Iseph

A Shifty Pregen's page

39 posts. Alias of Nik B..


Race

| HP 38/38 | AC 20 | F +7; R +11; W +9 (+1 vs. disease, poison, radiation) | Perc +9 (darkvision, +1 initiative)

About A Shifty Pregen

Iseph - Level 3

In Headers:
Race: note the space at the start, important to leave it in
| HP 38/38 | AC 20 | F +7; R +11; W +9 (+1 vs. disease, poison, radiation) | Perc +9 (darkvision, +1 initiative)

Classes / levels: note the space at the start, important to leave it in
| Speed 25ft | Active Conditions: none

Gender:
Iseph | Android Operative 3

In About section:
What is an Operative? Iseph is an operative, a combatant with deadly aim and tactical training.

Iseph - Level 3
Android (Mod Fanatic) Operative 3
Background Hacker
Perception +9 (Expert)
+1 to initiative rolls
Senses Darkvision
Languages Common, Trinary, Vercite
Str +1, Dex +4, Con +2, Int +1, Wis +2, Cha -1
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AC 20; Fort +7; Ref +11; Will +9
Constructed: +1 circumstance bonus to saves against diseases, poisons, and radiation.
HP 38 Hero Points 1
Class DC 19
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Speed 25 feet
Melee
◆ zero knife +9 (agile, finesse, powered, tech, versatile P), Damage 1d4+1 cold
Ranged
◆ semi-auto pistol +11 (analog, expend 1, mag 10, range increment 60 feet, reload 1), Damage 1d6 piercing
Feats and Abilities
Ancestry abilities: Constructed*, low-light vision, Mod Fanatic Android*, Nightvision Adaptation*, Quickened Processor*
Class feats: Mobile Aim, Kill Steal
General feats: Ancestral Paragon (Nightvision Adaptation)*
Skill feats: Cat Fall, Hologram Skeptic, Phreaker, Steady Balance
Class abilities: focused, operative’s specialization (skirmisher), sharpshooter* (Aim 1d4), specialized skill set (Cat Fall)
* Abilities with an asterisk have already been calculated into Iseph’s statistics and do not appear elsewhere.
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Skills
Acrobatics (Dex) +9 (Trained)
Arcana (Int) +1
Athletics (Str) +6 (Trained)
Computers (Int) +6 (Trained)
Crafting (Int) +1
Deception (Cha) -1
Diplomacy (Cha) -1
Intimidation (Cha) -1
Infosphere Lore (Int) +6 (Trained)
Medicine (Wis) +2
Nature (Wis) +2
Occultism (Int) +1
Performance (Cha) -1
Piloting (Dex) +9 (Trained) (+2 for initiative rolls)
Religion (Wis) +2
Society (Int) +1
Stealth (Dex) +9 (Trained)
Survival (Wis) +2
Thievery (Dex) +9 (Trained)
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Equipment
Bulk Current 0; Encumbered 6; Maximum 11
Worn comm unit, commercial force field, commercial incendiary grenade, commercial medpatch, commercial second skin, commercial semi-auto pistol (1 magazine; 10 projectile rounds), commercial zero knife
Stowed commercial infiltrator’s toolkit
Wealth 431 credits

Equipment reference:

Agile The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

Analog This weapon eschews advanced electronics, computers systems, and electric power sources but was manufactured and calibrated using advanced technology. This weapon is immune to abilities that target technology.

Comm Unit This pocket-sized device combines a portable computer and communications device, allowing instantaneous wireless communication with other comm units in both audio- and text-based formats at planetary range. A comm unit includes a calculator, flashlight (emits bright light in a 5-foot radius around you and dim light in the next 5 feet), a browser that accesses any local infospheres, and several entertainment options (including games).

Phreaker You can use Computers to Disable a Device or Hack a system using any computer, comm unit, or terminal instead of a hacking toolkit. If the equipment you use is at least 3rd level, you gain a +1 item bonus to Disable a Device or Hack.

Expend 1 Using this weapon expends 1 ammunition.

Finesse You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.

Force Field, Commercial (tech) Force fields absorb damage. A force field’s Hit Points are based on its version. While your force field is active, any physical or energy damage you would take is applied to the force field’s Hit Points first before being applied to your Hit Points (including temporary Hit Points). If you have a shield raised, your force field and shield both take damage. If damage from an attack or effect reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can’t be activated again for 10 minutes. Force fields replenish the indicated number of Hit Points each round at the beginning of your turn while they’re active.
Activate—Raise Force Field ◆(manipulate) Frequency three times per day; Effect Your force field becomes active. It remains active for 1 minute or until it’s reduced to 0 HP. A commercial force field has 6 HP and replenishes 2 HP on your turn.

Incendiary Grenade, Commercial (consumable, fire, grenade, tech) Usage held in 1 hand; Activate—Area Fire ◆(area, attack) Instead of making an attack roll, choose a target area within 70 feet. All creatures within a 5-foot burst take 1d8 fire damage with a basic Reflex save against your class DC.

Mag The amount of ammo a magazine holds.

Medpatch, Commercial (consumable, healing, tech) Usage held in 1 hand; Activate ◆(manipulate) Effect Upon using this medpatch, you regain 1d6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.

Powered This weapon uses a battery.

Range Increment 60 Feet Attacks with this weapon work normally up to a range of 60 feet. Attack rolls beyond a weapon’s range increment take a –2 penalty for each additional multiple of 60 feet between you and the target. Attacks beyond 360 feet are impossible.

Reload 1 When you’re out of ammunition, you can reload a new battery or magazine as an Interact action.

Second Skin Soft but resilient armor that contours to your body.

Semi-Auto Pistol This basic pistol has a magazine with 10 projectile rounds.

Tech Weapons with the tech trait incorporate electronics, computer systems, and power sources. Usually the weapons rely on integrated power sources (such as melee weapons that don’t have the powered trait), while others drain batteries with each attack.

Versatile P This weapon can deal piercing damage or slashing damage. Choose each time you attack.

Zero Knife A supercooled chamber forms a blade of ice.


Feats and Abilities reference:

Aim ◆(concentrate, operative) Requirements You’re wielding a ranged weapon that doesn’t have the area trait; Effect Designate a target as your mark. Until the end of your turn, your ranged Strikes against your mark deal an additional 1d4 precision damage and reduce the circumstance bonus to AC your mark gains from cover by 1. These benefits only apply if your mark is within your weapon’s first range increment. You can only have one mark at a time.

Cat Fall Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 25 feet shorter.

Darkvision You can see in the dark as well as you can in bright light, though your darkvision is in black and white.

Focused You’re highly focused on your target and able to discern their moves. When you roll a success on a Reflex save against your mark, you get a critical success instead.

Hologram Skeptic Even if you aren’t Searching, you always attempt a check to disbelieve holograms and effects with the illusion and tech traits that normally require you to Search or Interact with them.

Kill Steal ↺ (operative) Trigger An ally ends their turn after hitting a creature two or more times or critically hitting a creature; Requirements You’re wielding a gun; Effect You fire a quick shot at a foe your ally is focusing their attacks on. You Aim at the creature your triggering ally hit and then make a ranged Strike against that creature.

Mobile Aim ◆(operative, traversal) You Stride and then Aim with a gun you’re wielding.

Skirmisher Exploit You’re trained to fight in close combat using pistols. Your ranged Strikes with one-handed ranged weapons don’t trigger reactions that are triggered by a ranged attack.

Steady Balance You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground.