Kelyn Langolier
A scroundrel with a golden tongue. Maybe fool's gold. And a little forked.
Description
Kelyn Langolier [Heroic Level 19 / Scoundrel]
Hit Points: 125
Scoundrel 11
Master Privateer 3
Soldier 4
Gunslinger 1
Strength 14 [ + 2 ] HL4/+1, HL8/+1
Dexterity 18 [ + 4 ] HL12/+1, RyllKit/+1
Constitution 11 [ 0 ] HL16/+1
Intelligence 16 [ + 3 ] HL12/+1, HL16/+1
Wisdom 10 [ 0 ]
Charisma 14 [ + 2 ] HL4/+1, HL8/+1
Base Attack Bonus [ +16 ]
BAB - Melee [ +18 ] STR/+2
BAB - Ranged [ +20 ] DEX/+4
Fortitude 10 [ +33 ] HL19/+19, Soldier/+2, MerrSonnKzzRiotArmor/+2
Reflex 10 [ +39 ] HL19/+19, Gunslinger/+4, DEX/+4, MerrSonnKzzRiotArmor/+1, MartialArtsI/+1
Willpower 10 [ +33 ] HL19/+19, MasterPrivateer/+4
Acrobatics T [ +18 ] HL19/+9, DEX/+4
Climb [ +11 ] HL19/+9, STR/+2
Deception TF [ +21 ] HL19/+9, CHA/+2, SkillTraining/+5, SkillFocus/+5
Endurance [ + 9 ] HL19/+9
Gather Info [ +11 ] HL19/+9, CHA/+2
Initiative T [ +18 ] HL19/+9, DEX/+4
Jump [ +11 ] HL19/+9, STR/+2
Knowledge [ +12 ] HL19/+9, INT/+3
Bureaucracy [ +12 ] HL19/+9, INT/+3
Galactic Lore [ +12 ] HL19/+9, INT/+3
Life Sciences [ +12 ] HL19/+9, INT/+3
Physical Sciences [ +12 ] HL19/+9, INT/+3
Social Sciences [ +12 ] HL19/+9, INT/+3
Tactics [ +12 ] HL19/+9, INT/+3
Technology [ +12 ] HL19/+9, INT/+3
Mechanics T [ +17 ] HL19/+9, INT/+3
Perception T [ +14 ] HL19/+9
Persuasion TF [ +21 ] HL19/+9, CHA/+2, SkillFocus/+5
Pilot TF [ +23 ] HL19/+9, DEX/+4, SkillFocus/+5
Ride [ +13 ] HL19/+9, DEX/+4
Stealth T [ +18 ] HL19/+9, DEX/+4
Survival [ + 9 ] HL19/+9
Swim [ +11 ] HL19/+9, STR/+2
Treat Injury [ + 9 ] HL19/+9
Use Computer T [ +17 ] HL19/+9, INT/+3
Use Force [ +11 ] HL19/+9, CHA/+2
Feat: Weapon Proficiency (Simple)
Choose one of the following weapon groups: advanced melee
weapons, heavy weapons (which includes vehicular weapons and starship
weapons, lightsabers, pistols, rifles, and simple weapons. You are
proficient with all weapons of the selected group. For more information
on weapon groups, see CORE119.
Feat: Weapon Proficiency (Pistol)
Choose one of the following weapon groups: advanced melee
weapons, heavy weapons (which includes vehicular weapons and starship
weapons, lightsabers, pistols, rifles, and simple weapons. You are
proficient with all weapons of the selected group. For more information
on weapon groups, see CORE119.
Feat: Vehicular Combat
Once per round (as a reaction), when you are piloting a vehicle
or starship, you may negate a weapon hit by making a successful
Pilot check. The DC of the skill check is equal to the result of
the attack roll you wish to negate.
In addition, while you are piloting a vehicle, you are considered
proficient with pilot-operated vehicle weapons. (The vehicle
descriptions in Chapter 10 indicate which weapons are operated
by the pilot.)
