Race |
quorlu |
Classes/Levels |
evolutionist 1 | SP 8/8 | HP 12/12 | RP 4/4 | EAC 12; KAC 13 | Fort +4, Ref +2, Will +0 | Init. +0 | Perc. +1 |
About Erti
Erti
Quorlu sensate[com] evolutionist 1 Interstellar Species 12, 104
NG Medium monstrous humanoid
Init +0; Senses darkvision 60 ft., low-light vision; Perception +1
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Defense SP 8 HP 12 RP 4
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EAC 12; KAC 13; +4 vs. bull rush, reposition, trip
Fort +4; Ref +2; Will +0 (+1 morale vs. fear); +2 racial vs. bleed
Defensive Abilities 1 mp: mechanized instinct[IS] (+0 dmg, except B or F), avenging burst[IS], endothermic[IS], lithic[IS], stable[IS], unflankable; Immunities disease, poison; Resist fire 5
Weaknesses susceptible to cold[IS]
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Offense
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Speed 25 ft.
Melee adaptive strike +4 (1d6+3 C) or
. . survival knife +4 (1d4+3 S; operative, thrown, analog)
Ranged survival knife +4 (1d4+3 S; operative, thrown, analog)
Offensive Abilities adaptive strike[IS]
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Statistics
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Str 16 (+3); Dex 10 (+0); Con 15 (+2); Int 10 (+0); Wis 10 (+0); Cha 12 (+1)
Skills Athletics +7, Engineering +4 (1 ranks), Intimidate +5, Perception +1, Survival +4; (reduce the DC of Culture to recall knowledge about artistic innovations and traditions, and for Life Science to identify consumables)
Feats Diehard
Languages Common, Quorlu
Other Abilities evolution track[IS], multiarmed, tunneler[IS]
Combat Gear mk I serum of healing; Other Gear freebooter armor I, survival knife, consumer backpack, engineering tool kit, everyday clothing, hygiene kit, personal comm unit, rope (50 ft.)[AR], credstick (70 credits)
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Special Abilities
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Endothermic (Ex) A quorlu has resistance 5 to fire that stacks with one other source of fire resistance.
Lithic (Ex) A quorlu’s silicon-based physiology grants it immunity to disease and poison, and it gains no benefit from drugs, medicinals, and similar nonmagical substances. It also gains a +2 racial bonus to saving throws against bleed effects. A quorlu doesn’t breathe or suffer the normal environmental effects of being in a vacuum.
Stable (Ex) A quorlu gains a +4 racial bonus to AC against combat maneuvers to bull rush, reposition, or trip.
Susceptible to Cold (Ex) When a quorlu takes cold damage, it becomes fatigued for 1 round. This effect doesn’t cause a fatigued quorlu to become exhausted.
Tunneler (Ex) A quorlu can dig through soil at a rate of 5 feet per minute. A quorlu can use this ability combined with its internal heat to dig through stone at a rate of 1 foot per minute. When it digs, a quorlu can leave a tunnel behind.