Name: Ninura Umana Zye
Alignment: Chaotic Good
Home World: Idari/Akiton
Handedness: She has Four of Them
Personality Ninura is odd. She has a borderline autistic personality from whatever enhancments the war collage performed. She is most often quiet and introspective but then sometimes she has the need to be doing something, usually of a mundane nature, such as cooking, or cleaning. At other times she will focus on a companion and follow them and observe them and mimic them. The only one she does not do this with are Sunshine and Gorunta. Sunshine make her happy and when she focuses on Sunshine it is with the intent of pleasing her. Gorunta on the other hand brings out her competitivness. She will at every oprotunity attempt to one up the Vesk.
Background Ninura's background is a mystery, she was born on Idari but at a young age, 3 or 4, she was taken from the great world ship and sent to a special colony on Akiton leaving her family, her clan, her past behind. She has no memory or at least says she doesn't and does not talk to anyone about her past unless she is forced to and then she makes things up. She tends to avoid contact with other Kasatha.
Hit Points: 32
*Strength* 18 (+4)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 08 (-1)
Wisdom 12 (+1)
Charisma 10 (+0)
Kinetic Armor Class: 20
Energy Armor Class: 18
Base Attack Bonus: +4
Racial Abilities - Kasatha
Ability Adjustments: +2 to Strength and Wisdom -2 to Intelligence
Desert Stride: Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.
Four Armed: Kasathas have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn't increase the number of attacks they can make during combat.
Historian: Due to their in-depth historical training and the wide-ranging academic background knowledge they possess, kasathas receive a +2 racial bonus to Culture checks.
Natural Grace: Kasathas receive a +2 racial bonus to Acrobatics and Athletics checks.
Theme Abilities - Prodigy
Theme Knowledge (Arshea): Your instruction at a top-secret academy taught you how to identify potential threats, hazards, and targets in the least amount of time possible. Reduce the DC to identify a potentially hostile creature with Life Science by 5. To help you survive hostile situations, you also possess enhanced reflexes beyond those of ordinary creatures. Acrobatics is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Acrobatics checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
Class Abilities - Soldier
Proficiencies: Light Armor, Heavy Armor, Basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons, and grenades
PRIMARY FIGHTING STYLE Blitz : You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. Descriptions of the fighting styles you can choose from appear on pages 112–115.
PRIMARY STYLE TECHNIQUE At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
1st Level Technique: Rapid Response (Ex) You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
COMBAT FEAT At 2nd level and every 2 levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Whenever you gain a new bonus feat, you can also choose to replace one of the bonus feats you have already learned with a different bonus feat. The feat you replace can’t be one that was used as a prerequisite for another feat or other ability. You can change only one feat at any given level, and you must choose whether or not to swap the feat at the time you gain the new bonus feat.
GEAR BOOST At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost that make you better with a particular type of weapon or armor. Choose from the gear boosts listed below. Some gear boosts require you to reach a certain soldier level to select them; this level is indicated in parentheses after the boost’s name.
3rd Level: Melee Striker (Ex) Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons.
WEAPON SPECIALIZATION (EX) You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.
Feats ( * denotes Soldiers bonus Feats*)
Improved Initiative: +4 to iniative checks
*Quick Draw*: draw a weapon as a swift action
Jet Dash: You are swift of foot and can make enormous leaps. When running, you move six times your land speed. Whenever you jump, double the height and distance you can jump. While running, you don’t gain the flat-footed condition.
*Deadly Aim* Take a -2 to hit to do half your base attak bonus as extra damage.
Common, Kashata/Idari, Akiton
CLASS: Acrobatics (Dex) +9, Athletics (Str) +9, Intimidate (Cha) +4, Survival (Wis) +6
NON CLASS: Culture (Int) +2 Life Science (Int) +2 Perception (Wis)+5
Equipment (Credits: 600)
Weapons: 4 Starknife, Tactical (1d4 P, 20' thrown), Curve Blade Carbon Steel (1d10 S, 2 handed, 1d6 Bleed Crit, 2 bulk), Laser Rifle Azimuth (1d8F, 120', 1d6 Burn Crit, 20charges 1 per shot, 1 bulk)
Armor: Kasatha Microcord II (+6 EAC/+8 KAC, Dex +4, -1 Armor Check, 1 slots)- Upgrade MKI Electrostatic Field (1d6 electric damage to those who touch or hit with melee and 5 Resistance to electricity)
Minimal Speed Suspension Adaptive BioChain (speed +10')
Personal Upgrade: Bioresequencing Mk1 - Constitution (+2)
Venom Spurs (1 each hand) You implant a retractable stinger and venom sac into your hand. You can extend this stinger as a swift action but only while you aren’t holding anything in that hand. Attacks with your stinger deal 1d6 piercing damage and automatically inject venom into the target. An affected creature can attempt a Fortitude saving throw (DC = 10 + half your level + your Constitution modifier) to resist the effects of your venom. On a failed save, the creature takes 2d6 damage immediately and must attempt a new Fortitude saving throw at the start of its turn each round to end the effect. Each time it fails this save, it takes an additional 2d6 damage. Effects such as remove affliction and antitoxin affect this venom as though it were a poison.
Once used, the venom sac doesn’t refill until the next time you rest to regain Stamina Points. While it’s empty, you can still attack with the stinger but can’t envenomate your target.
Gill Sheath Breath under water
Dragon Gland – Wyrmling (Acid)You implant an arcanicus gland modified to function for a creature of your race at the back of your throat. You can trigger this gland as a standard action to expel a breath weapon in a 15- foot cone as an extraordinary ability. Choose the damage type when the organ is biocrafted, picking from the following list: acid, cold, electricity, or fire. You are not harmed by using your own breath weapon. Once you’ve used your breath weapon, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
A wyrmling dragon gland deals 3d6 damage, a standard gland deals 9d6 damage, and a wyrm gland deals 18d6 damage. Targets in the area can attempt a Reflex save (DC = 10 + half your level + your Constitution modifier) to take only half damage.
Clothing (Everyday x2, Travel x1)