A good guy on the security team. If nothing else, you'll get shot second.
8’2"; 400 lbs, large tusks, brown fur with a hint of rust color,
Fast Hero 3; Strong Hero 1; Helix Warrior 1; Smart Hero 1; Tough Hero 1; ECL 8
|Total Rank||=||Reputation||+||Missions Completed|
|Total HP||=||Fast 1||Strong 1||Fast 2||Fast 3||Helix 1||Smart 1||Tough 1||Con|
|50||=||8||+ 5||+ 2||+ 1||+ 8||+ 5||+ 7||+ 7*2|
|Defense (+1 dodge vs melee)||=||base||fast||strong||Helix||smart||tough||subcut.||dex||size|
|26||=||10||+ 3||+1||+1||+1||+1||+ 8 equipment||+ 2||– 1|
|Save||Fast 3||Strong 1||Helix 1||Smart 1||Tough 1||Ability||=||Total|
|BAB|=|Fast 3|Strong 1|Helix 1|Smart 1|Tough 1|
The Long Death Plasma “Rifle” (Cannon): + 11, 3d10 20/x2 fire, 160ft, S/A, 50 shot power pack, Huge, 20 lbs
(4 bab + 2 dex – 1 size + 6 equipment)
( + 2 increased range, + 12 increased accuracy ( + 6 to hit), + 10 stopping power, -2 increased size, -2 increased weight)
(one power pack of extra stopping power ammo+improved penetration: +2 vs armored targets)
Silenced Plasma Rifle: + 5, 3d10 20/x2 fire, 80ft, S/A, 50 shot power pack, Huge, 20 lbs
(4 bab + 2 dex – 1 size)
(+3 silenced, -2 increased size, -2 increased weight), +10 to dc to hear (10 to 20 depending on distance)
Silenced Railgun: + 5 3d12, 100 ft, semi-automatic, 20 shot magazine, 27 pounds
(extra weight, extra size, silenced: DC 15 to 25 depending on distance)
plasma coated and regular rounds
M72A3 LAW (rocket launcher) + 5 10d6 - - 300 ft. 1 1 int. Large 5 lb. 14 Mil (+3)
15 base – 4 size and weight -4 tech level + 4 accuracy + 2 range
10-foot radius (Reflex save DC 18 for half damage)
Electrified Weren Dire Axe + 7, 2d8 + 7 + 2d6 electricity 20/x3 slashing, 22 lbs
Electrified Weren Dire Axe + 9, 2d8 + 9 + 2d6 electricity 20/x3 slashing, 22 lbs (rage)
Grapple: +8 (4 strength 4 size)
Claws: 1d6 + 4
General Melee: + 7
General Ranged: + 5
Total Ranks: 20pts F1 + 10F2-3 + 3S1 + 3H1 +3TH1= 39
|Hide||15||=||7||+ 2||+ 10||- 4|
|Move Silently||15||=||3||+ 2||+ 10|
|Profession: Security||11||=||10||+ 0||+ 1|
|Tactics||17||=||3||+ 2||+ 10|
|Civics||6||=||1||+ 1||+ 4|
|Streetwise||6||=||1||+ 1||+ 4|
|Technology||6||=||1||+ 1||+ 4|
|Current Events||6||=||1||+ 1||+ 4|
|Pop Culture||6||=||1||+ 1||+ 4|
Civics: Law, legislation, litigation, and legal rights and obligations. Political and governmental institutions and processes.
Streetwise: Street and urban culture, local underworld personalities and events.
Tactics: Techniques and strategies for disposing and maneuvering forces in combat.
Technology: Current developments in cutting-edge devices, as well as the background necessary to identify various technological devices.
Occupation: Adventurer (Drive, Spot) Archaic Weapons Proficiency
Background: Austin-Ontis Unlimited (Personal Firearm Proficiency, firearms purchase DC decreased by reputation)
1st level: Zero G training
3rd level: Endurance
2nd Fast: Defensive Martial Arts (+ 1 defense vs melee attacks)
Rank 8: Oathbound: +1 to attack those who do not share allegiance, can never be forced to break allegiance
Rank 12: windfall (one time wealth bonus +3, +1 to profession checks)
Fast 1: Instinctive Response Tree: Full Alert: + 4 Initiative
Fast 3: Defensive: Evasion: No damage on successful reflex save for half
Strong Hero 1: Brawler: Improved Grapple: No AOO on grapple, lethal damage
Smart 1: Expert Tactician: + 3 to military science / knowledge tactics
Haul: Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warriors Strength is considered 4 points higher for the purpose of determining her carrying capacity.
