The Oliphaunt of Jandelay

Loram's page

85 posts. Alias of Stiehle.


Full Name

Loram

Race

Male Kasathas Soldier 10 | Init: +12 | Perception: +5, Darkvision 60' | Speed 35' | SP: 120 / 120, HP: 74 / 74, RP: 9 / 11 |

Classes/Levels

EAC: 30, KAC: 33 [DR 10], CMAC: 41 | Fort: +11, Reflex: +10, Will: +10

Size

Well-muscled and lean at 6'8" tall and 190 lb, about 35 years old with black eyes and grey skin, his heavy armor shimmers with various hues.

Special Abilities

Racial heritage allows Loram to traverse difficult sands, hills, and mountains on foot more easily than most and he possesses four arms - all of which may be used simultaneously.

Occupation

Star Traveler and Soldier

Strength 22
Dexterity 18
Constitution 18
Intelligence 8
Wisdom 16
Charisma 10

About Loram

Loram
Male Kasathas Soldier 10
Spacefarer Theme
Lawful Neutral
Medium

Strength 22 [+6] Constitution 18 [+4] Wisdom 16 [+3]
Dexterity 18 [+4] Intelligence 8 [-1] Charisma 10 [+0]

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Defense:

Energy AC 30, Kinetic AC 33 [DR 10]
(10 Base +16 [EAC] & +18 [KAC] Armor, +4 DEX, +1 KAC Class)
Heavy Armor (Lashunta Ringwear IV, +16 EAC, +18 KAC, +4 Max DEX, -3 ACP, -5 ft Speed)

Combat Maneuver AC 41
(8 + 33 [KAC])

Stamina Points 120
Hit Points 74
Resolve Points 11

Fort +11 (+7 Base + 4 CON)
Ref +10 (+3 Base + 4 DEX +2 Feat +1 Ring)
Will +10 (+7 Base + 3 WIS)
Notes Gain +4 bonus to CON checks to continue running / hold breath / avoid damage from forced march, starvation or thirst; also gain +4 bonus to Fort saves to avoid environmental (hot or cold) damage / effects of thick or thin atmospheres / choking in heavy smoke / fatigue caused by sleep deprivation [Toughness feat]; gain +1 circumstance bonus to saving throws against radiation effects [Clothing]

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Offense:

Initiative +12 (DEX + Feat + Class); Senses Darkvision 60’ (Armor Upgrade); Perception +5

Normal Speed 40 ft.
Modified Speed 35 ft. (Armor Penalty)
Notes As a move action, may fly up to 30’ (average) with a maximum height of 10’, or may fly 20’ straight up - must land at the end of the move action [Jump Jets (Armor)]

Base Attack Bonus +10, Melee Attack +16, Ranged Attack +14, Thrown Attack +16

Melee Attacks:
Tactical Plasma Sword +17 (2d8+19 E&F, Severe Wound crit [pg 183, DC = 21]; Powered [Capacity 20, Usage 2/minute])
Standard (Anchoring Fusion) Taclash +17 (1d4+19 S, Immobilization crit [Fort Save vs DC 17 or target is immobilized for 1d4 rounds]; Analog, Disarm, Nonlethal, Reach, Trip)

Ranged Attacks:
Tactical Reaction Cannon +15 (2d10+10 P, 90’ range, 6 rounds, 1 usage; Penetrating [7])
Frag Grenade II +17 (2d6 P DC 16 Reflex save for half, 20’ range; Explode 15’)
Flash Grenade II +17 (Blinded 1d4 rounds DC 17 Reflex save to avoid, 20’ range; Explode 10’)
2x Incendiary Grenade II +17 (2d6 F + 1d6 burn DC 17 Reflex save for half, 20’ range; Explode 10’)

