Medical Drone

Jaraduk in Powered Armor's page

1 post. Alias of PaleDim.


About Jaraduk in Powered Armor

Male nuar mercenary soldier 8 Interstellar Species 92
CN Medium monstrous humanoid
Init +7; Senses darkvision 60 ft.; Perception +1
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Defense SP 64 HP 62 RP 8
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EAC 21; KAC 26
Fort +7; Ref +7; Will +7
Defensive Abilities armored advantage; Resist fire 8
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Offense
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Speed 30 ft.
Melee advanced doshko +12 (2d12+12 P; analog, unwieldy) or
. . amperometric neural lash +12 (3d4+12 E; powered, unwieldy, living, reach, stun, thought; critical arc 2d4) or
. . aurora storm doshko +12 (2d8+12 E; powered; critical staggered [DC 17]) or
. . unarmed strike +12 (1d10+16 B)
Ranged merc nil grenade launcher +11 (2d6+8 P; explode [15 ft., 2d6 P, DC 17]) or
. . frag grenade II +13 (explode [DC 17]) or
. . mk 3 holo grenade +13 (explode [DC 19]) or
. . riot grenade III +13 (explode [DC 18], nonlethal) or
. . short-circuit grenade +13 () or
. . stickybomb grenade I +13 (explode [DC 16], entangle [Acrobatics DC 14, Break DC 19]) or
. . stickybomb grenade II +13 (explode [DC 17], entangle [Acrobatics DC 17, Break DC 22]) or
. . web grenade I +13 (explode, mire) or
. . web grenade II +13 (explode, mire)
Space 5 ft.; Reach 5 ft. (10 ft. with amperometric neural lash)
Offensive Abilities primary fighting style (bombard), gore[IS], grenade expert (+20 ft.), heavy fire (+4 damage)
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Statistics
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Str 18 (+4); Dex 16 (+3); Con 13 (+1); Int 12 (+1); Wis 12 (+1); Cha 10 (+0)
Skills Acrobatics +11, Athletics +13, Culture +9, Engineering +12 (8 ranks), Survival +14; (theme knowledge (mercenary))
Feats Cook Grenade[COM][COM], Enhanced Resistance, Grenade Mastery[COM][COM], Improved Initiative, Powered Armor Proficiency, Ricochet Grenade[COM][COM], Underwater Brawler (Combat), Weapon Focus (grenades)
Languages Akitonian, Castrovelian, Common, Dwarven, Kasatha, Sarcesian, Shirren, Shobhad, Vercite, Vesk, Ysoki
Other Abilities grunt, maze mind[IS], powerful explosive
Combat Gear frag grenades II (6), mk 3 holo grenades[AR] (2), mk II serums of healing (2), riot grenades III[AR] (3), short-circuit grenades (4), stickybomb grenades I (3), stickybomb grenades II (2), web grenade I[AR], web grenades II[AR] (2); Other Gear advanced lashunta tempweave, spacer carapace[AR], advanced doshko, amperometric neural lash with 1 battery (20 charges)[AR], aurora storm doshko with 1 battery (20 charges)[NS], merc nil grenade launcher (frag grenade II [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 (345 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
* “That’s a lot of bull!”
* “Like my old poppy used to say…”
* “I give it 2:1 odds, who wants in on that action!” Usually about the party's own situation, making the suggested bet audaciously for or against them.

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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