Nils Trosthiem CL 20Medium Ithorian scoundrel 3/soldier 9/military engineer 3/improviser 1/saboteur 4
Destiny 6;
Force 17; Dark Side 3
Init +19;
Senses darkvision; Perception +15
Languages Basic, Huttese, Ithorese, Military Sign
Defenses Ref 39 (flat-footed 37), Fort 40, Will 37
hp 226, Fortifying Recovery; second wind +56/113, 2 per day, as free action, move +1 step up condition track;
DR 2;
Threshold 42
Immune Damage Threshold does not drop if Fortitude Defense is reduced by condition track penalties
Speed 4 squares (6 square base)
Melee by weapon +16
Ranged ascension gun +23 (3d8+10) or
Ranged ascension gun +21 (4d8+10) with Rapid Shot or
Ranged ascension gun +23 (3d8+10) and ascension gun +23 (3d8+10) or
Ranged ascension gun +21 (4d8+10) and ascension gun +21 (4d8+10) with Rapid Shot or
Ranged flamethrower +23 (3d6+10 fire, 6-square cone) or
Ranged flamethrower +23 (3d6+10 fire, 6-square cone) and flamethrower +23 (3d6+10 fire, 6-square cone) or
Ranged wrist rocket launcher +23 (3d6+10 ion) or
Ranged wrist rocket launcher +23 (3d6+10 ion) and flechette launcher +21 (3d8+10 ion) or
Ranged flechette launcher +23 (3d8+10, 1-square splash)
Base Atk +16;
Grp +21
Atk Options Collateral Damage, Destructive Ambusher, Dual Weapon Mastery, Hit the Deck,
Point Blank Shot, Precise Shot, Rapid Shot
Special Actions Ambush Specialist, bellow, field-created weapon +1, Indomitable, Personalized Modifications,
Repairs on the Fly, Shake it Off
Abilities Str 16, Dex 20, Con 18, Int 14, Wis 12, Cha 10
Special Qualities survival instinct
Talents Ambush Specialist, Armored Defense, Destructive Ambusher, Droid Expert, Hit the Deck, Improved Armor Defense, Indomitable, Just What Is Needed, Personalized Modifications, Repairs on the Fly, Shaped Explosion, Skilled Demolitionist
Feats Feats Armor Proficiency (light, medium), Collateral Damage, Devastating Bellow, Droidcraft, Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Extra Second Wind, Fast Surge, Fortifying Recovery, Implant Training, Point Blank Shot, Precise Shot, Rapid Shot, Recovering Surge, Shake it Off, Skill Focus (Mechanics), Skill Training (Endurance, Mechanics, Treat Injury), Strong Bellow, Weapon Proficiency (pistols, simple weapons)
Primary Skills Deception +15, Endurance +19, Gather Information +15, Initiative +20, Mechanics +22 (restore an additional 1d8 hit points when using or aiding another with Repair), Perception +16 (reduce penalties to notice targets with concealment by 2; no penalties from concealment to notice targets that moved last turn), Stealth +30, Survival +11 (may reroll but must keep the result of the reroll even if worse), Treat Injury +16, Use Computer +17
Secondary Skills Secondary Skills Acrobatics +15, Climb +13, Jump +13, Knowledge (bureaucracy) +12, Knowledge (galactic lore) +12, Knowledge (life sciences) +12, Knowledge (physical sciences) +12, Knowledge (social sciences) +12, Knowledge (tactics) +12, Knowledge (technology) +12, Persuasion +10, Pilot +15, Ride +15, Swim +13
Possessions ascension gun with 3 spare power packs with Hair trigger, ascension gun with Hair trigger, flamethrower with Miniaturized, flamethrower with spare chemical cartridge with Miniaturized, flechette launcher with 9 spare flechette clusters with Miniaturized, Prototype Agile Armor Katarn-class commando armor (+9 armor, +4 equipment) with armorplast, shadowskin, reflec, shield generator, sr 10 and internal generator, utility belt (3 day food supply, medpac, energy cell, encrypted long-range comlink, liquid cable dispenser, subcutaneous comlink, tremor sensor, infrared sensor eye), wrist rocket launcher with Slinker, 5 antipersonnel rockets, 2 antivehicle rockets, combat implant, 2 nerve toxin rockets, sensory enhancement, skeletal reinforcement