Meyanda

A Shifty starfinder's page

67 posts. Alias of Nik B..


Classes/Levels

Iseph | sp 24/24 | hp 28/28 | rp 6/6 | EAC 19 KAC 19 | fort +1 ref +8, will +4 | init +2 | Perc 9 (LL& Dark)/ Android ace pilot operative 4

About A Shifty starfinder

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Android ace pilot operative 4
NG Medium humanoid (android)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE SP 24 HP 28 RP 6
EAC 19; KAC 19
Fort +1; Ref +8; Will +4; +2 vs. disease, mind-affecting,
poison, and sleep effects (unless the effect targets
constructs)
Defensive Abilities evasion

OFFENSE
Speed 40 ft., fly 30 ft. (jump jets, average)
Melee survival knife +7 (1d4+3 S; analog, operative)
Ranged tactical semi-auto pistol +7 (1d6+2 P; analog) or
Static arc pistol +7 (1d6+2 E, critical arc 2, stun) or
incendiary grenade I +0 (explode [5 ft., 1d6 F plus 1d4
burn, DC 11])
Offensive Abilities debilitating trick, trick attack

STATISTICS
Str 12 (+1); Dex 18 (+4); Con 10 (+0); Int 12 (+1); Wis 10 (+0);
Cha 11 (+0)
Skills Acrobatics +14, Athletics +10, Bluff +9, Computers
+10 (4 ranks), Disguise +9, Engineering +10 (4 ranks),
Intimidate +9, Perception +9, Piloting +14 (4 ranks), Sense
Motive +0, Sleight of Hand +13, Stealth +14; (reduce the
DCs of Culture checks by 5 when recalling knowledge
about starship and vehicle models and parts as well
as famous hotshot pilots); (ghost specialization: +4 to
Stealth checks to make a trick attack)

Feats Dive for Cover, Kip Up, Multi-Weapon Fighting, Skill
Focus (Acrobatics, Stealth)
Languages Common, Shirren

Other Abilities ghost specialization

Combat Gear mk 1 serums of healing (2), mk 2 serum of
healing, incendiary grenade I, medpatch; Other Gear defrex
hide (upgrade: jump jets), static arc pistol with 1 battery
(20 charges), tactical semi-auto pistol with 30 small arm
rounds, survival knife, everyday clothing, field rations (1
week), hygiene kit, personal comm unit, titanium alloy
cable (40 ft.), toolkit (hacking), credstick (39 credits)

SPECIAL ABILITIES
Constructed For effects targeting creatures by type, Iseph
counts as both a construct and a humanoid (whichever is
worse for Iseph).

Darkvision Iseph can see up to 60 feet in total darkness.

Debilitating Trick (Ex) When Iseph hits an enemy with a trick
attack, Iseph can choose to make that enemy either flatfooted
or off-target until the beginning of Iseph’s next turn.

Dive for Cover When Iseph attempts a Reflex save against
an area attack or area effect, they can choose to fall
prone in an adjacent space in order to roll the saving
throw twice, taking the better of the two results.

Evasion (Ex) If Iseph succeeds at a Reflex save against an
effect that has a partial effect on a successful save, they
instead suffer no effect.

Flat Affect The DC of a Sense Motive check attempted
against Iseph increases by 2.

Kip Up Iseph can stand from prone as a swift action, rather
than a move action.
Low-Light Vision Iseph can see in dim light as if it were
normal light.

Multi-Weapon Fighting When Iseph makes a full attack
with two or more operative melee weapons or small
arms, reduce the penalty to each attack from –4 to –3.
Trick Attack As a full action, Iseph can move up to 40 feet
and make a single attack with a small arm (or a melee
weapon with the operative special property) as a
trick attack. Just before making the attack, Iseph attempts
a Bluff, Intimidate, or Stealth check (whichever is better
for Iseph) with a DC equal to 20 + the target’s CR. If the
skill check is successful, the attack deals an additional 1d8
damage and the target is flat-footed against this attack.
Uncanny Pilot (Ex) When Iseph attacks while driving a vehicle,
they take only half the vehicle’s normal penalty to their
attack roll. When in a chase, Iseph gains a +2 bonus to skill
checks when attempting the evade or trick pilot actions.
Upgrade Slot Iseph has an internal quick-release sheath
normally installed in armor as an upgrade. This can
store a single one-handed weapon, which Iseph can
draw as a swift action.

GEAR DESCRIPTIONS
Defrex Hide While wearing this armor, Iseph can close
its environmental seals and survive in a vacuum (and
other harsh environments) for up to 4 days. The armor
has jump jets as an upgrade, allowing Iseph to fly up
to 30 feet as part of a move action. At the end of this
flight Iseph must land or they fall. Iseph can do this 10
times before the jump jets’ battery must be recharged
or replaced.

Medpatch Iseph can use this to attempt an untrained Medicine check with a +10
bonus to perform the first aid, long-term stability, treat disease, or treat drugs or poison task.

Mk 1 Serum of Healing Drinking a vial of this serum restores 1d8 HP.

Mk 2 Serum of Healing Drinking a vial of this serum restores 3d8 HP.

Static Arc Pistol This weapon
fires a bolt of electricity. On a critical hit, it arcs and deals 2 electricity damage to a
new target of your choice that is adjacent to your original target. As a move action, it can be set to deal nonlethal damage.
It can be fired 10 times before its battery must be recharged or replaced.

Tactical Semi-Auto Pistol
This weapon fires
physical bullets and can
be fired nine times before it
must be reloaded.

Titanium Alloy Cable This
40-foot-long cable is
designed for climbing or
securing loose cargo.

Born on Aballon, Iseph has
spent a lifetime running from
mysterious forces that want
them dead. As a “retired” black
ops agent, Iseph hires on with
freelance adventuring crews as
a pilot specializing in dangerous
transport or exploratory
missions. If those jobs require
infiltration or a well-placed
bullet from the shadows—well,
that costs extra.