Full Name |
Thidreks |
Race |
| SP 0/21 HP 17/24 | RP 3/4 | EAC 13; KAC 14 | Fort +2; Ref +3; Will +3 | Init: +0 | Perc: +6 (+10 to search), SM: +6, Darkvision 60', low-light vision |
Classes/Levels |
| Speed 25ft | Active conditions: None |
Gender |
Male CG Quorlu Xenoseeker Envoy 3 |
About Thidreks
Thidreks
Male quorlu xenoseeker envoy 3 Alien Archive 2 105
CG Medium monstrous humanoid
Init +0; Senses darkvision 60 ft., low-light vision; Perception +6 (+10 to search)
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Defense SP 21 HP 24 RP 4
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EAC 13; KAC 14; +4 vs. bull rush, reposition, trip
Fort +2; Ref +3; Will +3; +2 racial vs. bleed
Defensive Abilities endothermic, lithic, stable, unflankable; Immunities disease, poison; Resist fire 5
Weaknesses susceptible to cold
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Offense
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Speed 25 ft.
Melee tactical baton +2 (1d4+1 B; thrown [20 ft.], analog, operative)
Ranged static arc pistol +2 (1d6+1 E; arc 2; stun) or
. . tactical baton +2 (1d4+1 B; thrown [20 ft.], analog, operative) or
. . electrocellular plasma claw +2 (1d4+1 E & F; living) or
. . frag grenade I +2 (explode [15 ft., 1d6 P, DC 10])
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Statistics
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Str 11 (+0); Dex 10 (+0); Con 12 (+1); Int 14 (+2); Wis 10 (+0); Cha 16 (+3)
Skills Acrobatics +3, Athletics +3, Computers +6 (1 ranks), Culture +10, Diplomacy +11, Engineering +6 (1 ranks), Intimidate +7, Life Science +8, Medicine +8 (+18 to attempt a Medicine check untrained for first aid, long-term stability, treat disease or poison.), Perception +6 (+10 to search), Physical Science +5, Profession (writer) +9, Sense Motive +6, Stealth +3; (reduce the DC of Life Science checks to identity rare creatures by 5)
Feats Medical Expert, Skill Synergy (diplomacy, culture)
Languages Akitonian, Castrovelian, Common, Eoxian, Quorlu, Vesk, Ysoki
Other Abilities don't quit, expertise, inspiring boost [9 SP], multiarmed, tunneler
Combat Gear frag grenades I (4), medpatchs (4), mk I serums of healing (3); Other Gear graphite carbon skin (upgrade: jump jets), electrocellular plasma claw with 1 battery (20 charges)[AR], static arc pistol with 1 battery (20 charges), tactical baton, basic medkit, broad-spectrum scanning kit[AR], chemalyzer[AR], consumer backpack, datapad[AR], engineering tool kit, field rations (1 week), professional clothing, professional's tools, credstick (284 credits)
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Special Abilities
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Endothermic (Ex) A quorlu has resistance 5 to fire that stacks with one other source of fire resistance.
Lithic (Ex) A quorlu’s silicon-based physiology grants it immunity to disease and poison, and it gains no benefit from drugs, medicinals, and similar nonmagical substances. It also gains a +2 racial bonus to saving throws against bleed effects. A quorlu doesn’t breathe or suffer the normal environmental effects of being in a vacuum.
Stable (Ex) A quorlu gains a +4 racial bonus to AC against combat maneuvers to bull rush, reposition, or trip.
Susceptible to Cold (Ex) When a quorlu takes cold damage, it becomes fatigued for 1 round. This effect doesn’t cause a fatigued quorlu to become exhausted.
Tunneler (Ex) A quorlu 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.
[dice=Plasma Claw vs EAC]1d20+2[/dice]
[dice=Damage (E&F)]1d4+1[/dice]
[dice=Static Arc Pistol vs EAC]1d20+2[/dice]
[dice=Damage (E)]1d6+1[/dice]
[dice=Tactical Baton vs KAC]1d20+2[/dice]
[dice=Damage (B)]1d4+1[/dice]
Collected this scenario: