Grimhorn

Jaraduk Cometrunner's page

818 posts. Alias of PaleDim.


Race

| SP 110, HP 83, RP 11/11 | EAC 29, KAC 30, CMD 38, DR 5/-, Resist fire 11 | SR 15 | F+9 R+9 W+9 | Init +12 | Perc+2; darkvision 60 ft | Social+0 Sense Motive+2

Classes/Levels

| Acrobatics+18 Athletics+21 Culture+12 Engineering+15 Survival+18 | Speed 50ft | aurora storm doshko: 19/20 | Salvage Grenade: Junkbot Grenade | Active Conditions: None

Gender

Male Nuar Mercenary Soldier (bombard) 11

About Jaraduk Cometrunner

Botting

Male nuar mercenary soldier 11 Interstellar Species 92
CN Medium monstrous humanoid
Init +12; Senses darkvision 60 ft.; Perception +2
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Defense SP 110 HP 83 RP 11
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EAC 29; KAC 30
Fort +9; Ref +9; Will +9
Defensive Abilities armored advantage; DR 5/—; Resist fire 11; SR 15
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Offense
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Speed 50 ft.
Melee advanced doshko +18 (2d12+17 P; analog, unwieldy) or
. . unarmed strike +18 (1d3+22 P)
Ranged merc nil grenade launcher +16 (4d6+11 P; explode [15 ft., 4d6 P, DC 20]) or
. . cryo grenade II +18 (explode [DC 21]) or
. . incendiary grenade II +18 (explode [DC 20]) or
. . mk 2 microbot grenade +18 (explode) or
. . mk 3 holo grenade +18 (explode [DC 21]) or
. . riot grenade III +18 (explode [DC 19], nonlethal) or
. . short-circuit grenade +18 () or
. . stickybomb grenade I +18 (explode [DC 17], entangle [Acrobatics DC 15, Break DC 20]) or
. . stickybomb grenade II +18 (explode [DC 19], entangle [Acrobatics DC 18, Break DC 23])
Offensive Abilities secondary fighting style (blitz), primary fighting style (bombard), debilitating attack, gore[IS], grenade expert (+30 ft.), heavy fire (+6 damage), selective explosion[TR], soldier's onslaught
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Statistics
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Str 23 (+6); Dex 18 (+4); Con 15 (+2); Int 12 (+1); Wis 14 (+2); Cha 10 (+0)
Skills Acrobatics +18, Athletics +21, Culture +12, Engineering +15 (11 ranks), Survival +18; (theme knowledge (mercenary))
Feats Cleave, Cook Grenade[COM][COM], Enhanced Resistance, Great Cleave, Grenade Mastery[COM][COM], Improved Initiative, Ricochet Grenade[COM][COM], Toughness, Underwater Brawler (Combat), Versatile Focus, Weapon Focus (grenades)
Languages Akitonian, Aklo, Castrovelian, Common, Drow, Dwarven, Eoxian, Kasatha, Sarcesian, Shirren, Shobhad, Vercite, Vesk, Ysoki
Other Abilities grunt, maze mind[IS], powerful explosive
Combat Gear cryo grenades II (7), mk 2 microbot grenades[AR] (2), mk 3 holo grenades[AR] (2), mk II serums of healing (3), mk III serums of healing (2), riot grenades III[AR] (4), short-circuit grenades (4), stickybomb grenade I, stickybomb grenade II; Other Gear squad hardlight series (upgrade: deflective reinforcement, [i]mk 1 magic resistor[/i]), advanced doshko, merc nil grenade launcher (frag grenade III [5]), short-circuit grenades (4), datapad[AR], engineering tool kit, everyday clothing, flashlight portable light, holoskin, hygiene kit, mess kit[AR], mk 2 null-space chamber, mk 2 ring of resistance, personal comm unit, credstick (1,719 credits); Augmentations mk 2 synaptic accelerator (strength)
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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.
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In Powered Armor

A naive, impulsive mercenary from The Diaspora who’s forever outrunning a very large debt back home. After intense episodes he calms himself by rubbing a keychain in his pocket. He’s also an avid Xenomon player (Gotta catalog ‘em all!) which he doesn’t like to advertise, as this seems like an embarrassingly childish hobby. These are poorly kept secrets.

While impulsive, he is very considerate and empathetic. He sometimes misses sarcasm and takes people very literally. Often explains or reasons about situations with “common sense” anecdotes from his past or popular culture. He is somewhat self-conscious about being perceived as dependable (largely due to his past).

Catch-phrases
TODO

New Hire Life is hard, and you’ve been down on your luck for a long time. However, you still have a few friends from the old days when you had credits to burn. One of those friends is a brenneri named Tarika; you and she had a lot of good times together, but she dropped out of your social scene to raise her daughter. Things went downhill for you after that. A few weeks ago, you were squatting in Downside when you ran into Tarika and she recognized you. She put in a good word with the Company and got you this job as a result.

Secret background stuff (GM):

He is an individual with multiple names. His primary alias from back home that holds the debt is Benjamin “Longhorn” Jørgensen, or “Benny.” Managing his mercenary brand this way is more or less what allowed him to escape death and (for now) his debts.

He believes he has a distinct connection to “Lost Absalom” and the lost world of Golarion. He’s a little obsessed with exploring and following that connection, however impossible it may seem. This is via stories handed down by his parents about having traveled to The Diaspora on an “Immigrant Fleet.” His family harbored a deep affection to this root and wishes to preserve it and “find the motherland” one day via the old archives in Absalom.

It turns out the keychain belonged to a friend back home. He once cheated his best friend to get out of a tight spot, and now that friend is stuck as collateral with a very violent mob boss. In fact his gang connections damaged many or most parts of his personal life before he left home.

Is a recovering gambling addict (yeah, that didn’t help with the debts either :) )

Benny had another problem in the jobs that he took for mob bosses and Free Captains in the Diaspora... When contracts involved victims, he tended to sympathize with them and not follow through. He has no problem stealing from others or taking out opposing mercenaries, but he could never bring himself to kidnapping or assassination of "civilians." When the partners or kids of opposing mob bosses were the target, Benny often got cold feet (and so the debt grew).
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