Mercenary Healer

Joe Bread's page

195 posts. Organized Play character for Kirill.Storm.


Full Name

Joe Bread

Race

Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15

Classes/Levels

| Perception +21 (Darkvision 60) | Initiative=5

Gender

M

Size

M

Age

34

Alignment

LN

Deity

Abadar

Location

Absalom Station

Languages

Common, Orc, Vercite, Akitonian, Abyssal, Aquan, Terran, Ignan, Infernal, Azlanti, Draconic, Elven, Vesk, Aklo

Strength 20
Dexterity 20
Constitution 24
Intelligence 14
Wisdom 18
Charisma 12

About Joe Bread

Joe is an average half-orc, a bit fat for his 6 feet. He wears battered armor with a golden badge upon. Probably the badge is the only clean thing at Joes figure. Joe almost constantly wears a black-and-golden helmet. You can see his yesterday-shaved chin and brown thin lips, other face is covered. As for weapon - these are Lash and a 'Stunner'

Vanguard (12) Law Officer
LN Medium (Large) Half-Orc
Init +5;
Senses Perc +21 (Darkvision +Proximity Helmet)
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Defense
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EAC=31, KAC=33, +1 after acting in combat
SP=90 | HP=180 | RP=13/12
Fort +15, Ref +13, Will +10 (+2 vs spells and spell-likes)
Resistances: 5 to Acid, Fire and Cold, 15 Elecricity
Electro Static: 3d6
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Offense
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Speed 30 ft.
Melee: +17
Entropic Strike +18 [4d6+24] Acd/Bld (operative, magic, Powered, Living, Thought, Reach, Stun, Unweldy)
Ranged Lightning Pistol +17 [1d6+6] Electro (Line, Stun, Unweldy)
Space 10 ft.; Reach 10 / 15 ft. with Lash
Special Attacks: Entropic Stike!
Primal Aspect Catalyst - Exergy. 6d6, DC 23 Fort - R=30ft
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Statistics
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Str 13(20), Dex 20, Con 24, Int 14, Wis 18, Cha 12

Skills:
(ACP* -3)
+16 †Acrobatics* /Ranks=12
+8 †Athletics*
+8 Bluff
+9 Computers
+18 †Culture /Ranks=10 (+1 Quabarat)
+16 †Diplomacy /Ranks=12 (Crowd Control, Invstigative Savvy)
+7 Disguise
+8 Engineering
+20 †Intimidate /Ranks=12 (+2 Racial, +2 Insight)
+12 †Life Science /Ranks=6 (+1 Quabarat)
+9 †Medicine
+11 †Mysticism
+21 †Perception /Ranks=10 (+2 Insight)
+9 Physical Science
+12 Piloting
+19 †Profession (Cook) /Ranks=12
+19 †Sense Motive /Ranks=10 and Law Officer (+5 to Discreen Lie and check private meassages)
+12 Sleight of Hand
+8 †Stealth*
+14 †Survival /Ranks=5 (+2 Racial)

Feats:

Light Armor and Heavy Armor (Free)
Basic and Advanced Melee, Small Arms (Free)
Weapon Focus - Advanced Melee (1st lvl feat)
Toughness
Bodyguard
Spellbane
Powered Armor Proficiency
Pull the Pin

Languages Common, Orc, Vercite, Akitonian, Abyssal, Aquan, Terran, Ignan, Infernal, Azlanti, Draconic, Elven, Vesk, Aklo

Vanguard Abilities
Exergy main Vanguard Aspect
Antagonize (Discipline lvl 2)
Dampen (Discipline lvl 4)
Entropic CHarge (Discipline lvl 6)
Blaze a Trail (Discipline lvl 8)
Boundary second Aspect
Uknown Knowns (Discipline lvl 10)
Flashing Strikes
Clothesline (Discipline lvl 12)

Combat Gear
Melee Weapon: Neural Lash, Amperometric (14600 $)
Rabge Weapon: Lightning Pistol, Sheet (3000 $)
Light Armor: D-Suit 1 with Jump Jets (2980 + 1000 $)
Powered Armor: Stag-Step Suit ($ 26400) with uppgrades:
--Thermal Capacitor MK 1 (3600 $),
--Recovery Aegis (1350 $),
--Filtered Rebreather (4600 $)
Knight's Shield (9500 $) with an Electrostatic Field MK 3(35000 $) and Backup Generator ($ 2100)
Proximity Helmet ($2050)
Mindlink Circlet ($ 1600)
Ring of Resistance MK 2 - Will ($ 4200)
X-Ray Visor ($ 15000)

Augumentations:

Personal Uppgrades MK1 Dexterity ($ 1400)
MK2 Constitution ($ 6500) +RuneWorm made it MK 3 ($ 37000)
MK2 Wisdom ($ 6500)
Biosynthetic Nanites ($ 13700)
Psychic Shunt Graft ($ 9000)

Other Gear:

Personal Comm
Binders x2
Cable
Industrial Backpack (Increase Bulk Capacity to 8)
Batteries x5
High Capacity batteries x5

Half-orcs Racial Features:

Half-orcs are Medium humanoids with both the human and orc subtypes, theycan see up to 60 feet in the dark.

Half-orcs receive a +2 racial bonus to Intimidate and Survival skill checks.

Orc Ferocity
Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious.