Full Name |
Mega Gelub |
Race |
Half-Orc |
Classes/Levels |
Blitz Soldier 5: Spd:30, Init:7, SP:45/45, HP:41/41, RP:6/6, KAC:20, EAC:19, Fort:8, Ref:5, Will:6, Perc:0 Darkvision |
Gender |
M |
Size |
M |
Age |
20 |
Special Abilities |
Dragonblood Theme |
Alignment |
NG |
Deity |
Sarenrae |
Location |
Triaxus |
Languages |
Common, Orc, Triaxian |
Strength |
20 |
Dexterity |
18 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
10 |
Charisma |
11 |
About Mega Gelub
Boon from 1-6 a Night in Nightmarch
Half-Orc Admittance (Personal Boon; Limited Use): The half-orc mercenaries of Apostae know of your successful foray
against Villyth Zeizerer. During this venture, you likely killed or incapacitated many half-orcs to retrieve the Society’s
stolen goods. The half-orcs of Apostae not only fear your reputation, but also seek to follow in your footsteps. You can
apply this boon in one of two ways. Select one of the following uses, and cross the other use off this Chronicle sheet.
Existing Half-Orc: You can apply this boon to an existing half-orc character in your possession that you earned from
another source. You can increase one ability score that is a 14 or lower by 2. Cross this boon off your Chronicle sheet,
but keep a copy with the character you apply this change to. A character can earn this benefit from this boon only once. Applied to Con
Faction boon JA available from start
Slotless boon, Seeker of Knowledge 0 fame, can replay scenarios
Abilities:
1. Theme Knowledge (1st)
You have a voracious appetite for lore about dragons and never forget a detail, whether it’s about draconic culture, traditions, and abilities, or the personal information of the system’s oldest dragons. When you attempt a Culture or Mysticism check to recall knowledge about dragons’ ways, their abilities, or the names and general personal details about dragons that are adults or older, reduce the DC by 5. Culture is a class skill for you, but if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
2. Rapid Response (Ex) 1st Level
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet
3. Proficient with all weapons except exotic and all armor, except powdered.
4. Orc Ferocity: 0 HP, I still stand
5. Darkvision, Self-Sufficient. Gave my racial +2 in Dex.
6. Intimidating: +2 to intimidate.
7. Key ability is Str
8. Gear Boost-Melee Striker. add an additional .5 strength to damage rolls.
9. Charge Attack (Ex) - 5th Level
As a standard action, you can make a charge without the charge penalties (see page 248), 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.
10. ASI: Str, Dex, Con, Int
Feats:
Level 1. Divine Blessing Sarenrae: The first time I deal fire damage each round, I can convert half the fire damage into holy damage.
Level 2 Soldier feat: Weapon Focus Heavy Arms.
Level 3 Weapon Specialization, all weapons, automatic.
Level 3 Iron Will.
Level 4 Soldier feat: Versatile Focus
Level 5: Great Fort
Skills:
ACP is 2
1. Acrobatics: 5 point, 4 dex, 3 trained: 12
2. Athletics: 5 point, 5 str, 3 trained: 13
3. Engineering: 5 point, 1 int, 3 trained: 9
4. Intimidating: 5 point, 0 cha, 3 trained, 2 racial: 10
5. Piloting: 3 point, 3 dex, 3 trained: 9
6. Survival: 2 point, 0 wis, 3 trained, 2 racial: 7
Equipment:
1. Assault Hammer: 95 credits, +11 to hit. 1d6+12 blunt damage.
2. Artillery Azimuth Laser Rifle: 425 Credits: +10 to hit. 1d10+5 Fire damage. Range 120. Holds 20 charges, uses 2. Crit=burn 1d6. Penetrating Power.
3. Tool Kits: Disguise, Engineering, Hacking and Navigator's Tools: 80 Credits
4. Flashlight: 1 Credit
5. Fire Extinguisher: 15 Credits
6. Dust Storms Clothing: 10 Credits
7. Industrial Backpack: 25 Credits
8. 5 R2E Rations: 5 Credits
9. Battery: 60 Credits
10. Kalo Encounter Suit 1: 1980 Credits
11. Recharcing Stations: 60 credits
12. Credstick: 9,936
Body Upgrades
1. Lungs: Respirator Compounder: A respiration compounder consists of a series of modules that attach to your lungs, letting you survive longer without having to breathe. Treat your Constitution score as though it were doubled for the purpose of how long you can hold your breath. You also gain a +4 bonus to Constitution checks to continue holding your breath. This doesn’t protect you from other dangers of an airless environment.The compounder also filters your air, granting a +2 bonus to saving throws against inhaled poisons or other airborne toxins. 250 Credits.
2. Heart: Hyper Graft: Skittermanders are known for their boundless enthusiasm and willingness to help. A microprocessor implanted in your heart (or similar organ) can temporarily increase your heart rate and give you the energy to do more. Once per day, you can take an extra move action. 2150 Credits.
3. Skin: Glass Skin: This biotech modification covers your skin with tiny, clear scales that shimmer with rainbows, as if you were constantly encased in a thin layer of ice or glass. Once per day, you can spend 1 Resolve Point to become temporarily invisible (as the invisibility spell) for up to 1 minute. 2000 Credits.
4. Technology Upgrade to increase Strength by 2: 1400 Credits
XP:13
All 4 Hirelings at Basic Level
The First 3 at Amatuer Level.