Kobold Master Trapper

Khall Vesper's page

110 posts. Alias of william Nightmoon.


Full Name

Khall "The Blood Devil" Vesper

Race

ikeshti

Classes/Levels

Mercenary Operative(ghost) 2

Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Gender

Female(Congregant)

Size

Small

Age

22

Alignment

Chaotic Neutral

Languages

Common, Akitonian, Draconic, Celestial, Infernal

Strength 14
Dexterity 18
Constitution 10
Intelligence 16
Wisdom 8
Charisma 12

About Khall Vesper

Vitals:

HP:16/16 Stamina:14/14 Resolve:5/5
EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,)
Fort:1 Refl:7 Will:2
BAB:+1 (ranged:+5, Melee:+3)

Racial Traits:

Ability Adjustments: +2 Dex, +2 Int, -2 Wis

Hit Points: 4

Size and Type: lkeshtis are Small humanoids with the
ikeshti subtype.

Desert Survivor: An ikeshti can go without water
for 3 days plus a number of hours equal to her
Constitution score before needing to attempt
Constitution checks to avoid nonlethal damage.

Natural Climber: lkeshtis have a climb speed of 15 feet.

Shed Skin: As part of the action to attempt the check,
an ikeshti can shed a portion of her skin to gain
a +4 bonus to Acrobatics checks to escape from
grapples, pins, and restraints.

Squirt Blood: See page 64. An ikeshti can use this
ability once per day plus one additional time per day
for every 5 character levels she has.

Squirt Blood (Ex) Once per day as a move action, an ikeshti can squirt blood from one of his eyes at a foe
within 30 feet, making a ranged attack (+6 for most ikeshti
brood-minders) against the target's KAC. A successful
hit grants the next ally who hits that foe the benefit of
harrying fire against it (Starfinder Core Rulebook 247).

Theme: Mercanary:

THEME KNOWLEDGE (1ST)
You are knowledgeable about the military, from rival mercenary
groups to standard military procedures to planetary armed
forces, and you can draw upon this fount of information
to aid your adventurous pursuits. Reduce the DC of
Culture checks and Profession (mercenary) checks
to recall knowledge about hierarchies, practices,
personnel, and so on in the military by 5. Athletics
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 Athletics checks.
In addition, you gain an ability adjustment of
+1 to Strength at character creation.

GRUNT (6TH)
You’re used to long marches while carrying
heavy equipment and can hoist
most machinery with ease. Treat
your Strength as 1 higher for
the purpose of determining
your bulk limit (see page 167).

SQUAD
LEADER (12TH)
You are extremely skilled at coordinating with your
squad, both because of your tactical efficiency
and because of the respect that you command.
If you are able to attempt the check in question,
you automatically succeed at a skill check to aid
another (see page 133) when assisting a squad
member or other longtime ally (such as a fellow PC).

COMMANDER (18TH)
You pull determination from your victories with your
squad, no matter how bloody. After participating
in at least three combats in a day in which you
defeat distinct groups of significant foes, you
recover 1 Resolve Point. After participating in
six such combats in a day, you recover a second
Resolve Point.

Class Traits:

ARMOR PROFICIENCY
Light armor
WEAPON PROFICIENCY
Basic melee weapons, small arms, sniper weapons
KEY ABILITY SCORE: Dex

OPERATIVE’S EDGE (EX) 1st Level
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 1st Level
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. Descriptions of
the specializations appear on page 94. Your specialization grants
you the Skill Focus feat (see page 161) 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).
Specialization Exploit 5th Level
You gain your specialization’s listed exploit as a bonus operative
exploit, even if you don’t meet the prerequisites.
Specialization Skill Mastery 7th Level
You become so confident in certain skills that you can use them
reliably even under adverse conditions. When attempting a skill
check with a skill in which you have the Skill Focus feat, you can
take 10 even if stress or distractions would normally prevent
you from doing so.
Specialization Power 11th Level
You gain a special power depending on the specialization you
chose at 1st level.

TRICK ATTACK (EX) 1st Level
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
page 94) 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.

EVASION (EX) 2nd Level
If you succeed at a Reflex save against an effect that normally
has a partial effect on a successful save, you instead suffer
no effect. You gain this benefit only when unencumbered and
wearing light armor or no armor, and you lose the benefit when
you are helpless or otherwise unable to move.

OPERATIVE EXPLOIT 2nd Level
As you gain experience, you learn special tricks called operative
exploits. You learn your first operative exploit at 2nd level, and
you learn an additional exploit every 2 levels thereafter. If an
operative exploit allows a saving throw to resist its effects, the DC
is equal to 10 + half your operative level + your Dexterity modifier.
If it requires an enemy to attempt a skill check, the DC is equal to
10 + 1-1/2 × your operative level + your Dexterity modifier. The list
of operative exploits appears on page 95. You cannot learn the
same exploit more than once unless it specially says otherwise.

QUICK MOVEMENT (EX) 3rd Level
As long as you are unencumbered and wearing light armor or no
armor, your land speed increases by 10 feet. At 9th level, your
land speed instead increases by 20 feet, and at 15th level, your
land speed instead increases by 30 feet.

WEAPON SPECIALIZATION (EX) 3rd Level
You gain the Weapon Specialization feat as a bonus feat for each
weapon type with which this class grants you proficiency.