Notes May take a charge attack with no penalties as a standard action, can substitute a bull rush for the melee attack at the end of the charge [Blitz Style]; as a move action, spend 1 RP to regain 3d6+10 SP [Keep Fighting]; may fire a ranged weapon at the beginning of combat to gain a +2 bonus to next melee against the foe struck [Opening Volley]; may strike two adjacent foes at full BaB with a standard action if the first target is struck, gaining a -2 penalty to AC until the beginning of next action [Cleave]; may take a guarded step as a reaction to maintain close distance to a target that takes the same action [Step Up]; if struck by a ranged attack or spell, may spend 1 RP as a reaction with a similar type weapon (kinetic or energy) to make an attack roll at a +5 bonus - if result is higher than attack roll that struck you, the attack is deflected [Deflect Projectiles]; as a move action (1x/day), may use one of the following feat abilities for 1 minute (gain 5’ reach, with a penalty of -2 to AC; reroll miss due to concealment, no penalties for blind condition; no penalties for moving up to 20’ in difficult terrain, including guarded step) [Adaptive Fighting]

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Abilities:

Racial Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed. Their four arms allow them to wield and hold up to four hands’ worth of weapons and equipment, though this does not increase the number of attacks they can make during combat. Kasathas receive a +2 racial bonus to Culture checks and a +2 racial bonus to Acrobatics and Athletics checks.
Theme (Spacefarer) Gain Physical Science as a class skill; reduce DC of Physical Science checks by 5 to recall knowledge of strange new worlds or features of space. Gain a +2 bonus to skill checks if you don’t have any ranks in that skill, this does not allow checks in trained-only skills.
Proficiencies Basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons and grenades as well as light and heavy armor. [Soldier Class]
Blitz Fighting Style (Rapid Response) Gain a +4 bonus to initiative checks and increase your land speed by 10 feet. [Soldier Class]
Gear Boost (Armored Advantage) When you are wearing armor, you gain a +1 insight bonus to your Kinetic Armor Class. [Soldier Class]
Weapon Specialization Gain this bonus feat for each weapon type this class grants you proficiency with. May add the character level to damage with the selected weapon type (except grenades), or half character level for small arms or operative melee weapons. [Soldier Class]
Blitz Fighting Style (Charge) As a standard action, you can make a charge attack without the charge penalties, and you can substitute a bull rush for the melee attack at the end of the charge. When you gain the soldier’s onslaught class feature, you can make two attacks instead of one at the end of your charge, both with a -4 penalty. [Soldier Class]
Gear Boost (Melee Striker) Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons. [Soldier Class]
Blitz Fighting Style (Keep Fighting [3d6+10]) As a move action, you can spend 1 Resolve Point to regain Stamina Points equal to 2d6 + your soldier level. You can’t use this ability again until after you regain Stamina Points from a 10-minute rest. The number of Stamina Points you regain increases by 1d6 at 10th level, 15th level and 20th level. [Soldier Class]
Hit-and-Run Fighting Style (Opening Volley) Gain this bonus feat. Whenever you deal damage to an opponent with a ranged attack on your first turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn. [Soldier Class]

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Feats:

Improved Initiative You gain a +4 bonus to initiative checks. [1st Level]
Cleave As a standard action, you can make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can make only one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your AC until your next turn. [2nd Level - Soldier Bonus]
Toughness Gain 1 Stamina Point for every character level taken. In addition, 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 thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation. [3rd Level]
Step Up Whenever an adjacent foe attempts to take a guarded step away from you, you can also take a guarded step as a reaction as long as you end up adjacent to the foe that triggered this ability. [4th Level - Soldier Bonus]
Lightning Reflexes You gain a +2 bonus to Reflex saving throws. [5th Level]
Weapon Focus (Advanced Melee Weapons) You gain a +1 bonus to attack rolls with this weapon type. [6th Level - Soldier Bonus]
Enhanced Resistance (Kinetic - DR 10) Gain damage reduction equal to your base attack bonus. [7th Level]
Adaptive Fighting (Lunge, Blind-Fight, Nimble Moves) Once per day, as a move action, you may gain the benefit of one of these feats for 1 minute. [8th Level - Soldier Bonus]
Lunge - You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a -2 penalty to your Armor Class until the beginning of your next turn. You must decide to use this ability before making any attacks in the round.
Blind-Fight - In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. You aren’t flat-footed against melee attacks from creatures you can’t see, and you can withdraw from creatures you can’t perceive. You don’t need to attempt Acrobatics checks to move at full speed while blinded.
Nimble Moves - You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a guarded step into difficult terrain.