Feat: Skill Focus (SkillPilot)
You gain a +5 competence bonus on skill checks made with one
trained skill of your choice.
Feat: Point Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons against
opponents within point blank range (See Table 8-5: Weapon Ranges, CORE129).
Feat: Precise Shot
You can shoot or throw a ranged weapon at an opponent engaged in melee
combat with one or more of your allies without taking the standard -5
penalty (see Shooting or Throwing into a Melee, CORE161).
Feat: Dodge
During your turn, you designate an opponent and receive a +1 dodge
bonus to your Reflex Defense against attacks from that opponent. You
can select a new opponent on any action.
A situation that makes you lose your Dexterity bonus to Reflex Defense
(if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with
each other, unlike most other types of bonuses.
Feat: Skill Focus (SkillPersuasion)
You gain a +5 competence bonus on skill checks made with one
trained skill of your choice.
Feat: Weapon Proficiency (Rifle)
Choose one of the following weapon groups: advanced melee
weapons, heavy weapons (which includes vehicular weapons and starship
weapons, lightsabers, pistols, rifles, and simple weapons. You are
proficient with all weapons of the selected group. For more information
on weapon groups, see CORE119.
Feat: Skill Training (SkillDeception)
Choose one untrained skill from your list of class skills. You
become trained in that skill.
Feat: Skill Focus (SkillDeception)
You gain a +5 competence bonus on skill checks made with one
trained skill of your choice.
Feat: Weapon Proficiency (AdvancedMelee)
Choose one of the following weapon groups: advanced melee
weapons, heavy weapons (which includes vehicular weapons and starship
weapons, lightsabers, pistols, rifles, and simple weapons. You are
proficient with all weapons of the selected group. For more information
on weapon groups, see CORE119.
Feat: Martial Arts I
Damage dealt by your unarmed attacks increases by one die step:
1d3 becomes 1d4, 1d4 becomes 1d6, and 1d6 becomes 1d8. In addition, you
gain a +1 dodge bonus to your Reflex Defense.
Feat: Rapid Shot
When using a ranged weapon, you may fire two shots as a single attack
against a single target. You take a -2 penalty on your attack roll,
but you deal +1 die of damage with a successful attack.
Feat: Armor Proficiency (Light)
When you wear light armor, you take no armor check penalty on attack
rolls or skill checks. Additionally, you benefit from all of the armor's
special equipment bonuses (if any).
Feat: DoD Artifact I (AbilityDEX)
Campaign-specific GM feat for crafting an item belonging to
or reminiscent of your character. (Leather Ryll kit with
a kinda absinthe bottle/spoon and drink.)
Feat: Quick Draw
You can draw or holster a weapon as a swift action instead of a move action.
Feat: Dual Weapon Mastery I
When you attack with two weapons or both ends of a double weapon as part of
a full attack action, you take a -5 penalty (instead of a -10 penalty) on
all attack rolls until the start of your next turn. You only gain this
reduced penalty if you are wielding a weapon with which you are proficient.
Feat: Dual Weapon Mastery II
When you attack with two weapons or both ends of a double weapon as part of
a full attack action, you take a -2 penalty (instead of a -10 penalty) on
all attack rolls until the start of your next turn. You only gain this
reduced penalty if you are wielding a weapon with which you are proficient.
Feat: Dual Weapon Mastery III
When you attack with two weapons or both ends of a double weapon as part of
a full attack action, you take no penalty (instead of a -10 penalty) on
all attack rolls until the start of your next turn. You only gain this
reduced penalty if you are wielding a weapon with which you are proficient.
Feat: Force Sensitivity
You can make Use the Force checks, and Use the Force is considered
a class skill for you. In addition, whenever you gain a new talent,
you have the option of selecting a Force talent instead. You must
meet the prerequisites of the Force talent to select it (see
Force Talents, CORE100).
