medigel x2 100
Medigel Dispenser
Thermal Clips : 20

M-3 Predator: A reliable, accurate sidearm. Manufactured by Elanus Risk Control, the Predator is valued as a powerful, deadly, and relatively inexpensive weapon. While it is not generally deployed in the military, it’s still very popular in the Terminus Systems. It is 1 feet long in its normal form.

M-97 Viper: The Viper is a semi-automatic, rapid-fire sniper rifle manufactured by Rosenkov Materials. Rosenkov developed a patented automated-release system that assists with thermal-clip ejection, shortening the Viper’s reload time. This rifle is popular with military snipers, who appreciate a long-range gun that can snap off multiple shots in the blink of an eye. The M-97 Viper’s shots are weaker against Shield HP or Plating HP, dealing -1 point of damage per shot against those types of protection. It is 3 ft and 3 inches long in its normal form.

Scorpion: Produced by Hahne- Kedar, the scorpion armor was designed to provide greater protection to weak spots on the wearer’s body. The armor’s main colors are usually white with light-brown camouflage themes while the secondary color is black.

Skills:

Class Skills : Balance (Dex), Biotics (Int), Bluff (Cha), Climb (Str), Damping (Int), Decryption (Int), Disguise (Cha), Electronics (Int), Gamble (Cha), Hide (Dex), Investigate (Int), Jump (Str), Knowledge (tactics), Listen (Wis), Move Silently (Dex), Piloting (Int), Repair (Int), Search (Int), Sleight of Hand (Dex), Spot (Wis) and Survival (Wis)
Skill Points : (8 x 4 1st Level) + (8 x 2 level 2 & 3) = 48 Skill Points
Max Rank : 6

Balance (Dex) : +5 (1 Ranks + 4 Dex)
Biotics (Int) : +5 (3 Rank + 2 Int)
Bluff (Cha) : +3 (1 Rank + 2 Cha)
Climb (Str) : +1 (1 Rank + 0 Str)
Damping (Int) : +3 (1 Rank + 2 Int)
Decryption (Int) : +3 (1 Rank + 2 Int)
Disguise (Cha) : +3 (1 Rank + 2 Cha)
Electronics (Int) : +7 (5 Ranks + 2 Int)
Gamble (Cha) : +3 (1 Rank + 2 Cha)
Hide (Dex) : +9 (5 Ranks + 4 Dex)
Investigate (Int) : +4 (2 Ranks + 2 Int)
Jump (Str) : +2 (1 Rank + 1 Str)
Knowledge (tactics) : +3 (1 Rank + 2 Int)
Listen (Wis) : +6 (2 Ranks + 1 Wis + 3 Feat)
Move Silently (Dex) : +9 (5 Ranks + 4 Dex)
Piloting (Int) : +6 (4 Ranks + 2 Int)
Repair (Int) : +2 (1 Rank + 2 Int)
Search (Int) : +6 (4 Ranks + 2 Int)
Sleight of Hand (Dex) : +5 (1 Ranks + 4 Dex)
Spot (Wis) : +10 (6 Ranks + 1 Wis +3 Feat)
Survival (Wis) : +2 (1 Rank + 1 Wis)

Drell Racial Package:

Drell Racial Traits
• Physical characteristics: a drell gains a +1 bonus Strength and Charisma.
• Medium: As Medium creatures, drell have no special bonuses or penalties due to their size.
• Normal Speed: Drell speed is 30 feet.
• Heat Resistant: Drells gain a +5 bonus on all checks made to resist heat effects and reduce the Hazardous level of any heat-related Hazardous environment by 1.
• Perfect Memory: The drell’s eidetic memory allows them to recall any thing they lived, heard, seen or sensed with perfect detail. This memory is so detailed they can even remember the humidity of the air or even the smell of a situation that occurred years ago (although only memories after birth can be recalled). This powerful feature gives them a stronger sense of self, thus granting a +2 bonus on Will saving throws. With one action the drell can relive a specific memory in his mind and remain in a trance, almost unaware of what goes on around them, for as long as they desire. This is also useful to avoid suffering, as remembering a pleasant memory can greatly help them resist pain effects. In game terms, they gain a +2 bonus on all saves against pain effects.
This eidetic memory has some disadvantages, however. The first is the longer they relieve a memory, the easier it is for them to lose grasp of reality. Reliving a 5 minute memory forces a Will save DC 10. Failure indicates the drell loses grasp of reality falling unconscious for at least one hour, time which they spend reliving that and related memories. For each additional 5 minutes of the memory recalled, the DC
increases by 1. Will saves are rolled each 5 minutes of the memory recalled.
The other disadvantage is the possibility of the drell recalling a pleasant memory involuntarily when faced with a psychological traumatic experience (such as losing a loved one or being tortured). To avoid this happening, the Drell must make a Will save (GM sets the DC, depending on how traumatic the experience was, but usually is between 15 and 20) or he automatically recalls a pleasant memory to avoid dealing with the trauma. If this happens, the DC to avoid losing grasp of reality increases by 5. The drell is also able to describe, through speech, the memory he is currently reliving (drell’s choice). Also note that thoughts and memories are processed in one’s brain at tremendous speed. It is impossible to determine with precision the exact time it takes to remember 5 minutes of a memory but you can assume that a drell has the ability to shorten or extend the time he would require, but with a maximum of 25 minutes and a minimum of 1 minute of real time for each 5 minutes of the memory.
• Hyoid Throat Bone: Thanks to their special hyoid bone in their throats, drell can inflate their throats thus becoming more resistant to suffocation. They gain a +4 bonus on saves against suffocation effects.
• Random height: male 4’ 5” + 2d10; female 4’ 3” + 2d10
• Random weight: male 120 lb + (result of 2d10 from height) × 2d4; female 90 lb + (result of 2d10 from height) × 2d4