( large effective strength 22 = 346 lbs)
Light Sleeper: Helix Warriors are light sleepers and can make Listen checks even while asleep, without penalty. (A sleeping character normally takes a 10 penalty on Listen checks.)
Survivor: When a Helix Warrior spends an action point to modify the result of a saving throw, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).
Rage 1/Day: The character can fly into a rage once per day. In a rage, the character temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Defense. The increase in Constitution increases the character’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. These extra hit points are not lost first the way temporary hit points are.
Reputation: 5 (1 lvl fast 1 lvl 1 smart 3 renown)
Equipment: Light Carrying Capacity: 346 lbs Med: 692 Heavy: 1040
Subcutaneous Heavy Armor (+8 defense)
Data Bank Implant
Weren-sized Chameleonic environmentally sealed silent survival suit (DC 30)
Weren Dire Axe, Electrified
Duracable with grappler tag
heads up display, with night vision goggles and motion sensor
chemical, biocort (doubles healing for 24 hours).
hand cuffs and zip ties
planned build: 3 tough, toughness as bonus feat, 9HD cybertaker and whirlwind rage, bionic agent 3, two weapon fighting (concussion rods are light weapons, rifles are one handed)
While from a more rural clan, as a young Weren Kalden was fascinated with the prospect of off world adventures. He left home at the earliest opportunity, traveling to a large city in hopes of gaining employment among-st the stars. Not having left behind the idea of being the very best, and having the very best, especially in combat, Kalden was less moved than many of his brethren by the Orlamu Theocracy’s teachings. Instead he managed to be hired by Austin-Ontis Unlimited to fulfill many different functions, from exploring the outer reaches of their yet rugged holdings, security, and partly as somewhat of a mascot/token Weren, much to his later displeasure.
Since even modified armor never seem to fit right, ruined his color shifting blending ability, and at the same time made Kalden feel isolated from the winds, smells and textures of alien locales, Kalden elected to have subcutaneous mesh implanted under his skin as a defensive measure and hasn’t regretted it. Similarly, while he carried a traditional axe for symbolic reasons as well as the surprise large predator, he was pleased to give it a certain…modern touch in order to keep up in this dangerous galaxy.
While fascinated by the gadgetry of (to his perspective) advanced alien tech, he enjoyed wild exploration and adventurous piloting too much to sit down and study. The one exception being personal firearms – in that he was not removed from company culture. Frustrated that standard weaponry was too small and awkward, and in his opinion, lacked potential, he spent every last bit of his savings on a custom designed plasma weapon more akin to a cannon than a rifle made for his grip and size. Taking advantage of relaxed design constraints, the weapon incorporates an exceptionally long barrel, focusing coils, energy modulators, and an entire laundry list of small modification Kalden will only too lovingly explain. Translated, it’s name is Long Death, Kuravala.
This was one of the last and good things about working for Austin-Ontis Unlimited, however. While the company originally seemed like a wonderful thing almost straight out of Kurg’s past, Kalden felt like he had experience an era all himself, growling disillusioned with pointless braggadocio and lacking some sophisticated conversation. Eventually, he felt like the entire experience was, as Kurg’s bloody past, necessary for his personal growth. Feeling like he’d been away from Kurg too long and literally alienated from from his co-workers, Kalden took the second dramatic step in his life: volunteering for the blank slate initiative of the Galactic Concord in order to fulfill a newfound desire to do something more important and externally productive with his skills than merely joyriding through alien landscapes.
Naturally if somewhat stereotypically suited for the Marines, Kalden was pleased to be placed under the command of a fellow Weren, Major Grun, something he did not expect, and looks forward to consulting her on her life experiences as a Weren primarily among humans.