| Full Name |
Valorus K'thars |
| Race |
Shirren |
| Classes/Levels |
Technomancer 2; Stamina 12/12, HP 16/16, resolve 5/5, Fort +1, Ref +2, Will +4, EAC 13, KAC 14; Spells left: 1st (3) Cache (1) |
| Gender |
Male |
| Size |
Medium |
| Age |
11 |
| Special Abilities |
Blind-sense, Communalism, Cultural Fascination, Limited Telepathy, Spell Cache(Su) |
| Alignment |
Lawful Good |
| Deity |
Vesna |
| Location |
Absolom Station |
| Languages |
Common, Shirren, Brethedan, Kasatha, Castrovelian, Draconic |
| Strength |
10 |
| Dexterity |
14 |
| Constitution |
13 |
| Intelligence |
18 |
| Wisdom |
12 |
| Charisma |
8 |
About Valorus K'thars
Name: Valorus K’thars
Male Shirren Spacerfarer Technomancer 1
LG Medium Male humanoid (Shirren)
Init +2; Senses Blindsense 30 ft., Perception +6
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DEFENSE
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SP 12 HP 16 RP 5
EAC 13 (10 +1 armour, +2 Dex, +0 misc)
KAC 14 (10 +2 armour, +2 Dex, +0 misc)
AC vs. Combat Maneuvers 22 (8+KAC)
Fort +1 Ref +2, Will +4
Defensive Abilities
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OFFENSE
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Speed 30 ft.
Melee Knife, Survival +1 1d4S
Ranged Laser Pistol, Azimuth +3, 1d4F (Crit: Burn 1d4) 20 charges/1 usage, 80 ft
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STATISTICS
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Str 10 (+0), Dex 14 (+2), Con 13 (+1), Int 16 + 2 (+4), Wis 12 (+1), Cha 8 (-1)
Base Atk +0;
Feats Skill Synergy (Culture, Perception)
Skills Acrobatics +2, Athletics +0, Bluff -1, Computers +10, Culture+11, Diplomacy +6, Disguise -1, Engineering +9, Intimidate -1, Life Science+8, Mysticism +6, Perception +6, Physical Science +10, Piloting +7, Sense Motive +1, Stealth +2, Survival +1
(8 points; 4 class, 4 INT)
Abilities
Proficiency Light armor, basic melee weapons, small arms
Languages Common, Shirren, Brethedan, Kasatha, Castrovelian, Draconic, Elven, Eoxian
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SPECIAL ABILITIES
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Blindsense: Shirren sensitive antennae grant them blindsense (vibration) – the ability to sense vibrations in the air – out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t still be seen still has total concealment against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flat-footed against attacks from creatures it can’t see.
Communalism: Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can reroll a single attack roll or skill check twice and take the higher result.
Cultural Fascination: Shirrens are eager to learn about new cultures and societies. Shirren receive a +2 racial bonus all Culture and Diplomacy checks.
Limited Telepathy: Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.
Spell Cache (SU): As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or a technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, one per day you can activate your spell cache to cast any one spell you know and are capable of casting, even if you expended all your spell slots for that spell’s level. If your spell cache is damage, it is restored to full Hit Points the next time you prepare spells. If the spell Cache is lost of destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.
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SPELLS KNOWN
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Spells per day:
0 (at will), 1st(3/day)
Level 0 Spells known
Dancing Lights
Detect Magic
Energy Ray
Psychokinetic Hand
Transfer Charge
Level 1 Spells known
Grease
Magic Missile
Supercharge Weapons
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EQUIPMENT
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Second skin, L
Knife, Survival, L
Laser Pistol, Azimuth, L
Comm Unit, Personal, L
Miniaturized Tier-1 Computer (Common Datapad), L
Flashlight, L
Consumer Backpack, L
Hygiene Kit, 1
Everyday Clothes x 3, L (but of course he needs to choose his fashion day to day. Even his mornings are pact with choosing goodness)
Mass Produced Tent, 1
Rations (1 week), 1
Engineering Tool kit, L
Hacking Tool Kit, L
Battery x 2, L x 2
Unidentified Serum x2; L x 2
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Personal Upgrade: Intelligence +2
Money 126 credits; 166 UPBs
Total Bulk: 4 (and 5 L)