Fighter

Helrun Thek's page

214 posts. Alias of Freddy Honeycutt.


Full Name

Helrun Thek

Race

Human

Classes/Levels

Force Adept / Jedi Guardian 1/3

Gender

M

Size

M

Age

21

Special Abilities

Force User

Location

Borgo Prime

Languages

Basic, Binary (Muun) "Droidspeak"

Occupation

Private Investigator

Strength 9
Dexterity 14
Constitution 11
Intelligence 13
Wisdom 13
Charisma 13

About Helrun Thek

Helrun Thek
Medium Human (male) Force Adept 1 / Jedi Guardian 3
Force Points: 4; Initiative: +2; Senses:

Helrun very much appears a man of two different worlds, he has normal clothing boots, shirt, pants, cloak. Simultaneously he wears a necklace that could only be called tribal, though it matches his spear, sling and net. A second look shows sunglasses and even a tool, medical kit on his belt.

Languages: Basic, Binary (Muun) "Droidspeak"

Defenses: 18 = 10 + 3 class +3 Jedi+ 2 Dex
Deflect (-4)
Reflex: 16 = 10 + (Level) + 3(Class) + 2(Dex)
Fort: 14 = 10 + (Level) + 3(Class) + 0(Con)
Will: 15 = 10 + (Level) + 3(Class) + 1(Wis)

HP: 37
Damage Threshold

Combat Jumpsuit (light armor) DR 3
Speed: 10 meters

Melee:
Knife [dice]1d20+2[/dice]
Damage [dice]1d4-1[/dice]

Spear [dice]1d20+2[/dice]
Damage [dice]1d8-1[/dice]

Ranged:
Weapon group (blaster pistols)
heavy blaster [dice]1d20+5[/dice]
Damage [dice]3d8[/dice]

Net [dice]1d20+5[/dice]
Entangled

Sling [dice]1d20+5[/dice]
Damage [dice]1d4-1[/dice]

BAB: +3; Grapple: +

Attack Options: -
Abilities: Str 9 (-1), Dex 14 (+2), Con 11 (+0), Int 13 (+1),
Wis 13 (+1), Cha 13 (+1)

Feats:
Force Sensitive
Control
Weapon Proficiency (Primitive, Simple Weapons)
Exotic weapon prof (lightsaber)
Weapon group proficiency (blaster pistols)
Alter
Sense (gained at level 4)

2nd level Bonus feat
Attuned (+2 to enhance ability and Heal self)

5 skill points to assign.
Untrained Skills:
Appraise 1
*Diplomacy 1
Disguise 1
*Entertain 1
Escape artist 2
Forgery 1
Gamble 1
*Intimidate 1

Class Skills (+3 bonus to all):
Balance 2
Computer use 1
Climb 3 (-1 str, +1 rank)
Craft exotic weapon (light saber) 6 (+1 int + 2 ranks)
*Handle animal 5 (+1 CHA, +1 rank)
Hide 6 (+2 dex +1 rank)
Intimidate
Jump 0 (-1 str, +1 rank)
Knowledge (the force) 5 (+1 int, +1 rank)
Knowledge (jedi) 5 (+1 int, +1 rank)
Listen 5 (+1 wis, +1 rank)
Pilot 6 (+1 rank, +2 dex)
Profession (investigator) 7 (+3 ranks, +1 int)
*Sense motive 5 (+1 wis, +1 rank)
Spot 5 (+1 wis, +1 rank)
Survival 5 (+1 wis, +1 rank)
Swim 3 (-1 str, +1 rank)
Treat injury 5 (+1 wis, +2 rank)
Tumble 6 (+1 rank, +2 dex)

Force skills:
*Empathy (Wis) 4 (+1 wis, +3 rank) Can take 10, costs 2 vitality

Spoiler:
gain 10 minute bonus to all skills marked with * result of 4 or less is +1, 5-14 is +2, 15-24 is +3, 25-34 is +4 and 35+ is +5

Enhance Ability (Con) 3 (+0, +1 rank, +2 bonus) Can take 10 or 20, costs 3 vitality
Spoiler:
addition to either strength or dex, result 15-19 is a +2, 20-24 is +4, 25-29 is +6, 30+ is a +8

Friendship (Cha) 2 (+1 cha, +1 rank) Can take 10, vitality cost 2

Spoiler:
Result depends on the starting attitude of the other; so starting attitude is Hostile, a 15 changes it to unfriendly; 20 changes to indifferent; 25 makes them friendly; 35 helpful....If start at Unfriendly a 10 makes them indifferent, 15 friendly, 25 helpful....