Versatile Focus The benefits of Weapon Focus extend to all weapons with which you are proficient. [9th Level]
Deflect Projectiles When you would be hit by a ranged attack from a weapon or spell that deals energy or kinetic damage, you can spend 1 Resolve Point as a reaction to make an attack roll with a nonarchaic melee weapon that deals the same general category of damage (energy or kinetic) with a +5 bonus. If your attack roll is higher than the attack roll that hit you, you deflect the attack with your weapon, and it misses. This doesn’t work against area attacks that have attack rolls like blast weapons, and you can’t use this reaction if you aren’t capable of making an attack with an appropriate weapon. [10th Level - Soldier Bonus]

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Skills:
30 Skill Points

Acrobatics +5 (+7 to stop/climb in zero-g) [+4 DEX, -3 ACP, +2 Theme +2 Racial +2 Clothing (to stop/climb in zero-g)]
Athletics +18 (+20 to stop/climb in zero-g) [10 Ranks, +3 Class, +6 STR, -3 ACP, +2 Racial +2 Clothing (to stop/climb in zero-g)]
Bluff +2 [+0 CHA, +2 Theme]
Culture +4 [3 Ranks, -1 INT, +2 Racial]
Diplomacy +2 [+0 CHA, +2 Theme]
Disguise +2 [+0 CHA, +2 Theme]
Intimidate +2 [+0 CHA, +2 Theme]
Medicine +4 [2 Ranks, +3 Class, -1 INT]
Perception +5 [+3 WIS, +2 Theme]
Physical Science +5 [3 Ranks, +3 Class, -1 INT]
Piloting +10 [3 Ranks, +3 Class, +4 DEX]
Sense Motive +5 [+3 WIS, +2 Theme]
Stealth +3 [+4 DEX, -3 ACP, +2 Theme]
Survival +15 [9 Ranks, +3 Class, +3 WIS]

Languages: Common, Kasatha, Brethedan, Shirren, Castrovelian (Lashunta)

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Gear:

Lashunta Ringwear IV Armor (+16 EAC, +18 KAC, +4 Max DEX, -3 ACP, -5 ft Speed, 4 Upgrade Slots [3 used - Backup Generator, Jump Jets (Battery Capacity: 20, Usage: 2 charges/move action), Infrared Sensors]) [Bulk 3, L x2]
Battery (20 charges - may recharge at the rate of 1/minute while walking in armor) [Bulk -]
Personal Comm Unit installed in armor, comes with a flashlight (15’ cone), calculator & entertainment options (Battery Capacity: 80, Usage: 1 charge/hour) [Bulk L]
Super-Capacity Battery (80 charges - may recharge at the rate of 1/minute while walking in armor) [Bulk -]
Tactical Plasma Sword (Battery Capacity: 20, Usage: 2 charges/minute) [Bulk 1]
Battery (20 charges - may recharge at the rate of 1/minute while walking in armor) [Bulk -]
Standard (Anchoring Fusion) Taclash [Bulk L]
Tactical Reaction Cannon [Bulk 3]
60 Heavy Rounds [Bulk L x3]
Frag Grenade II [Bulk L]
Flash Grenade II Grenade II [Bulk L]
2 Incendiary Grenades II [Bulk L x2]
Personal Upgrade Mk 1 (Synaptic Accelerator - Strength) [Bulk -]
Personal Upgrade Mk 2 (Synaptic Accelerator - Dexterity) [Bulk -]
Ring of Resistance Mk 1 (Reflex) [Bulk -]
2 Serums of Healing Mk 2 (3d8 Hit Points) [Bulk L x2]
50’ Titanium Alloy Cable Line [Bulk L x5]
Binders [Bulk -]
Hygeine Kit [Bulk 1]
Zero-G / Radiation Environmental Clothing (grants +2 to Acrobatics and Athletics checks to stop or climb in zero-g / +1 circumstance bonus to saving throws against radiation effects) [Bulk L x2]
Industrial backpack holds a mass-produced tent (shelters up to 8 people from environmental hazards [pg. 231]), 1 set of everyday clothes (for a kasathas), 16 R2E pouches, 1 flashlight, and 1 lantern [Bulk 1, L x19 when worn]

