Mike's Star Wars Campaign
Pacifistic Gun Nut
Large Gen’Dai soldier 6
Init 10; Senses Perception 7
Languages Basic, Gen’Dai, Huttese
Defenses Ref 21 (19 flat-footed), Fort 27, Will 15
hp 94; Threshold 37 (74 for Death)
Speed 6 squares
Melee Vibroblade + 3 (2d6+5)
Melee Unarmed + 8 (1d8+5)
Ranged blaster cannon, heavy + 11 (4d12+5)
Ranged grenade launcher (Ion) + 11 (4d6+5)
Ranged grenade launcher (Frag) + 11 (4d6+5)
Ranged merr-sonn model 434. + 10 (3d8+3)
Ranged E-web repeating + 9(+ 5) (3d12+5)
Ranged E-web single shot + 11(+ 7) (3d12+5)
Base Atk + 8; Grp + 15
Atk Options: Point Blank Shot, Precise Shot
Abilities Str 14, Dex 15, Con 21, Int 12, Wis 9, Cha 6
Special Qualities Gen’Dai Surge, Hibernation, Low Light Vision, Mental Instability, Resilient Physiology
Talents: Devastating Attack, Stick Together, Comrades in Arms, Weapon Specialization (heavy), Mandalorian Advance
Feats: Armor Proficiency (light), Armor Proficiency (medium), Improved Damage Threshold, Martial Arts I, Point Blank Shot, Precise Shot, Weapon Focus (heavy), Weapon Proficiency (heavy), Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple)
Skills: Endurance +14, Initiative +11, Knowledge (Tactics) +10, Perception +8
(Armor Check -10)
Possessions: heavy blaster cannon, grenade launcher (mounted on armor), Merr-Sonn Model 434 (mounted on armor), 8 frag grenades, 4 ion grenades, Katarn-class commando armor
(Armorplast, Helmet Package, Improved Vacuum Seals, Weapon Mount, Bacta & Diag [+12 Treat Injury]), 4 power packs, liquid cable dispenser, bandolier, credit chip
Skin: Deep Red
Kal’Nin has aged 352 galactic standard years, though he remembers what has become known as the Hundred Year Darkness (look it up, it’s ok).
Kal’Nin started his carrier as a hyperspace explorer, helping to map safe hyperspace routes through the galaxy. The first phase of his carrier was cut short when the hyper-drive rattled loose of it’s mounting, dropping the ship out of hyperspace. The hyper-drive and the sub-light engines were destroyed. Everyone on the ship eventually died, caused ranged from starvation to murder to mercy killing.
Kal sealed all of the bodies in a single compartment, shut off everything that wasn’t necessary (including the grav-gen), and boosted the beacon. Then went into hibernation.
3000 years later help arrives, in the form of salvagers. They were kind enough to not simply kill Kal, his promising not to claim rights to the ship might have helped with this. He also worked out a deal to join the crew of Captin Karael. In the 3 years since Kal’Nin has worked on this crew putting his talents to use.
Kal believes that in any confrontation there is always a diplomatic solution. He holds to this belief even though he has no talent in diplomacy, and typically makes things worse when he tries.