Ancient-Born

Zefram Cochrane's page

156 posts. Organized Play character for Luke_Parry.


Classes/Levels

Template

Strength 12
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 10
Charisma 9

About Zefram Cochrane

Initiative: +4 (+3 Dex + 1 Edge)
Senses: 60' Darkvision; Perception +5
Speed: 30 ft (25 ft in Armour)

EAC: 15 (10 + 3 (Armor) + 2 Dex)
KAC: 17 (10 + 5 (Armor) + 2 Dex)

Stamina Points: 21/21
Hit Points: 11/11
Resolve Points: 4/4

Fort: +2 Ref: +5 Will: +2

+2 Racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep

Combat:
Base Atk: +1; CMD: 25

Ranged
Static Arc Pistol: +4 to Hit; Dmg 1d6; crit Arc 2; range 50 ft; Electricity [20/20] (2)

Light Reaction Cannon: +4 to Hit; Dmg 1d10; crit -; range 90 ft; Projectile [6/6] (1)

Theme (Tempered Pilgrim):

In their adolescence, kasathas undertake a yearlong walkabout known as the Tempering, in which they are encouraged to experience other cultures. You have examined this practice (or perhaps undergone it yourself) and have concluded that a year is not enough time to learn from the countless other civilizations. In any case, you don’t need to be a kasatha to consider yourself a student of the universe. Many tempered pilgrims are also followers of the philosophy of the Cycle.

Theme Knowledge:
You have read and studied much in your eagerness to learn about and experience new cultures, and you often know about them before you encounter them. Reduce the DC of Culture checks to recall knowledge about a culture’s customs and related topics by 5. In addition, whenever you take a rank in Culture, you learn to speak and read two new languages instead of one. Culture 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 Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Skills:
Skill Points per level: 10 (Class) + 3 (Intelligence)
Acrobatics +9 (+3 Dex + 1 rank + 3 class skill + 2 Racial + 1 Edge - 1 ACP)
Athletics +7 (+1 Str + 1 rank + 3 class skill + 2 Racial + 1 Edge - 1 ACP)
Bluff +4 (-1 Cha + 1 rank + 3 class skill + 1 Edge)
Computers +10 (+3 Int + 1 rank + 3 class skill + 3 SF)
Culture +9 (+3 Int + 1 rank + 3 class skill + 1 Edge + 1 Theme)
Diplomacy +4 (-1 Cha + 1 rank + 3 class skill + 1 Edge)
Disguise +0 (-1 Cha + 1 Edge)
Engineering +10 (+3 Int + 1 rank + 3 class skill + 3 SF)
Intimidate +0 (-1 Cha + 1 Edge)
Life Science N/A
Medicine N/A
Mysticism +5 (+0 Wis + 1 rank + 3 class skill + 1 Edge)
Perception +5 (+0 Wis + 1 rank + 3 class skill + 1 Edge)
Piloting +7 (+3 Dex + 1 rank + 3 class skill + 1 Edge - 1 ACP)
Physical Science N/A
Sense Motive -1 (+0 - 2 Racial +1 Edge)
Sleight of Hand +7 (+3 Dex + 1 rank + 3 class skill + 1 Edge - 1 ACP)
Stealth +7 (+3 Dex + 1 rank + 3 class skill + 1 Edge - 1 ACP)
Survival +5 (+0 Wis + 1 rank + 3 class skill + 1 Edge)

+4 on Computers checks to make Trick Attacks

Feats:
1st: Skill Synergy (Diplomacy, Mysticism)
1st (Operative Bonus Feat): Skill Focus (Computers)
1st (Operative Bonus Feat): Skill Focus (Engineering)
2nd (Fighter Bonus Feat): Improved Initiative
3rd: Weapon Focus: Heavy Weapons
4th (Fighter Bonus Feat): Versatile Focus
5th:Skill Synergy (Life Science, Physical Science)
6th (Fighter Bonus Feat): Double Draw
7th: Enhanced Resistance (Kinetic)
8th (Fighter Bonus Feat): Powered Armoured Proficiency
9th: Iron Will
10th (Fighter Bonus Feat): Constant Alert
11th: Great Fortitude
12th (Fighter Bonus Feat): Penetrating Attack
13th: Technomantic Dabbler

Racial Features:
Constructed:
For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). 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.

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.

Four-Armed:
Kasathas have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.

Natural Grace:
Kasathas receive a +2 racial bonus to Acrobatics and Athletics checks.

Class Features:
Primary Fighting Style - Sharpshoot

Sniper’s Aim (Ex) - 1st Level:
When you make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. You can’t use sniper’s aim against an enemy with total cover.

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.

Operative Specialization - Hacker

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.

Equipment:

Static Arc Pistol (L)
Light Reaction Cannon (3)
Hidden Soldier Armour (2) + Infrared Sensors (L)
Spare Heavy Rounds [40/40]
Battery [20/20]

Industrial Backpack (25)
Engineering Kit (20; L)
Hacking Kit (20; L)
Trapsmith's Tools (20; L)
Sleeping Bag (L)

Credits: 0

Bulk: 5.6/7