Total Bulk: 9 (or 12 with backpack) [Unencumbered]
Encumbered Threshold: 12 (or 14 with backpack)

Credits Remaining: 55

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Background:

Born on the worldship Idari into a typical Kasathas home, Loram’s parents were dedicated to the usual manufacturing and historical pursuits that often occupied the minds of many of that noble race - though Loram proved himself different from his kind at very early age. Although he was interested in history as befitted a typical Kasathas, the young Loram became obsessed with learning everything he could about the mysterious Witchwyrds, the enigmatic race of planar wanderers that warned the denizens of the Kasathas homeworld about their planet’s imminent demise due to the dying red star that their world orbited. Though the Kasathas migration to Akiton didn’t work out as originally planned, it fascinated Loram to think of an entire world being saved by a small group of space travelers. What was their motivation? Who were they, exactly? Because of their physical similarity, it appeared to many that the Kasathas were descended from that race of planar travelers, but how deep was that connection? And how did the Kasathas come to settle on their doomed planet while the Witchwyrds travelled on, if their races truly were connected?

It was during his Tempering that Loram decided to learn what he could of the progenitors of his race. Though learning about the physical sciences was not easy for the young Kasathas, he threw himself into his studies as he traveled to Verces, Diaspora, Absalom Station and other planets of the Pact Worlds. Loram also trained hard to become strong and quick, as well as proficient in a great variety of weaponry and armor. He soon found that he had an aptitude for it as well, and over the many years of traveling from planet to planet in search of any sign or word of the elusive Witchwyrds, he drew upon his martial training many times, for space travel was difficult and dangerous between worlds. From the coordinated raiding parties of space pirates to the insane race of goblins that tried to waylay whatever ships they might run across. There were also many perils to be faced upon the surface of the planets that he visited, and though many of the inhabitants he encountered were peaceful or at least non-violent, there were just as many if not more that were hostile and dangerous - from the undead ghouls and wraiths of Eox to the evil drow of Apostae. Though Loram didn’t consider himself a mercenary, he often used his fighting prowess to assist others, especially if they were willing to trade bits of planetary or spacefaring knowledge in exchange for his service. Strange coin for a hired soldier, but to Loram that reward is more valuable than either credits or gold.

And though Loram has not uncovered much in the way of lore or other clues that might help him find the Witchwyrds, the Kasathas soldier has unwittingly found a new obsession: the wonder and the thrill of discovering new worlds and races that he had never heard of, nor even dreamed existed. In his contemplative moments, Loram has often though that perhaps it is this which is the secret to the existence of the Witchwyrds. Perhaps they too find that it is the journey itself that is the true reason of one’s place among the stars, and not the destination.

Gameplay Notes:

[dice=Attack (Forward) particle beam]1d20 + 14[/dice][dice=Damage DRR]8d6[/dice]
[dice=Attack (Forward) heavy antimatter missile launcher]1d20 + 14[/dice][dice=Damage DRR]10d10[/dice]
[dice=Attack (Turret) gravity gun]1d20 + 14[/dice][dice=Damage DRR]6d6[/dice]
[dice=Attack (Turret) heavy laser net]1d20 + 14[/dice][dice=Damage DRR]5d6[/dice]

Fire At Will! (PUSH): You can fire any two starship weapons, regardless of arc. Each is made at a -2 penalty.

