Halar Zedan's page

22 posts. Alias of Feth.

About Halar Zedan


Halar Zedan
Elcor Living Tank (500xp)
Female, Large
Height: 8'6
Weight: 719 pounds
Age: 33 years
Paragon:15 Renegade:10

Strength: 16 (12 +4 Racial)
Dexterity: 11 (14-4 Racial +1 lvl)
Constitution:18 (14+4 Racial)
Wisdom: 13
Charisma:9 (11-2 racial)

Speed: 15, Initiative: -5
BAB +2
Disciple Shotgun. +5: 2d4 damage(+1d4) crit x3
M-3 Predator Pistol +5: 1d6 crit x2

Defense= 9 (10 -1 large size)
DR= 2 (Merc Armor)
Regular HP=19
Plating HP= 19
Shield HP= 28/38 (35+3 Class bonus)

Fort +7 (+3 base +4Con), Ref +1, Will +2 (1 +1 Wisdom)


Mercenary Medium Armor: Arms – Carries 2 extra Thermal Clips. 2025 credits - 50 lbs. Customizable C; A.
Disciple Shotgun: 3878 credits - 24 lbs
M-3 Predator Pistol: 420 credits - 9lbs

Basic omni-tool: 50 credits - 0.5 lbs
Elcor Advanced Weapon Mount: 1000 credits - 10 lbs
First Aid Dispenser: 20 credits - 1 lbs
Language translator software: 20 credits
Medi-gel kit: 50 credits - 0.5 lbs
System's Scan: 600 credits
Thermal Clips (15): 15 credits

With a grand total of 2 whole credits left.
95lb load.


Ammo Proficiency(Incindiary): You are now proficient with that type of ammo and can apply Ammo Specialization increases to that type of ammo.

Combat Focus:Increase the DC of your Combat powers by 1

Point Blank Shot: +1 bonus on attack rolls with ranged weapons against opponents within 30ft.


High Gravity They do not suffer the penalties due to gravity forces that range from 0,5 Gto 4,5 G.

Tough Hide: Plating equal to 1/2 Elcor level + Constitution score.

Slow Reactions: -5 penalty to Initiative tests. In addition, Elcor may not make attacks of opportunity

Body Language: +4 Charisma w/other Elcor

Weapon Mounting: +%50 weapon price + triple weight, -2 recoil penalty, can move while firing w/no penalties, Elcor use Int instead of Dex for shooting attacks.

Armor: Armor costs +%50 for Elcor

Traits: +2 Moderate, +1 Honest, +3 Lazy, +3 Prudent


The Elcor Living Tank class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Heavy Weapons (Int), Jump (Str), Knowledge (tactics) (Int), Listen (Wis), Piloting (Int), Repair (Int), Search (Int) and Spot (Wis)

Balance 1 (1 rank)
Climb 4 (1 rank, 3 STR)
Electronics4 (1 rank, 3 INT) 2 points
Knowledge(current events) 4 (1 rank, 3 INT) = 2 points
Knowledge(tactics) 4 (1 rank, 3 INT)
Heavy Weapons6 (3 rank, 3 INT)
Jump 4 (1 rank, 3 STR)
Listen 2 (1 rank, 1 WIS)
Repair 6 (3 rank, 3 INT)
Search 5 (2 rank, 3 INT)
Spot 4 (3 rank, 1 WIS)


Carnage rank 1: Increase character’s skill with shotguns. This power can be used a number of times per encounter equal to Wisdom modifier (minimum of 1)

Rank 1: This power has the following statistics:
•  Empty at least half an entire shotgun ammo clip(or an entire one if the weapon is a SS weapon) tolaunch a blast against the target. A normal attackmust be made to see if blast hits the target.
•  Target must be up to 60 ft away.
•  Damage dealt: critical hit damage to target, half
that to adjacent creatures. If the weapon deals extra
damage to targets within range, that damage is also
•  If the target of the Carnage is on fire and this ability
kills him, the blast area increases by 5 ft and affected
creatures are caught on fire, with no save to avoid.
•  Cooldown: 4 actions.

Concussive shot rank 1: To use this attack, the character must make a normal One-Shot attack. He must decide to use this power before the attack roll is made. If the attack is successful, the shot does not deal its normal damage, being replaced instead by this power’s effects. This shot is not empowered with the current ammo properties. Even if the attack resulted on a critical hit, this power’s statistics remain the same, unless otherwise stated.This power can be used a number of times per encounter equal to Wisdom modifier (minimum of 1)

•  Power deals 1d6 damage.
•  The target is pushed back 5 ft away and falls prone.
•  Cooldown: 3 actions.

Incendiary Ammo Rank 1: This power is useful to bring down Plating,
by dealing additional damage against that protection (this
bonus is multiplied on a critical hit). It can also make
unprotected targets catch fire with each shot. Unprotected
targets can make a Reflex save to prevent catching fire. On
a successful critical hit, they gain no save. Creatures can put
out the flames normally with one action, taking no damage
in that action or any further actions.Save: Reflex save the catching fire effect. DC equals 10 + number of successful shots that action.
Rank 1: This power has the following statistics:
•  Deals 1 extra damage vs Plating.
•  Creatures in flames take 1d6 points of damage per action.

Shield Bonus: The Elcor Living Tank gains a bonus Shield HP equal to his level.