The Oliphaunt of Jandelay

Orlam's page

186 posts. Alias of Stiehle.


Full Name

Orlam

Race

Male Kasathas Soldier 2 | Init: +8 | Perception: +1 | SP: 18/18, HP: 13/18, RP: 4/5 | Speed 30' |

Classes/Levels

EAC: 12, KAC: 15, CMAC: 23 | Fort: +5, Ref: +0, Will: +4

Size

Well-muscled and lean at 6'8" tall and 190 lb, about 32 years old with black eyes and grey skin, clad in heavy plate-like armor and wields a doshko as well as a rifle in combat.

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.

Alignment

Lawful Neutral

Strength 18
Dexterity 10
Constitution 15
Intelligence 8
Wisdom 12
Charisma 10

About Orlam

Orlam
Male Kasathas Soldier 2 [Spacefarer Theme]
Lawful Neutral
Medium

Strength 18 [+4] Constitution 15 [+2] Wisdom 12 [+1]
Dexterity 10 [+0] Intelligence 8 [-1] Charisma 10 [+0]

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Defense:

Energy AC 12, Kinetic AC 15
(10 Base +2 [EAC] & +5 [KAC] Armor, +0 DEX)
Heavy Armor (Golemforged Plating I, +2 EAC, +5 KAC, +0 Max DEX, -3 ACP, -10’ Speed)

Combat Maneuver AC 23
(8 + 15 [KAC])

Stamina Points 18
Hit Points 18
Resolve Points 5

Fort +5 (+3 Base + 2 CON)
Ref +0 (+0 Base + 0 DEX)
Will +4 (+3 Base + 1 WIS)

Notes Gain +1 circumstance bonus to saving throws against radiation effects [Clothing]

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Offense:

Initiative +8 (0 DEX +4 Feat +4 Blitz); Perception +5

Normal Speed 40 ft.
Modified Speed 30 ft. (Armor Penalty)

Base Attack Bonus +2, Melee Attack +6, Ranged Attack +2, Thrown Attack +6

Melee Attacks:
Tactical Doshko +6 (1d12+4 P; Analog, Unwieldy)
Survival Knife +6 (1d4+4 P; Analog, Operative)

Ranged Attacks:
Light Reaction Cannon +2 (1d10 P, 90’ range, 6 rounds, 1 usage; Penetrating [1])
Frag Grenade I +6 (1d6 P DC 11 Reflex save for half damage; 20’ range; Explode 15’)
Incendiary Grenade I +6 (1d6 F DC 11 Reflex save for half damage +1d4 burn on a failed save; 20’ range; Explode 5’)

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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.
Proficiencies Basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons and grenades as well as light and heavy armor. [Soldier Class]
Primary Fighting Style [Blitz] You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. [Soldier Class]
Primary Style Technique (Blitz) At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style. Rapid Response (Ex): You gain a +4 bonus to initiative checks and increase your land speed by 10 feet. [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]

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Skills:
6 Skill Points

Acrobatics -1 [+0 DEX, -3 ACP, +2 Racial]
Athletics +8 [2 Ranks, +3 Class, +4 STR, -3 ACP, +2 Racial]
Bluff +0 [+0 CHA]
Culture +2 [1 Rank, -1 INT, +2 Racial]
Diplomacy +0 [+0 CHA]
Disguise +0 [+0 CHA]
Intimidate +0 [+0 CHA]
Medicine -1 [ -1 INT]
Perception +1 [+1 WIS]
Physical Science +4 [2 Ranks, +3 Class, -1 INT]
Piloting +0 [+0 DEX]
Sense Motive +1 [+1 WIS]
Stealth -3 [+0 DEX, -3 ACP]
Survival +5 [1 Rank, +3 Class, +1 WIS]

Languages: Common, Kasatha, Brethedan

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Gear:

Golemforged Plating I (+2 EAC, +5 KAC, +0 Max DEX, -3 ACP, -10 ft Speed) [Bulk 3]
Personal Comm Unit installed in armor, comes with a flashlight (15’ cone), calculator & entertainment options (Battery Capacity: 80, Usage: 1 charge/hour) [Bulk L]
Battery (80 charges) [Bulk -]
Tactical Doshko [Bulk 1]
Tactical Reaction Cannon [Bulk 3] (flashlight [20' cone] strapped to weapon currently)
20 Heavy Rounds [Bulk L]
Frag Grenade I [Bulk L]
Incendiary Grenade I [Bulk L]
Mk 1 Serum of Healing x2 (full action to drink, heals 1d8 hit points) [Bulk L x2]
Radiation Environmental Clothing (grants +1 circumstance bonus to saving throws against radiation effects) [Bulk L]
Consumer backpack holds a mass-produced tent (shelters up to 2 people from environmental hazards [pg. 231]), hygiene kit, 1 set of everyday clothes (for a kasathas), 6 R2E pouches, 1 flashlight, and 1 lantern [Bulk 2, L x9 when worn]

Total Bulk: 7 (or 10 with backpack) [Unencumbered]
Encumbered Threshold: 10 (or 11 with backpack)

Credits Remaining: 1056

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Special Notes:

UPB CREDITS - 100

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SOCIETY SUBDERMAL GRAFT
SYSTEM Hand
MODEL Single
LEVEL 1
PRICE Free (normally 150cr)

This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder Society’s symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.

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Background:

Born on the worldship Idari into a typical Kasathas home, Orlam’s parents were dedicated to the usual manufacturing and historical pursuits that often occupied the minds of many of that noble race - though Orlam proved himself different from his kind at very early age. Although he was interested in history as befitted a typical Kasathas, the young Orlam 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 Orlam 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 Orlam 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. Orlam 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 Orlam 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 Orlam that reward is more valuable than either credits or gold.

And though Orlam 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, Orlam 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.