Wyrm Sniper

W. P. Stagg's page

26 posts. Alias of joerice.


Full Name

Woodford Parker Stagg

Race

Human

Classes/Levels

Operative 2

Gender

M

Size

M

Alignment

CN

Languages

Common, BLANK, BLANK

Occupation

S.D.F.

Strength 12
Dexterity 17
Constitution 10
Intelligence 10
Wisdom 8
Charisma 16

About W. P. Stagg

Male Human Operative (Thief) 2
Theme: Outlaw
CN Human Humanoid
Init +8; Perception + 8
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Defense
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EAC 15 KAC 16
hp 16
sp: 12
Resolve Points: 4
Fort +0, Ref +6, Will +2
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Offense
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Speed 30 ft.
BAB: +1
Melee: Tactical Knife +4 (1d4+2) s, operative
Ranged: Laser Pistol, Asimuth +4 (1d4)f, 1d4 burn
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Statistics
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Str 12, Dex 17, Con 10, Int 10, Wis 8, Cha 16
Base Atk +1
Feats: Skill Synergy (Bluff, Diplomacy), Improved Initiative, Quick Draw (Operative Exploit Combat Feat)

Skills:
Bluff 10 (3+2+3+3)
Culture 6 (0+2+3+1)
Diplomacy 8 (3+2+3)
Disguise 9 (3+2+3+1)
Engineering 6 (0+2+3+1)
Perception 8 (-1+2+3+1+3)
Piloting 9 (3+2+3+1)
Profession (Conman) 9 (3+2+3+1)
Sense Motive 5 (-1+2+3+1)
Sleight of Hand 13 (3+2+3+1+3+1)
Stealth 9 (3+2+3+1)

Languages: Common, BLANK, BLANK

Theme Abilities:
Theme Knowledge (1st)

You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5. Sleight of Hand 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 Sleight of Hand checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Class Abilities:
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
THIEF
You specialize in acquisition, from quick swipes to complex heists.

Associated Skills: Perception and Sleight of Hand. You can use Sleight of Hand to make a trick attack by concealing your weapons and motions.

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) 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
COMBAT TRICK (EX)
You gain a bonus combat feat. You must meet all of that feat’s prerequisites.

Equipment:
Freebooter Armor
Survival Knife
Azimuth Laser Pistol
High Capacity Battery
Vocal Modulator
Hideaway Limb (x2)
50 GP

Background in brief:
Small time crook who enlisted to get out of trouble and (though he'd not admit it to himself) to perhaps have opportunities he'd never have otherwise.