Talent: Spacehound
You take no penalty on attack rolls in low-gravity or zero-gravity
environments, and you ignore the debilitating effects of space
sickness (see Zero-Gravity Environments, CORE257). In addition, you
are considered proficient with any starship weapon.
Talent: Fortune's Favor
Whenever you score a critical hit with a melee or ranged attack,
you gain a free standard action. You must take the extra standard
action before the end of your turn, or else it is lost.
Talent: Fool's Luck
As a standard action, you can spend a Force Point to gain one of
the following benefit for the rest of the encounter: a +1 competence
bonus on attack rolls, a +5 competence bonus on skill checks, or a
+1 competence bonus to all your defenses.
Talent: Knack
Once per day, you can reroll a skill check and take the better result.
You can select this talent multiple times; each time you select this
talent, you can use it one additional time per day.
Talent: Art Of Concealment
Some smugglers are adept at hiding contraband and weapons, even
on their person. When making a Stealth check to conceal an item,
you can take 10 even under pressure. Additionally, you can
conceal an item as a swift action.
Talent: Bloodthirsty!
You can perform a coup de grace as a move action. Whenever you
successfully perform a coup de grace action and kill the target,
all allies within your line of sight gain a +2 morale bonus on
attack rolls for the duration of the encounter.
Talent: Veteran Privateer
Your experience as a pirate has taught you a variety of tricks to gain
the upper hand in battle. When you make an attack roll, you can gain
a +2 competence bonus to that attack roll. You can do this a number of
times per encounter equal to one-half your class level (rounded down).
Talent: Uncanny Luck
Once per encounter, you can consider any single d20 roll
of 16 or higher to be a natural 20.
Talent: Armored Defense
When calculating your Reflex Defense, you may add either your
heroic level or your armor bonus, whichever is higher. You must
be proficient with the armor you are wearing to gain this benefit.
Talent: Trigger Work
You take no penalty on your attack roll when using the Rapid Shot feat.
Talent: Improved Armored Defense
When calculating your Reflex Defense, you may add your heroic level
plus one-half your armor bonus (rounded down) or your armor bonus,
whichever is higher. You must be proficient with the armor you are
wearing to gain this benefit.
Talent: Blaster And Blade I
A coup d'grace may be attempted as a swift action. If it succeeds,
all allies within LOS receive a +2 to attack rolls until the end of
the encounter.
Talent: Lucky Shot
Once per day, you can reroll an attack roll and take the better
result.
You can select this talent multiple times; each time you select
this talent, you can use it one additional time per day.
(From my work-in-progress Games::RPG::SWSE Perl package.)
Bio
Kelyn was born on Talus in the Corellian system. Farah Langolier, his father, killed himself when Kelyn was a child. His wife Amelia killed his two daughters (Adria and Bella) and herself with gas as they slept. Kelyn was then a struggling legitimate freighter pilot, off-planet at the time. He returned the morning after the event. He has not shared this information with any of his current traveling companions.
Now he is traveling the galaxy with a band of rebel sympathizers. Although he “has no love for the Empire”, he doesn’t particularly care about the rebellion, either. In any case, he’s a smooth-talking scoundrel (or tries to be) who’s as comfortable talking his way in and out of adventure as he is blasting his way through encounters. He occasionally has blackouts. He has become increasingly more violent since his adventures with his band of fellow rebels.
While originally a smuggler/pilot in the mold of his father, lately he’s been more a chauffeur for his comrades. He’d like to get back into the independent life, but not until he’s found the Spelljammer — the ship his father lost in an incident which (presumably) precipitated his untimely suicide.
That said, he’s grown attached to his fellow “rebels” and maybe a little to their cause. He doesn’t care so much about cash as in just being a rascal. While his penchant for removing the faces of enemies with blaster bolts and clenched fists has caused some friction between himself and the more “traditionally moral” members of his group, they generally get along well.
