Combat Technician

Senko, Shirren Xenohunter's page

135 posts. Organized Play character for Poit.


Race

Shirren

Classes/Levels

| SP 40/40 HP 36/36 RP 7/7 | EAC 21; KAC 23 | Fort +5; Ref +9; Will +7 | Init +7 | Perc +13, SM +16; Blindsense (vibration) 30 ft., darkvision 60 ft. | Speed 40 ft., fly 30 ft. (average)

Gender

Male N shirren xenoseeker operative 5

About Senko, Shirren Xenohunter

Male shirren xenoseeker operative 5
N Medium humanoid (shirren)
Init +7; Senses blindsense (vibration) 30 ft., darkvision 60 ft.; Perception +13

Defense
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SP 40; HP 36; RP 7
EAC 21; KAC 23
Fort +5; Ref +9; Will +7
Defensive Abilities evasion

Offense
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Speed 40 ft., fly 30 ft. (average, jetpack)
Melee tactical sword cane +8 (1d4+2 P) or
survival knife +8 (1d4+2 S) or
tactical baton +8 (1d4+2 B)
Ranged thunderstrike sonic pistol +9 (1d8+2 So) or
tactical semi-auto pistol +9 (1d6+2 P) or
azimuth laser pistol +9 (1d4+2 F)
Offensive Abilities trick attack +3d8, debilitating trick
Operative Specialization detective

Statistics
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Str 10 (+0); Dex 20 (+5); Con 14 (+2); Int 14 (+2); Wis 16 (+3); Cha 9 (-1)
Skills Acrobatics +12, Athletics +8, Computers +10, Culture +15, Diplomacy +7, Disguise +5, Engineering +12, Life Science +12, Medicine +7, Mysticism +13, Perception +13, Piloting +15, Profession (cook) +13, Sense Motive +14 (+16 due to slotted boon), Sleight of Hand +11, Stealth +13, Survival +13; +4 Sense Motive for trick attack, +2 to identify creatures, +2 to trick attack skill check vs. identified creatures
Feats Skill Focus (Culture, Sense Motive), Skill Synergy (Diplomacy, Mysticism), Great Fortitude, Weapon Focus (small arms)
Languages Common, Brethedan, Eoxian, Kasatha, Shirren, Vercite, Vesk, Ysoki; limited telepathy 30 ft.
Operative Exploits alien archive, armor optimizer, glimse the truth
Other Abilities communalism, theme knowledge (xenoseeker), operative's edge +2, quick movement +10 ft.
Gear thunderstrike sonic sonic pistol (light bayonet bracket [tactical sword cane]), tactical semi-auto pistol, azimuth laser pistol, survival knife, tactical baton, batteries (4), small arm rounds (30), explosive small arm rounds (30), freebooter armor II (jetpack), mk I serum of healing (2), personal comm unit, tier 2 computer (miniaturization II, range II, artificial personality, complex control module [up to 10 visual displays]), 3 eyeglasses, 3 goggles, 4 visors, library chips (Life Science, Mysticism), chef's tools, everyday clothing, chef's clothing
Augmentations mk I synaptic accelerators (Dex), standard darkvision capacitors

Special Abilities
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Xenoseeker Theme Knowledge:
Reduce the DC to identify a rare creature using Life Science by 5.

Blindsense (Ex):
Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flat-footed against attacks from creatures it can’t see.

Communalism (Ex):
Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.

Limited Telepathy (Ex):
Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.

Operative's Edge (Ex):
Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks.

Trick Attack (Ex):
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 Sense Motive check with a +4 bonus) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 3d8 additional damage and the target is flat-footed. 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.

Debilitating Trick (Ex):
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn.

Alien Archive (Ex):
Your vast experience makes identifying new creatures easier for you. Double your operative’s edge bonus to your skill checks when identifying a creature and its abilities. If you successfully identify a creature, you gain a +2 enhancement bonus to your skill check when you make a trick attack against that creature.

Armor Optimizer (Ex):
You’ve learned to customize your armor. You can adjust armor to fit you without needing to attempt an Engineering check. This also allows you to add one upgrade slot to the armor, though any upgrade that uses that slot functions only when you wear the armor. Such upgrades are useless to anyone else.

Glimpse the Truth:
By picking up on subtle clues and hidden traces in your immediate surroundings, you can see things as they really are. As a full action, you can spend 1 Resolve Point to gain the effects of true seeing for 1 round with a range of 60 feet.