Monster with tentacles

Omni-Lithic's page

107 posts. Organized Play character for Omega Man.


Full Name

Omni-Lithic

Race

Quorlu

Classes/Levels

NG Vanguard 10 | SP 130/130 HP 76/76 | RP 11/11 | EAC 28(29); KAC 30(31) | Fort +13; Ref +12; Will +7 | Init: +6 | Speed 40ft, Fly 70ft | Perception +15 (Lo-Lite/Darkvision), SM +5

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, Aklo

Occupation

Xeno-Archaeologist

Strength 14
Dexterity 20
Constitution 22
Intelligence 14
Wisdom 14
Charisma 12

About Omni-Lithic

Full Name
Omni Lithic

Race Quorlu

| SP 130/130 HP 76/76 | RP 11/11 | EAC 28/29; KAC 30/31 | Fort +13; Ref +12; Will +7 | Init: +6 |

Classes/Levels
Lo-Lite/Darkvision; Perc: +15, SM: +5 | Speed 40 ft. (Land), 70 ft. (Fly) | Active Conditions: DR 5 Cold & Fire, Thermal Capacitor, DR 5 Acid, Filtered Rebreather

Gender
Female NG Qorlhu XenoArchaeologist Vanguard 10
Size
Medium

Alignment
Neutral Good

Deity
Yaraesa

Location
Enerath-7

Languages
Common, Quorlu, Celestial, Draconic, Dwarven, Jinsul, Ysoki, Ignan, Vesk, Copaxi, Aquatic, Goblin, Aklo

Occupation
Professor of XenoArchaeology

Strength 14
Dexterity 20
Constitution 22
Intelligence 14
Wisdom 14
Charisma 12

About Omni Lithic
SFS #716-710
Experience 28
Wealth

__________________________

Omni Lithic
Class Vanguard 10
NG Medium Quorlu
Init+6; Senses Perc+15, SM+5

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Defense
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EAC 28/29, KAC 30/31
SP 130 HP 76 RP 11
Fort+13, Ref+12, Will+7

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Offense
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Speed 40 ft. (Land, Jump), 70 ft. (Fly)
Melee 1. Entropic Strike (L6) +16, 3d6+18 Acid, Bludgeoning, or Acid/Bludgeoning, Penetrating, Corrode 2d8, Reach
2. Adv. Tactical Shield +16, 3d6+18 A,B,A/B, Penetrating, Corrode 2d8

Ranged 1. Adv. Semi-Auto Pistol +15, 2d6+5 P, fiery (explosive) ammo, Range 30 ft., 9/1, analog

Space 5 ft.; Reach 10 ft.

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Statistics
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Str14, Dex20, Con22, Int14, Wis14, Cha12

Skills Acrobatics +16, Athletics +13, Bluff +1 (+16), Computers *+2*, Culture +17, Diplomacy +1 (+16), Disguise +1, Engineering +10, Intimidate +1 (+16), Life Science +8, Medicine *+2*, Mysticism +15, Perception +15, Physical Science +7, Piloting +5 (0 ranks), Profession: XenoArchaeologist +14, Sense Motive +5, Stealth +3, Survival +17
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, Close Combat, 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, Aklo

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:

Other Gear:

Special Ability: