Alain

Tarros Jek's page

119 posts. Alias of Braingamer.


Race

Human

Classes/Levels

Scout 1/Soldier 1 (HP: 31/34 | Fort:18 Ref:20 Will:14 | Init +10 Pcptn +8)

Gender

Male

Size

Medium

Age

24

Languages

Basic, Huttese

Occupation

Survivalist

Strength 8
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Tarros Jek

HP: 31/34
Condition: 0
Second Wind: [ ] [ ]

Defenses
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Fort: 18 = 10 + 2 (con) + 2 (class) + 2 (level) + 2 (equipment)
Reflex: 20 = 10 + 3 (dex) + 2 (class) + 5 (armour)
Will: 14 = 10 + 2 (wis) + 0 (class) + 2 (level)
Damage Threshold: 18

Offence
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Melee survival knife +0 (1d6)
Ranged assault blaster rifle +5 (3d8+1) or
Ranged Blastech DH-23 +5 (3d6+1)

Base Atk +1; Grp +0
Atk Options autofire (blaster rifle), Point-Blank Shot
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Trained Skills (7):

Endurance +8
Initiative +10
Knowledge(Life Sciences) +7
Perception +8
Pilot +10
Stealth +10
Survival +8

Feats:

Armour Proficiency (Light)
Weapon Proficiency (Simple, Pistol, Rifle)
Shake It Off
You can spend 2 swift actions to move +1 on the condition track.
Point-Blank Shot (Level 1)
+1 to attack and damage rolls within point-blank range.
Precise Shot (Human bonus)
No penalty for firing into melee

Talents:

Acute Senses (Scout 1)
You may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.

Tough as Nails (Soldier 1)
You can catch a second wind one extra time per day. If you have this talent and the Extra Second Wind feat, you can catch your second wind a total of three times per day.

Equipment:

Worn:
All-Temperature Cloak (1.5 kg) - +5 equipment to Fort vs extreme heat/cold.
Armoured Flight Suit (10 kg) - +5 armour bonus, +2 equipment to Fort, +3 max Dex, Light.
Assault Blaster Rifle (4.5 kg) - 3d8 energy damage. Stun, autofire toggle. 49/50 rnds. Large.
DH-23 Blaster Pistol (1 kg) - 3d6 energy damage. Stun. 100/100 rnds. Small.[/s]
Hip Holster (0.5 kg)
Survival Knife (1.4 kg) - 1d6 slashing damage. Small.

In pack:
Personal Field Shelter (1.5 kg) - Tent large enough for single medium creature. +10 equipment bonus to Fort vs extreme heat/cold. Breatheable air for 1 hour. +2 equipment to stealth from camo.
Glow Rod (1 kg) - 6 square beam
Fusion Lantern (2 kg) - 6 square radius. Light and heat.
Power Recharger (1 kg) - 4 hours to recharge power pack/energy cell, can recharge 100/100 packs.
Electrobinoculars (1 kg) - Shows range, elevation, bearing. Radiation sensors, darkvision to sight range. Range penalties on perception become 1/5 normal (-1 per 10 squares).
Ration Pack x 6 (0.6 kg)
Power pack x 5 (0.5 kg)
Credit Chip (0.1 kg) 0 cr
1 trugut (10 cr)
25.2 kg/32 kg