Full Name |
Omni-Lithic |
Race |
Quorlu |
Classes/Levels |
NG Vanguard 8 | SP 96/96 HP 62/62 | RP 9/9 | EAC 28(29); KAC 30(31) | Fort +11; Ref +10; Will +4 | Init: +4 | Speed 40ft, Fly 30ft | Perception +12 (Lo-Lite/Darkvision), SM +4 |
Gender |
Female |
Size |
Medium |
Special Abilities |
Exothermic, etc. |
Alignment |
NG |
Deity |
Yaraesa |
Languages |
Common, Quorlu, Celestial, Dwarven, Draconic, Jinsul, Ysoki, Ignan, Vesk, Copaxi, Aquan, Goblin |
Occupation |
Xeno-Archaeologist |
Strength |
12 |
Dexterity |
19 |
Constitution |
20 |
Intelligence |
14 |
Wisdom |
12 |
Charisma |
12 |
About Omni-Lithic
Full Name
Omni Lithic
Race Quorlu
| SP 96/96 HP 62/62 | RP 9/9 | EAC 28/29; KAC 30/31 | Fort +11; Ref +10; Will +4 | Init: +4 |
Classes/Levels
Lo-Lite/Darkvision; Perc: +12, SM: +4 | Speed 40 ft. (Land), 30 ft. (Fly) | Active Conditions: DR 5 Cold & Fire, Thermal Capacitor
Gender
Female NG Qorlhu XenoArchaeologist Vanguard 8
Size
Medium
Alignment
Neutral Good
Deity
Yaraesa
Location
Enerath-7
Languages
Common, Quorlu, Celestial, Draconic, Dwarven, Jinsul, Ysoki, Ignan, Vesk, Copaxi, Aquatic, Goblin
Occupation
Professor of XenoArchaeology
Strength 12
Dexterity 19
Constitution 20
Intelligence 14
Wisdom 12
Charisma 12
About Omni Lithic
SFS #716-710
Experience 22
Wealth
__________________________
Omni Lithic
Class Vanguard 8
NG Medium Quorlu
Init+4; Senses Perc+12, SM+4
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Defense
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EAC 28/29, KAC 30/31
SP 96 HP 62 RP 9
Fort+11, Ref+10, Will+4
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Offense
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Speed 40 ft. (Land, Jump), 30 ft. (Fly)
Melee 1. Entropic Strike (L6) +13, 2d6+13 Acid, Bludgeoning, or Acid/Bludgeoning, Penetrating, Corrode 2d8
2. Field Tactical Shield +13, 1d6+13 A,B,A/B, Penetrating, Corrode 2d8
Ranged 1. Tactical Semi-Auto Pistol +12, 1d6+4 P, fiery (explosive) ammo, Range 30 ft., 9/1, analog
Space 5 ft.; Reach 5 ft.
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Statistics
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Str12, Dex18, Con20, Int14, Wis12, Cha12
Skills Acrobatics +13, Athletics +10, Bluff +1 (+14), Computers *+2*, Culture +15, Diplomacy +1 (+14), Disguise +1, Engineering +9, Intimidate +1 (+14), Life Science +7, Medicine *+2*, Mysticism +12, Perception +12, Physical Science +6, Piloting +4 (0 ranks), Profession: XenoArchaeologist +13, Sense Motive +4, Stealth +2, Survival +14
Feats Heavy Armor, Light Armor, Shields, Advanced Melee Weapons, Basic Melee Weapons, Small Arms, Weapon Specialization (Small Arms, Basic Melee Weapons, Advanced Melee Weapons), Bodyguard, Improved Combat Maneuver(Bull Rush, Sunder), In Harm's Way, Through the Lines, Weapon Focus: Adv. Melee Weapons
Languages Common, Quorlu, Celestial, Draconic, Dwarven, Jinsul, Ysoki, Ignan, Vesk, Copaxi, Aquatic, Goblin
Other Abilities
Endothermic: Resist Fire/5 (Stackable)
Lithic: Gain a +2 racial bonus to saving throws against bleed, disease, and poison effects, and they can’t benefit from drugs, medicinals, or similar nonmagical substances. In addition, quorlus don’t breathe or suffer the normal environmental effects of being in a vacuum.
Multi-Armed (3)
Ponderous: Land Speed of 25ft.
Stable: Gain a +4 racial bonus against combat maneuvers to bull rush, reposition, or trip.
Susceptible to Cold: When a quorlu takes cold damage, it becomes fatigued for 1 round. This effect doesn’t cause a fatigued quorlu to become exhausted.
Tunneler: Can dig through soil at a rate of 5 feet per minute. A quorlu can use this ability combined with its internal heat to dig through stone at a rate of 1 foot per minute. When it digs, a quorlu can leave a tunnel behind.
Unflankable: Flanking the creature does not grant any bonuses, and abilities that function only against a creature that is flanked do not function against it.
Xenoarchaeologist Theme Knowledge: Reduce the DC to identify rare, ancient, or alien tech by 5. Engineering is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Engineering checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
Trap Spotter: You have honed your senses to pick out warning signs of traps of any kind. When you come within 10 feet of a trap, you can immediately attempt a Perception check to notice the trap, which should be rolled in secret by the GM.
Combat Gear: Adamantine Adv. Iridishell armor (Jetpack, Thermal Capacitor Mk 1, ELectrostatic Field Mk 2), Adamantine Seismic Heavy Pick (Ulricca Duster fusion), Paramagnetic Storm Hammer (Nanite fusion), Idaran Force Training Baton, Adv. Semi-Auto Pistol (fiery ammo, Holy fusion, Ghost Killer fusion), Falcon Boots, Clearsight Goggles, Viridian Balbis Aeon Stone, Healing Serum Mk 1 (x10)
Other Gear: Industrial Backpack, Comm Unit, Lighter, Canteen, Adv. Med Kit, RTE (2), Fire Extinguisher, Flashlight, Radiation Badge, Trapsmith Toolkit, Broad Spectrum Scanning Kit, Battery (3), Fiery Small Arms Rounds (24)
Nullspace Chamber Mk 1: Fiery Ammo (120 rounds), Hygiene Kit, Hammocks x6, Sleeping Bags x6, 100 ft. Rope x3
Computer: Wrist mounted, Mk 3, Miniaturized, Artificial Personality, Spell Chips (Comp. Languages, Detect Radiation, Spirit-bound Computer x2, Lesser Restoration)
Special Ability: Healing Touch, Mindlink, Star Shaman Connection Abilities (Walk the Void, Starlight Form, Stargazer, StarFlight)
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Spells
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Level 0: detect Affliction, Detect Magic, Psychokinetic Hand, Telekinetic Projectile, Stabilize, Token Spell
Level 1 (DC 17) (7/day): Identify, Life Bubble, Share Language, Shooting Stars, Spirit-Bound Computer, Summon Creature I
Level 2 (DC 18) (5/day): Command Undead, Darkvision, Hurl Forcedisc, Remove Condition, See Invisibility, Shield Other
Level 3 (DC 19) (4/day): Burning Ash Cloud, Dispel Magic, Irradiate,
Remove Affliction, Resistant Armor (Lsr)
Level 4 (DC 20) (3/day): Mystic Cure IV, Mind Thrust IV (10d10), Remove Radiation