Male Half-Orc Soldier 1
Chaotic Good, Desna, Medium humanoid (human/orc)
Init +1; Darkvision 60 ft; Perception +0
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Defense SP 9 HP 13 RP 3
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EAC 13; KAC 15
Fort +4 (+2 against deafen); Ref +1 (+2 against blind); Will +2
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Offense
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Speed 30 ft., (25 in armor)
Ranged Pulsecaster Rifle 1d6 E (50ft, 40/2, nonlethal)
Melee Seismic Pick, light (2handed, 1d4 So, Penetrating, Powered, 20/1, Critical: Deafen)
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Statistics
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Str 15 (+2); Dex 12 (+1); Con 14 (+2); Int 10 (+0); Wis 10 (+0); Cha 12 (+1)
Base Attack Bonus +1
Skills (4 ranks/level)
[Acrobatics (1) +3, Athletics (1) +5, adjusted for -2 Armor check penalty], Intimidate (1) +7, Survival (1) +6
Proficiencies: Light Armor Proficiency; Heavy Armor Proficiency; Basic Melee Weapon Proficiency; Advanced Melee Weapon Proficiency; Small Arms Proficiency; Longarms Proficiency; Heavy Weapons Proficiency; Sniper Weapons Proficiency; Grenade Proficiency; Weapon Focus (Advanced Melee);
Feats Light Armor, Basic Weapons, Grenades, Small Arms, Improved Initiative, Mobility
Languages Common, Orc
Other Abilities: Loud and Proud (Shock and Awe fighting style lev1), Orc Ferocity
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Gear
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Pulsecaster Rifle
Seismic pick, light
Battery x1
Lashunta ringwear I
Everyday clothing
Personal comm
Consumer backpack
Medpatch x2
Serum of healing mk 1 x2
Hygiene kit (Drix is always Stage-ready)
1 week field rations
Credstick (30 Cr)
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Abilities
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Loud & Proud: You gain a +2 bonus to saving throws against effects that would blind or deafen you. Any weapon you wield that has the powered weapon special property or that uses ammunition gains the bright weapon special property; you can activate or deactivate this ability as a swift or move action. Bright weapons you wield gain the blind critical hit effect or the deafen critical hit effect. If your bright weapon already has a critical hit effect, when you score a critical hit, you apply either the weapon's normal critical hit effect, the blind critical hit effect, or the deafen critical hit effect.
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.