Control skills:
Battlemind (Cha) 2 (+1 cha, +1 rank) Can take 10

Spoiler:
Force bonus to attack rolls, result of 4 or less is +1, 5-14 is +2, 15-24 is +3, 25-34 is +4 and 35+ is +5

Force defense (Cha) 2 (+1 cha, +1 rank) Bonus to saving throws
Force stealth (Cha) 2 (+1 cha, +1 rank) Can take 10; vitality cost 2
Heal self (Cha). 5 (+1 cha, +2 rank, +2 bonus)
Spoiler:
based on the result the outcome. 10-14 1d4+1 vitality (0 costs); 15-19 1d6+2 vitality OR 1d4+1 wound OR 1d2 ability: 20-24 1d8+4 OR 1d6+2 OR 1d4+1 ability; 25+ 2d6+6 vitality, OR 1d8+4 wounds OR 1d6+2 ability (cost 0 or 4)

Alter skills:
affect mind (+1cha) can use untrained
force strike (+1int) can use untrained
heal another 4 (+1 Wis, +3 rank)

Spoiler:
based on the result the outcome. 10-14 stabilize dying character(1 point costs); 15-19 vitality 1d4+1 (1 point cost): 20-24 1d6+2 vitality OR 1d4+1 wound, or 1d2 ability (2 point cost); 25-29 + 2d6+6 vitality, OR 1d6+2 wounds OR 1d6+2 ability (cost 4 points); 30+ 2d6+6 vitality, OR 1d8+4 wounds OR 1d6+2 ability (cost 4 points);

Illusion 4 (+1 cha, +2 rank )

Spoiler:
Roll result/will save DC; 4 or less DC 10; 5-14 savs DC 15; 15-24 save DC 20; 25-34 will save DC 25; 35+ will save DC 30

move object 3 (+1int, +2 ranks) can use untrained

Sense skills (new at level 4)
?

cross-class Skills:
*Bluff (Cha). 2 (+1 cha, +1 rank)
Gather information (Cha) 2 (+1 cha, +1 rank)
Search (Int) 2 (+1 int, +1 rank)

Rebellion Era Campaign Guide Backgrounds wrote:
Orphaned

Spoiler:

At some point in your life, you were orphaned. Perhaps when you were a child, your mother and father were slain by the Empire for their defiance, or maybe more recently, your family was killed in a starship accident that left you the only survivor. The event that made you an orphan can serve as a catalyst for your adventuring, or it might simply be one of the influences that guided you toward becoming a hero.

Benefit: As a result of your life as an orphan, you know how to take care of yourself. When you spend a Force Point to add to a skill check in an untrained skill, add an extra 1d6 to the skill check.
Relevant Skills: Gather Information, Survival*, Treat Injury

Historical Background

Spoiler:
:
Helrun Thek was orphaned at an age on a remote planet (The forested world of Fedje) where he hardly remembers his parents, though he remembers training with his parents in the force and how to use it. Those abilities along with a sense of wonder and curiosity allowed a large degree of incouragability.

Helrun's parents were in fact Jedi consulars/investigators and often taught their son how to observe and remember as well as how to sense and use the force. Although his parents were jedi the mission they were on precluded telling their son, even so much as to only train him with a stick, spear, etc teaching him the basics of how the spear and sword are related arts. They even spent countless hours teaching him how to properly weild a lightsaber (though he has never actually seen one).

During the time his parents were busy young Helrun spent time with local youth who lived in a tribal village and made and used nets and spears themselves. Helrun learned net and sling uses from the locals when he was 8. Helrun spent long hours listening to the birds and their cliicks, churps and whistles, eventually his mind began to interpret the sounds foretelling the weather.