Shoot: You can fire a single starship weapon. If you use a turret weapon, it can target a ship in any arc.

Broadside (PUSH | costs 1 resolve]: You can fire all weapons mounted in a single arc, including turret-mounted weapons. Each attack suffers a -2 penalty.

GM Notes:

I hope that Loram’s background is enough to satisfy your curiosity so far as his motivations and character. I see his alignment as Lawful Neutral in that he’s not out to fight for the greater good, but rather for his own interests in pursuing his obsession. However, he is not lacking in empathy for those who come to him, and will occasionally assist even when he is not compensated, especially if that help involves exploring a new planet or area of space that he has not yet explored.

With regards to the mechanics of his build, he began as a STR 18, DEX 10, CON 15, INT 8, WIS 12, CHA 10 character. The two ability point boosts went to STR, DEX, CON and WIS, boosting each of those scores to 20, 14, 18 and 16 respectively. Further enhancements came by way of the two Mk 1 Personal Upgrades (+2 to STR and CON) and the Mk 2 Personal Upgrade (+4 to DEX). The spacefarer theme is self-evident from his background, and though his low INT gives him a very limited skill point pool to give him ranks, I put the majority of them to Survival and Athletics (tough soldier, obviously) and a few to Culture (as befitting his race), Medicine (all soldiers should at least know how to slap a bandage on a wound!), Physical Science (again, his theme) and Piloting (soldiers and spacefarers both should know the basics on how to drive vehicles, after all).

Being a spacefarer, and facing innumerable dangers, the soldier class seemed like a good bet. Perhaps not a military trained soldier, but he’s naturally gifted with great strength and enhanced dexterity, so learning how to use weapons came naturally to him - with a bit of training of course. I envision Loram as a strike hard and quick sort of warrior, so took the Blitz fighting style, and I like the fact that he can hold a ranged heavy weapon in his second set of arms, so I took the Hit-and-Run fighting style as the secondary to at least gain the Opening Volley feat. My plan is to have Loram have the rifle ready in two hands, as well as the taclash and sword in his other two hands when going into danger, using a blast from the rifle as the opening volley then charging in to battle, ready to use the rifle at need, or either of his melee weapons as opportunity and need presents. The taclash will be used to cause havoc with its magical entangling effect (only once per day, though), or to trip or disarm a foe as well as to deflect kinetic projectiles as needed, while he can use his doshko to deflect energy projectiles. The plasma sword will of course be his usual go-to weapon to cause damage. I can see opportunities when making full attacks to use the taclash to trip an opponent and then striking with the sword, gaining bonuses for attacking a prone foe.

