Molnvarg
Backstory
Born 264 AG
Molnvarg arrived in a flood of realisations. The first thing he noticed was the noise, deep noises rumbled out overhead intermittently, Molnvarg didn't know what they were but they shook him to his core. In his hand, Molnvarg held a piece of paper with hastened scrawlings scratched over its surface.
I'm sorry, I couldn't take it any longer. All you need to know is that the Vesk will enslave you unless you fight back. The Shirren are alright, rely on them, they can sometimes be hopeless romantics but I never met a bad egg in the bunch. Find a dream and follow it, do it for us both because my dream died a long time ago - Varrus.
Molnvarg shrugged and overheated the servos in his fingers until the paper in his hand ignited.
"What's going on, Varrus? I thought I told you to get ready to leave," a voice said from the entrance of Molnvarg's foxhole. A man stood in the doorway, dishevelled, dirty, and average with brown hair.
"I'm not Varrus, they have moved on. I am Molnvarg." said Molnvarg.
"Oh fuck me", the man said, turning away from Molnvarg.
They stepped out of his foxhole and Molnvarg looked up at an expansive sky, "I want to do that", he said, pointing in awe at a spaceship pirouetting through the sky, devastation left in its wake from the ever-present booms that had been happening since he had first woken.
Molnvarg trained in the covert and excelled as a fighter pilot as he had dreamed on his very first day. Molnvarg fought in the Silent War against the Vesk for the first twenty-seven years of his life, however, that all changed when the Swarm arrived. Suddenly his lifelong enemies were now his comrades and the Shirren were now not to be trusted.
Molnvarg transferred his skills to the battle against the Swarm but was shot down from friendly fire and kidnapped by a group of Vesk who decided that the battle on the frontlines was no longer in their interests and they would rather find their fortunes in the shadows, operating out of The Diaspora.
Prelude to WSCL
Molnvarg was promised his freedom if he worked for the Vesk that had captured him and was outfitted with an explosive collar that was only ever removed when he went into Absalom Station.
It was on one of these trips into Absalom Station that he saw over his owner, 'Sschah Honorblade, victor of the hundred-duel, lover of many woman, and slayer of the strong's shoulder a notice for crew wanted to take on a job. Knowing this was his chance to get free from his indentured servitude, Molnvarg snuck away that night with only his wits and a rifle to his name.
Molnvarg
Ability Scores
Health & Resolve
Initiative
Armor Class
Saving Throws
Attack Bonuses
Weapons
| Weapon | Lvl | Atk Bonus | Dmg | Type | Crit | Range | Ammo/Usage | Special |
|---|---|---|---|---|---|---|---|---|
| Shirren-Eye Rifle, Tactical | 2 | +5 | 1d10 | P | - | 70 ft. | 1 round (1/shot) | Analog, Sniper (250 ft.), Unwieldy |
Skills
| Skill | Ability | Class Skill | Trained Only | Ranks | Total |
|---|---|---|---|---|---|
| Acrobatics | Dex | Yes | - | 1 | +11 |
| Athletics | Str | Yes | - | 1 | +5 |
| Bluff | Cha | Yes | - | 1 | +4 |
| Computers | Int | Yes | Yes | 1 | +8 |
| Culture | Int | Yes | Yes | 1 | +8 |
| Diplomacy | Cha | - | - | 0 | +0 |
| Disguise | Cha | Yes | - | 0 | +0 |
| Engineering | Int | Yes | Yes | 1 | +8 |
| Intimidate | Cha | Yes | - | 0 | +0 |
| Life Science | Int | - | Yes | 0 | +4 |
| Medicine | Int | Yes | Yes | 1 | +8 |
| Mysticism | Wis | - | Yes | 0 | +1 |
| Perception | Wis | Yes | - | 1 | +5 |
| Physical Science | Int | - | Yes | 0 | +4 |
| Piloting | Dex | Yes | - | 1 | +10 |
| Sense Motive | Wis | Yes | - | 1 | +3 |
| Sleight of Hand | Dex | Yes | Yes | 1 | +9 |
| Stealth | Dex | Yes | - | 1 | +11 |
| Survival | Wis | Yes | - | 1 | +5 |
Feats & Proficiencies
Feats
Proficiencies
Languages
Abilities
Race Traits
Constructed. For effects targeting creatures by type, androids count as both constructs and humanoids (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
Exceptional Vision. Androids have darkvision with a range of 60 feet and low-light vision.
Flat Affect. Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Upgrade Slot. Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.
Theme (Ace Pilot)
Theme Knowledge. You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you've ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
Class Features
Operative's Edge. Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.
Specialization. Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. View all operative specializations. Your specialization grants you the Skill Focus feat in your specialization's associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Trick Attack. You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see operative specializations) with a DC equal to 20 + your target's CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can't use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.
Class Choice
Ghost. You can move from place to place without being noticed. When you use Stealth to make a trick attack, you gain a +4 bonus to the skill check.
Equipment & Carrying Capacity
| Item | Level | Bulk | Qty | Price |
|---|---|---|---|---|
| Shirren-Eye Rifle, Tactical | 2 | 1 | 1 | 755 cr |
| Rounds, Longarm and Sniper | 1 | L | 1 | 75 cr |
| Stationwear, Flight Suit | 1 | L | 1 | 95 cr |