Classes/Levels |
Nuar Mercenary Envoy 1| SP 7 HP 12 RP 4| F +0 R +3 W +2| Percep +4 |
About Hak Thura
Ramm Thura
Male nuar mercenary envoy 1 Alien Archive 87
NG Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +4
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Defense SP 7 HP 12 RP 4
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EAC 12; KAC 14
Fort +0; Ref +3; Will +2
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Offense
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Speed 40 ft.
Melee cestus battleglove +0 (1d4 B; analog) or
. . unarmed strike +0 (1d3 P)
Ranged tactical semi-auto pistol +1 (1d6 P; analog)
Offensive Abilities get 'em, gore
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Statistics
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Str 13 (+0); Dex 12 (+1); Con 10 (+0); Int 12 (+1); Wis 10 (+0); Cha 16 (+3)
Skills Athletics +4, Computers +5 (1 ranks), Culture +5, Diplomacy +7, Engineering +3 (1 ranks), Intimidate +7, Perception +4, Piloting +7 (1 ranks), Stealth +4; (reduce the DCs of Culture and Profession [mercenary] checks by 5 when recalling knowledge about military procedures and personnel)
Feats Toughness
Languages Castrovelian, Common, Kasatha, Vesk
Other Abilities expertise, maze mind
Other Gear kasatha microcord I, cestus battleglove, tactical semi-auto pistol with 9 small arm rounds, field rations (1 week), hygiene kit, industrial backpack, mass produced tent, small arm rounds (30), travel clothing, credstick (104 creditscredits)
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Special Abilities
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Gore (Ex) A nuar can charge without taking the normal charge penalties to the attack roll or its AC. If the nuar has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz attack fighting style), the nuar also gains the ability to charge through difficult terrain.
Maze Mind (Ex) Nuars have a naturally strong sense of direction and an instinctive understanding of complex patterns. As a result, they very rarely get lost. A nuar can attempt a special level-based Wisdom check (1d20 + CR or level + Wisdom bonus) instead of using his total bonus in the Piloting skill to navigate or his total bonus in the Survival skill for orienteering.
Additional Info
In addition, a nuar with 1 or more ranks in Piloting or Survival also gains a +2 racial bonus to checks with that skill.
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How long ago did Duravoor leave the Starfinders? I presume about 5 years.
Write at least five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1) Family is important to Ramm. He tries to form connections wherever he is.
2) He wants to forge his own path. He always has. That's what caused him to join the military in the first place.
3) Leaving his family and then leaving the military
-List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1) Ramm is estranged from his family and disillusioned with the government he's sworn to protect. He wants somewhere to belong and something greater than himself to believe in.
2)
-Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) Ramm left home to join the military against his father's wishes. He's secretly communicated with his mom, but hasn't spoken to his father in 12 years.
2) The moment Ramm became disillusioned with the Collective is when he was ordered to kill a family, including the children, of a dissident. Not a terrorist, but someone who spoke out against the Collective.
3)
-Describe how you met Duravor Keel. For some context, Duravor is a dwarf whose mining expertise benefited the Starfinder Society for many years. He has traveled to many different locations in the Collective, and is very sociable and friendly. He also has an eye for talent.
On one of his earliest assignments, Ramm met Duravoor. Doravoor and the Starfinders were there trying to forge an alliance. Ramm and his unit was sent to get what they wanted by any means necessary. Ramm stalled for as long as he could before carrying out his orders. It was barely enough time for Duravoor to get the aliens to agree to a trade agreement.
-Why are you coming to Absalom Station? Yes, Duravor invited you and said there was opportunities to work, but what is really pushing you to come to the center of the Collective?
Ramm's family is there. Maybe he will reconcile with his father and his family.
-You have a connection to the Voidwalkers and a reason to dislike the Collective, though you have yet to fully commit to outright rebellion. But what is your connection to the Voidwalkers?
Ozzasel, a kasathan that joined the military with Ramm. They were fast friends and served together for several years. Neither of them liked many of their assignments and it became too much for Ozzasel, who went AWOL and joined the Voidwalkers.