DEBILITATING TRICK (EX) 4th Level
When you hit an enemy with a trick attack, you can make the
creature flat-footed or off-target until the beginning of your
next turn. You might learn exploits that grant you additional
options for your debilitating trick, but you can select only one
option each time you hit with a trick attack.

UNCANNY AGILITY (EX) 7th Level
You are immune to the flat-footed condition, and your opponent
doesn’t gain any bonuses to attack rolls against you from flanking
you or attacking you when you’re prone. Furthermore, covering
fire and harrying fire don’t provide any advantage against you.

TRIPLE ATTACK (EX) 8th Level
When making a full attack using only melee weapons with the
operative special property or small arms, you can make up to
three attacks instead of two.

QUAD ATTACK (EX) 13th Level
When making a full attack using only melee weapons with the
operative special property or small arms, you can make up to
four attacks instead of two.

DOUBLE DEBILITATION (EX) 17th Level
When you hit an enemy with a trick attack, you can apply two
of the effects from your debilitating trick.

SUPREME OPERATIVE (EX) 20th Level
Whenever you attempt a skill check with your specialization’s
associated skills, you can roll twice and take the higher result. Once
per day as a move action, you can temporarily trade out one of your
operative exploits for another operative exploit requiring the same
level or lower. This trade lasts 24 hours. If the exploit you trade
away is a prerequisite for any of your other abilities, you lose all
abilities that require it as a prerequisite for the duration.

Specialization
Ghost
You can move from place to place without being noticed.
Associated Skills: Acrobatics and Stealth. When you use
Stealth to make a trick attack, you gain a +4 bonus to the skill
check.
Specialization Exploit: Cloaking field.
Phase Shift Escape (Ex): At 11th level, you can move through
solid matter by taking your body’s matter out of phase for
just a moment. As a full action, you can spend 1 Resolve Point
to phase through up to 5 feet of solid matter. If you attempt
to phase through something that is too thick, you spend the
Resolve Point and take the action but the attempt fails. You
cannot phase through force effects such as force fields or the
barrier created by wall of force. After using phase shift escape,
you can’t use it again until after you’ve taken a full 8-hour rest.

Operative Exploits
Jack of All Trades (Ex)
You’ve learned how to handle any situation. You can use all
skills untrained, and you double your operative’s edge bonus
when using a skill in which you have no ranks.

Skills/Feats:

Skills(ranks/ability/bonuses)
Acrobatics (Dex) 2/4/6
Medicine (Int)
Athletics (Str)
Perception (Wis)
Bluff (Cha) 2/1/3
Piloting (Dex) 2/4/4
Computers (Int) 2/3/4
Profession (Mercanary)(Cha) 2/1/4
Culture (Int)
Sense Motive (Wis)
Disguise (Cha) 2/1/4
Sleight of Hand (Dex) 2/4/4
Engineering (Int) 2/3/4
Perception* (Wis) 0/-1/2
Stealth (Dex) 2/4/10
Intimidate (Cha)
Survival (Wis) 2/-1/4

Feats
Multi-weapon fighting
Light armor proficiency*
Small arms Proficiency*
Sniper weapons proficiency*
Skill focus*(Stealth/Acrobatics)

*Non-class skill/ bonus feat

Equipment:
credits:77
Tactical semi-auto pistol(2), small arms ammunition (72), Survival Knife, Second skin, Titanium Cable line(100ft), Personal Com unit, Tool kit(Engineering), Tool Kit(Hacking), Tool kit(Disguise), Flashlight, Credstick, Industrial Backpack, 2 week field rations, Diasporan rifle( tactical), Battery (Standard), Survival Flaregun, Flares(6), Grappler

Ship Locker
3 basic Batteries, 200 small arms ammunition, 100 long arms Ammunition, Holoskin, Grappler,
Azmuth Lazer Rifle, 4Frag Grenades

Augmentation
Vocal Modulator

Computers
Tier 1 Computer w. Range 2(1 mile),self charging, and an artificial personality(Datapad),

Weapons/attacks:

Semi-auto Pistol (Tactical):+5 1d6+0B 30ft 20/*2 Analog 9Rounds, Use:1

Disportan Rifle(Tactical):+5 1d8+0F 70ft 20/1d6burn sniper(250ft), 10Charges Use:1

Flare Gun:+5 1d3F 30ft 20/1d6burn analog,Bright 1 Flare use:1

Survival Knife (tactical):+5 1d4+1S

Background:

Khall is an assassin. Trained to hunt and kill her targets, she sells her skills to the highest bidder. Known for working in the open, if this assassin is on your trail then nothing is safe. She'll blow up an entire space station just to kill her target.
This kind of behavior has gotten her a sort of reputation. Buyers are less willing to pay for your services if you are likely to plow a path straight to your target.
So Khall has been reduced to taking millitary and Colonization contracts, clear out a places of deadly wildlife or take out a swarm terrorizing a local community...
She makes due nowadays by taking jobs with the Fleet, doing work that normal soldiers normally wouldn't.

Appearance:

Khall is a mature Congregant. Having passed her Rutting without dieing or becoming a Rivener she left her people to seek out fortune.
She has the post Rut appearance of an Ikeshti, with spines down the back if her skull and along her spine. Her teeth and claws are a bit more pronounced, but otherwise useless as actual Weapons.
She bears scars on her chest and legs from former battles but she keeps them generally hidden under armor. Her eyes are an acid yellow and her scales are a rust red, edging on the darker side.