Werewolverine

Theodore Edward Bear's page

137 posts. Alias of Ouachitonian.


Full Name

Theodore Edward Bear, Ph.D.

Race

N Male Uplifted Bear Soldier (Blitz) 9 | SP 90/90 |HP 69/69 | RP 9/9 | EAC 25 / KAC 27 / CMAC 35 | Fort +8 / Ref +7 / Will +5 | Initiative +12 | Acrobatics +9/ Athletics +16|

Classes/Levels

Intimidate +10 / Life Science +12 / Medicine +9 / Perception +6 / Piloting +15 / Stealth +2 / Survival +9| DR/5 | Low-light vision

Gender

Male

Size

Large

Alignment

N

Deity

Oras

Languages

Common, Draconic, Vesk

Strength 22
Dexterity 18
Constitution 14
Intelligence 15
Wisdom 8
Charisma 10

About Theodore Edward Bear

Background:

Theodore Bear was one of the first cubs born on Ursana after it was adopted as a homeworld by his species. His early life was a carefree one, exploring the vast forests, chasing prey animals, playing with other cubs, etc. He was a good student, though more prone to distraction than many of his compatriots, and excelled at sports. But during his secondary education, he became fascinated with the mysterious origin of his species. He had always attended the church of Oras, but he became a devout follower. He began to read every book he could find on the subject, but found many of them impenetrably dense. Determined now to learn more, when he went off to university back in the Pact Worlds, he studied Xenobiology, hoping to gain a better grasp on the concepts behind the changes that had been wrought on his people. He didn't really get much closer, but he did also develop a wider appreciation for life in all its weird and varied forms.
By then out of money but determined to continue his studies, he did what came naturally, and started cracking skulls for a living. What wlse is a giant hairy beast like himself going to do, after all? Teach human children about plants? Unlikely. He found work as a mercenary on a Bear-captained ship operating out of the Diaspora, which was fun and profitable, if not stable or intellectually stimulating. He invested his profits with a sensible brokerage firm on Absalom Station and, once he had amassed enough of a nest egg, left mercenary work to return to Academia. This would become a regular, if inconsistent, pattern for him, studying for a few years, working for a few years, until he finished his Ph.D., specializing in the generational adaptation of Triaxian fauna to their world's changing climate. since then he has mostly taught, but taken the occasional short-term contract between semesters or while on sabbatical.

Appearance & Personality:

Theodore, Theo to his friends, is a 10 foot tall cinnamon-colored bear, with some lighter cream-colored patches around his face. He isn't trying to scare small children, but that's not to say it doesn't happen. Rumors that he tore a Vesk's arm off in a bar fight and ate it are scurrilous, not true, and were never proven due to lack of witnesses. He wears Mature Defrex Hide armor, in part because he finds the Defrex' osteoderms to be an interesting adaptation that deserves further study. He carries a Salvation-Sequence Cinder Rifle for those occasions when he can't reach something with his claws. Blasted flying enemies are the worst. Outside of combat, he is quite erudite, especially on the life sciences, but he has studied other fields as well, even dabbling in technomantic magic for a time. In combat he is a terrifying, gore-drenched whirlwind of claw-tipped fur and muscle.

Stats:

Theodore
Male Uplifted Bear Soldier (Blitz) 9
N Large Magical Beast
Init +12; Senses low-light vision; Perception +6
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Defense
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KAC 27 EAC 25 AC vs. Combat Maneuvers 35
hp 90 stamina points 69 resolve points 9
Fort +8, Ref +7, Will +5
DR 2
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Offense
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Speed 60 ft. Climb 60 ft.
Melee Natural Weapon +16 (2d6+27 Slashing)
Ranged Salvation-Sequence Cinder Rifle +13 (2d8+9 Piercing)
Spells
1 Dampen Spell 2/day
0 Conjure Grenade (DC 12), Misfire (DC 12)
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Statistics
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Str 22, Dex 18, Con 14, Int 15, Wis 8, Cha 10
Base Atk +8;
:Feats" Toughness, Imprved Unarmed Strike, Weapon Focus (Basic Melee), Rending Slash, Weapon Specialization (basic & advanced melee weapons, small arms, longarms, sniper weapons), Fleet, Technomantic Dabbler, Improved Initiative, Brutal Slash, Mystic Strike, Climbing Master
Theme: Scholar
Skills Acrobatics +9, Athletics +16, Computers +6, Intimidate +10, Life Science +12, Medicine +10, Perception +6, Piloting +15, Sense Motive -1, Stealth +2, Survival +9
Languages Common, Draconic, Dwarven, Vesk
Gear Mature Defrex Hide w/Dermal PlatingMk II, Ring of Fangs, Cinder Rifle, Salvation-Sequence, Darksight Goggles, Standard Datajack, field Riot Shield, 1010 credits
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Special Abilities
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Gear Boost:
Melee Striker: bonus equal to half your Strength bonus to damage rolls with melee weapons.
Unarmed Mauler: Your unarmed strikes gain the wound critical hit effect and are treated as having an item level equal to your soldier level for the purpose of determining save DCs. You can take this gear boost twice. The second time you take it, your unarmed strikes instead gain the severe wound critical hit effect, and the DC to resist this effect increases by 1. If your unarmed strikes already have a critical hit effect, when you score a critical hit, you apply either the unarmed strike’s normal critical hit effect or the wound (or severe wound) critical hit effect granted by this gear boost.

Blitz:
Rapid Response (Ex): You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
Charge Attack (Ex): 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.

Ascetic Warrior: You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.

This replaces the soldier’s proficiency with heavy armor and heavy weapons.

Uplifted bears have a climb speed of 20 feet.
Ferocious Charge: as the universal creature rule.
Limited Augmentation: The only augmentations that can be installed in an uplifted bear’s brain are datajacks and the mechanic’s custom rig.
Limited Telepathy: Uplifted bears have limited telepathy with a range of 30 feet.
Uplifted bears have low-light vision.
Uplifted bears have a +2 racial bonus to Life Science and Survival checks.
Uplifted bears have natural weapons that function like those of vesk, except the bears’ natural weapons deal slashing damage.
Rapid Response: You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
Charge Attack: 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.