For feats, again I envision Loram as being naturally very strong and hearty, training those qualities even further as he advanced his career and gaining quickness (boosted by the enhancement) as well as an eye for taking advantage of tactical situation as he matured as a soldier, so I went with several feats that capitalized on this. Note that the feats section above gives a clear outline of what level it was chosen, just to make sure that he had the needed prerequisites at that time, but here is a synopsis of my reasoning for the choices. Improved Initiative from the start, and Lightning Reflexes to boost his low Reflex saves were two obvious choices for this particular build. Cleave was also a no-brainer for a melee type, but I chose to not take Great Cleave, as I didn’t want to be tempted to drain his RP too fast, when I took another feat that would utilize those (and it seems wise for a front line warrior to save a few RP in reserve). Toughness was also an obvious choice for a front line warrior, and the other abilities it grants (basically Endurance feat rolled into Toughness from Pathfinder!) seemed a good choice for a spacefarer theme character that explores new planets that might not be hospitable. I liked the Step Up feat to keep my opponents in melee range, even if they’d rather not be, and the Step Up and Strike feat just didn’t seem worth it, when there were other better feats to choose from. Weapon Focus and Versatile Focus are obvious choices for a soldier, and I liked the Enhanced Resistance (Kinetic) feat to give him some added toughness against monsters that would deal kinetic damage, as well as pirates and others who might use kinetic damage weapons - dangers I envisioned Loram as facing many times over his career. Deflect Projectiles seemed a good one as well, and this is the only feat that uses RP, so I plan to use it as much as I need to when I’m getting shot at by those that don’t dare close in to fight with me. Lastly, I really liked the Adaptive Fighting feat. This one is a reflection of abilities that Loram has used during his career occasionally, but aren’t ingrained into his reflexes and training like the others. From a metagaming standpoint, these feats seem valuable in certain circumstances, but aren’t likely to come up with great frequency (though of course, I could be wrong!) Lunge will grant him extra reach as needed, Blind-Fight if concealment is a factor (I’m hoping his darkvision upgrade to his armor will do the trick most of the time), and lastly Nimble Moves, for when difficult terrain makes things problematic, and would allow him to use Step Up in situations where he otherwise wouldn’t be able to do so.

Purchasing gear offered the most difficult choices during character creation. I wasn’t sure how many credits we had to spend, so I went with the 66,000 credits on the WBL table and figured I could scale back if you’d like. And did I spend nearly every credit! The ability enhancements were key to boosting those stats as much as possible, and accounted for 9,300 of his funds. I obviously wanted him well-armored and took an armor that gave him use of his +4 DEX in the Lashunta Ringwear IV. I thought of scaling back my DEX boost and taking the Vesk armor of similar level, but given that Kasathas aren’t terribly fond of Vesk, I didn’t really want him wearing Vesk-crafted armor, so I paid a bit extra for the Lashunta-made armor and the extra +1 boost to DEX to take advantage of the Max DEX that armor has to offer. I had to scale back on the armor upgrades I’d originally chosen to accommodate this decision and stuck with only the jump jets (for brief flight ability) a backup generator (to power his weapon, the jump jets as well as his personal comm unit), and the infrared sensors to give Loram darkvision (which could come in handy, I figured) to bring the cost of armor up to 30,400 credits total. That left me a bit more than 26k to spend on weapons and equipment, which I figured could work. I debated between a two-handed weapon or two one-handed weapons, and decided I liked the variety of options he would have while wielding a plasma sword and a kinetic, fusion-powered tacklash, in addition to the tactical reaction cannon that would give him opportunities for ranged attack (and the opening salvo!) – those weapons combining to a total of 21,010 credits. The last 5k+ was used to purchase a few grenades, a couple of healing serums, a Ring of Resistance Mk 1, batteries for all the powered items, rifle ammo, a hygiene kit (just because…), environmental clothes, binders (in case we need to take someone prisoner), some titanium cable (can’t do without the 50’ rope!), and a backpack with camping supplies (8-man tent, 16 R2Es, a set of regular clothes, a flashlight and a lantern, all of which cost 5,285 credits, leaving Loram with a grand total of 5 credits remaining from the 66k allowance I started with! Again though, let me know if I should scale things back. The equipment doesn’t seem particularly overpowered though, as the highest level items are no greater than his own level (much less +1 or even +2), so I’m hoping it’ll all look good to you.

I’m really looking forward to this game, having many years of play-by-post experience on a D&D board I created with several others about fifteen years ago. I’m very patient when it comes to this style of gaming, though I’m hoping we get a group that posts fairly frequently so we can move the adventure along at a decent rate. On my own board, some folks wait days between posts, whereas I’m usually checking obsessively every hour or so to see if anyone’s posted something! Also excited about the character build itself. I don’t usually go with soldiers, but it seemed like an open opportunity from what I’ve seen posted in the recruitment thread and went for it. But in developing Loram, I’m now quite intrigued to see how this particular build works out.