Half-Fiend Minotaur

Kuozar of Steel's page

273 posts. Organized Play character for ‘Eκάτη.


Race

m CN nuar Mechanic 4 [Mercenary] |

Classes/Levels

sp 28/28 | hp 30/30 | rp 4/4 | EAC 19 KAC 20 | F+4 R+7 W+1 | Init +4 | Perc +6 | DV60'

About Kuozar of Steel

Advancement:

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342384-705
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0 - 1000 cr
1 - 753 cr, 1 XP [#1-01: Confirmation]
2 - 720 cr, 1 XP [Intro #1: The First Test]
3 - 720 cr, 1 XP [Intro #2: For the Factions]
4 - 719 cr, 1 XP [#1-02: Fugitive on the Red Planet]
5 - 733 cr, 1 XP [#1-22: The Protectorate Petition]
6 - 720 cr, 1 XP [#3–03: Frozen Ambitions: The Shimmerstone Gateway]
7 - 1460 cr, 1 XP [#3–0?: Frozen Ambitions 2]
8 - 1387 cr, 1 XP [#3–0?: Frozen Ambitions 3]
12 - 1103 cr, 1 XP [#1-05: The First Mandate]

7845 cr 9 xp


Description:

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CODE OF CONDUCT
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Edicts Confuse paths and roads, outwit your foes instead of overpowering them, pace labyrinths
Anathema Kill something that cannot significantly harm you, bargain with Asmodeus
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Boons:

- Any PCs afflicted by the Joro morphogen find themselves drawn to jigsaw puzzles, board games, and choral music even after they physically recover.


Bot Me:

Move action to aim at a specific target and go ahead to test my prototype superweapon!

[dice=Called Artillery Laser]1d20 + 7; 1d10 + 4 + 4[/dice] [ooc]- Fire | EAC[/ooc


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CN M Nuar Mercenary Mechanic IV | Init +4; Perc +7, DV 60'
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Str 13 (+1) Deх 18 (+4) Con 10 Int 14 (+2) Wis 10 Cha 10
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DEFENSE
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EAC 19 KAC 20
HP 30 SP 28 RP 4
Fort +4 Ref +8 Will +1
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OFFENSE
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Speed 40 ft. Base Atk +3
Melee Gore +4 (1d3+7 P)
Ranged Called Artillery Laser +7 (1d10+4 F; burn 1d6; penetrating 1; 120 ft.)
Special Limited Telepathy (30 ft.), Maze Mind (+4), Overload (standard, DC14 R), Phrenic Defense (reaction; 1 RP), Superior Firepower (move; +4)
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Skills Athletics +9, Computers +10, Engineering +10, Medicine +9, Perception +7, Physical Science +9
Psychic Insight Bluff, Diplomacy, Intimidation & Sense Motive +2
Languages [Abyssal, Infernal] Common, Drow, Goblin, Orc
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Feats Toughness, Psychic Insight Archetype Phrenic Adept
Alternate Class Feature Experimental Weapon Prototype
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SPECIAL
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- Gore (Ex): A nuar can charge without taking the normal charge penalties to the attack roll or its AC.

- Maze Mind: 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.

- Overload (Ex): As a standard action, you can cause a short in an electronic device, including most ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. Overload doesn’t cause a locked door, safe, or other device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to use this ability. If you use overload on an item or armor upgrade in someone’s possession, the owner can attempt a Reflex saving throw to negate the effect (DC = 10 + half your mechanic level + your Intelligence modifier). Overload doesn’t affect androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all of which have shielding against this sort of attack), or items larger than Medium. Once a device has been successfully overloaded, a residual static charge prevents that device from being overloaded again for 1 minute.

- Phrenic Awakening (Su): You gain limited telepathy. You can also select two additional languages to act as languages that you can use only to communicate telepathically with creatures that know the language.

- Phrenic Defense (Ex): The first time you fail a saving throw against a spell or effect with the emotion, fear, mind-affecting, or pain descriptor, you can spend 1 Resolve Point as a reaction to immediately reroll the failed saving throw. Even if the second saving throw fails, your stronger defenses might reduce the effect of the spell or ability. If the spell or ability deals damage, reduce the damage done by an amount equal to your class level. If the spell or ability has a duration of 2 rounds or longer, reduce its duration by half.

- Psychic Insight: You gain a +2 insight bonus to Bluff, Diplomacy, Intimidation, and Sense Motive checks against creatures you are successfully communicating with using your limited telepathy or telepathy.

- Toughness: You gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

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- Weapon Prototype Proficiency: You gain proficiency in heavy weapons. Your weapon prototype must be a weapon of this type. Your designated weapon prototype calculates its hardness, HP, and saves as if its item level were 5 higher.

- Superior Firepower (Ex): As a move action, you calibrate your weapon prototype to deal additional damage to one enemy you can see. You gain an insight bonus equal to your mechanic level to damage on all attacks against the designated target. Calibrating your weapon against another enemy causes you to immediately lose this bonus against the previous enemy.

- Improved Magazine (Ex): Your experimental weapon prototype can carry more ammunition than a normal weapon of its type. If it contains individual darts, petrol, rounds, shells, or similar physical ammunition, its capacity is doubled. If it uses batteries, it can hold two batteries of the normal size for that weapon, drawing charges from either.

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- Called: A weapon with the called fusion can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon.

- Jump Jets: You can activate jump jets as part of a move action in order to fly during your movement. You can fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, or you can fly up to 20 feet straight up. You must land at the end of your move action. Jump jets can’t lift you if you’re encumbered.

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EQUIPMENT
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Synaptic Accelerators (Technology), MK 1 [DEX] - 1400

Artillery Laser, Azimuth - free (3B)
[20 charges; usage 2]
+ Battery, Standard (8) - 480
[capacity 20]
+ Called - 120

D-Suit, I - 2980 (L)
[EA +5; KAC +6; MDB +5; UPD 1; ACP 0]
+ Jump Jets [Capacity 20; Usage 2/action] - 1000

Medkit, Basic - 100 (1B)

Bulk 4B 1L

Spend -

Credits 1190

Sold -
Freebooter Armor, I - 675

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