After his parents deaths (failure to return) Helrun was sent via starship (The Dawn Flower) to a different planet (Borgo Prime) to an "orphanage". This occured when the jedi (his parents included) were being hunted down. Helrun's move to the "orphanage" was arranged somewhat mysteriously (at least to Helrun), as he is not really sure who arranged him transport off-world or even why.

Helrun began to hear the familiar noises, beeps and whistles on this new world the language of the droids facinated him and slowly he learned to obtain information about the household through listening to the droids communicating with each other. He eventaully began speaking to an R2 unit that helped him to escaped the orphanage.

Helrun found himself out in a more modern world determined to get rich and make his mark on the world. Working outside the law and associating with the criminal element he gets into trouble wherever he can find it.

He was be-friended by a tough investigator and became an informant on the criminal element eventually he developed his skills enough to become a private investigator. He trained under several well know investigators, Rod Hammer, Mike Serling and Stacy Keach.

Helrun had been in the middle of a small investigation when he found out the ship that had brought him to the orphanage was docked. After breaking into the ship he found the navigation droid spoke a most strange dialect of binary, however it pointed him to the Muun homeworld and the Thek holdings. Helrun became aware that this lead might lead to his parents or other family, and the word holdings meant a possible inheritance.

Helrun discovered that the droid spoke Muun, the um and eh sounds and tonations being so close to binary. It did give him a strange sense of the Muun themselves.

Fortunately Helrun was able to broker passage abourd the Dawn Flower to the Muun homeworld as the ship was still making the Braxant run.

By the time Helrun stepped off the ship this morning he was ready to find out everything...as he listened to the Muun as they talked. His boots hit the ground and he started walking.

Plot hook:
Helrun hopes to locate the Thek holdings on Muun and at this time has no idea what those holdings might include: credits, a starship, a safety deposit box........

Also if any has been spent he might be able to find one or both of his parents....

Personal Gear:

Private investigator licensure/data pass issued out of Borgo Prime.
Junior licensure at age 16 OJT till turned 18.
Granted un-restricted licensure at 18.
Currently in good standing.

Spear (60)

Belt:
knife (25)
net (25)
sling & bullets (40)
liquid cable dispenser (25)
condensing canteen 2 (?)
energy cells (4)
commlink (200)
medical kit (25) To use treat injury skill.
med pack (?) (100)
cred stick (100)
All temperature cloak (reversible brown/grey with hood) (100)
tool kit (250)
security kit (750)

Next level

Spoiler:

300,000 credits

Droideka Series: wheeled/walking destroyer droid
Thug 12; Init +1 (Internal Processor, +1 dex) Defense 15 (+4 class, +1 dex)
speed 4 m (walking) 25 m (wheel)
Shields DR 9
VP/WP 0/15; Attack +13/+8/+3
Melee (appendage) 1d4+1
Ranged Heavy repeating blaster (4d8)
Ranged attacks
[dice=heavy repeating blasters] 1d20+13; 4d8[/dice]
[dice=heavy repeating blasters] 1d20+8; 4d8[/dice]
[dice=heavy repeating blasters] 1d20+3; 4d8[/dice]

SV fort +10, Ref +5, Will+3
Size M; face/reach 2m by 2m/2m; +3 Rep
Str 13, dex 13, Con 15, Int 6, Wis 8, Cha 6
Equipment light armor, (2) heavy repeating blasters, shields (DR 9), remote processor (500 kn range)
Skills listen/spot 5 ranks
Feats: Ambidexterity, armor prof, multi-shot, point blank shot, Rapid shot, two-weapon fighting, weapon group pro (blaster, heavy, simple)
Languages: Binary only. (not upgraded to speak any other languages)
Upgrades:
Comlink 250: Diagnostics package 250
Heuristic Processor (2K): Locked access (50)
Magnetic feet (80): Rust Inhibitor (40)
*Environmental compensator (100)
*Environmental compensator (100)
*Environmental compensator (100)
Internal storage (spring loaded) 200: Telescopic appendage (2, side stabilizers (out-riggers)) 50 credits
Improved Sensor Package (200); Infrared (150); 360 degree visual field (200): 360 degree vision(200)
Shield generator DR 9 (15K)

*The droid is adapted for an unusual environment, such as extreme heat, extreme cold, sand, or water it is unaffected by the environment in question.

**Adapted to the environment(s) of "space", desert and underwater