Grazzt

AXL23 a.k.a. Axel's page

185 posts. Alias of Edeldhur.


Race

Perception +9

About AXL23 a.k.a. Axel

AX23
Male android outlaw operative 3 / soldier 1
CG Medium humanoid (android)
Init +10; Senses darkvision (60'), low-light vision; Perception +9

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DEFENSE
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EAC 15; KAC 16
SP 29 HP 29 RP 6
Fort +6, Ref +7, Will +5
, +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs, +2 insight bonus to saving throws against spells and spell-like abilities., +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs, +2 insight bonus to saving throws against spells and spell-like abilities.
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OFFENSE
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Speed Walk 50'
Melee knife, survival +7 (1d4+2 , critical -; Analog, operative)
Ranged arc pistol, static +5 (1d6+2, critical Arc 2; Stun)
Ranged diasporan rifle, tactical +7 (1d8+4, critical -; Sniper (250 ft.), unwieldy)

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STATISTICS
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Str 11, Dex 18, Con 12, Int 14, Wis 10, Cha 8,
Base Atk +3; Grp+3
Feats Great Fortitude, Skill Focus (Acrobatics, Stealth), Spellbane
Skills Acrobatics +16, Athletics +9, Bluff +7, Computers +11, Culture +9, Engineering +11, Intimidate +5, Medicine +9, Mysticism +3, Perception +9, Piloting +12, Sense Motive +6, Sleight of Hand +11, Stealth +16, Survival +7,
Languages Aklo, Castrovelian, Common, Eoxian, Vesk
Combat Gear serum of healing mk 1,
Other Gear knife, survival, arc pistol, static, clothing (everyday), second skin, backpack (industrial), battery (2), medkit (basic), tool kit (trapsmith's tools), tool kit (engineering kit), tool kit (hacking kit), tool kit (navigator's tools), cable line (titanium alloy/10 ft), diasporan rifle, tactical, 174.0 gp

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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Androids are medium humanoids with the android subtype
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
Exceptional Vision Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only. See low-light vision and darkvision on pages 264 and 263
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
Upgrade Slot Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor

THEME BENEFITS
Outlaw Due to the sins of your past or your current unlawful behavior, you are a wanted individual somewhere in the pact worlds. You might not even be guilty and are striving to clear your good name. Or you might fully admit to being a criminal but believe the laws you break are unjust. Whatever the case, boarding a starship headed to the vast might be just the thing you need until the heat dies down-or until you're dragged off to prison
Theme Knowledge 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 FEATURES:
Operative's Edge Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks
Specialization Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the skill focus feat (see page 161) in your specialization's associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill)
Ghost You can move from place to place without being noticed.
Associated skills: acrobatics and stealth. When you use stealth to make a trick attack, you gain a +1 bonus to the skill check.
Specialization exploit: cloaking field
Trick Attack 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. [trick attack damage: 1d8]
Evasion 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 As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the dc is equal to 10 + half your operative level + your dexterity modifier. If it requires an enemy to attempt a skill check, the dc is equal to 10 + 1-1/2 x your operative level + your dexterity modifier. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise
Uncanny Mobility When you make a trick attack, if you choose the target of your attack before you move, your movement doesn't provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don't provoke attacks of opportunity from that creature for this movement
Quick Movement As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet
Weapon Specialization You gain the weapon specialization feat as a bonus feat for each weapon type with which this class grants you proficiency
Primary Fighting Style You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. Descriptions of the fighting styles you can choose from appear on pages 112-115
Blitz The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes
Primary Style Technique At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style
Rapid Response You gain a +4 bonus to initiative checks and increase your land speed by 10 feet

FEATS:
Great Fortitude You are resistant to diseases, poisons, and other maladies You gain a +2 bonus to fortitude saving throws
Skill Focus (acrobatics, Stealth) You are particularly adept at a certain skill You gain a +3 insight bonus to checks involving the chosen skill.
Special: you can take this feat multiple times. Its effects don't stack. Each time you take this feat, it applies to a new skill
Spellbane Your mind and body are fortified against magic You gain a +2 insight bonus to saving throws against spells and spell-like abilities. If you ever gain the ability to cast spells or use spell-like abilities, you lose the benefits of this feat and can replace it with great fortitude, lightning reflexes, or iron will, or the improved version of one of those feats if you meet its prerequisites

Loot acquired:

Estex suit II (infrared sensors)
Tactical trilaser (see page 45) with battery
Tactical semi-auto pistol
18 small arm rounds

Here
2x Troop ceremonial plate (which include helmets)
2x Survival knife
2x Tactical semi-auto pistol with 9 small arm rounds

Here
Casual stationwear
Static arc pistol with 2 batteries (20 charges each)
Tactical dueling sword
Augmentations standard darkvision capacitors

Here:
Troop ceremonial plate x2
Imperial pacification rifle (functions as a hunting rifle) x2
23 longarm rounds
Survival knife x2

Here:
The trident is a magical weapon called a whitefire trident. Its two side tines are predominantly ornamental, and the weapon functions as a tactical pike with the illuminating and ominous weapon fusions. In
addition, the weapon is carefully weighted to balance indefinitely when standing on its haft, although it can be pushed over with sufficient force or picked up again as normal.

Various valuable trinkets neatly secured within the large desk (mithral datapad holders, ornamental styli, heavy gold bracelets, and the like) are worth 3,500 credits in total.

Ceremonial Troop Plate x3
Standard Taclash x3
Survival Knife x3
Tactical Semi Auto Pistol x3

four tier 1 analgesics, two tier 1 antitoxins, and a tier 2 sedative. A cupboard marked “Medicinal Cures” in Azlanti contains four mk 1 serums of healing and six spell amps of lesser remove condition.

Sword Cane

Reference Image 1

Reference Image 2

Reference Image 3

Notes and Plot:

Cedona after we freed her:
"Warden Iolastrila was working for Sardat Zolan Ulivestra, the engineer of the attack on Nakondis. They were keeping me here outside of official channels from what I could gather. I suspect very few people in the Star Empire, even in its government, are aware of the rune drive or the sardat’s efforts to recover it. Everything surrounding the attack on Nakondis and the rune drive is being kept very secret, and someone—probably Zolan Ulivestra—is directing the operation from afar. Unfortunately, Ulivestra is not currently on Gulta, usually preferring to reside on the Star Empire’s throne world, New Thespera. The rune drive is not on Gulta either, and my memories
are hazy about where the Azlanti might have taken it."
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GM Kevin O'Rourke Thu, Apr 23, 2020, 09:37 pm | FLAG | LIST | REPLY
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Getting back up to your ship and making a run for it you have to start considering your ship is going to need some modification before you get entangled with the Azlanti Star Empire again.

Mothkala suggests a nearby space station called Outpost Zed.
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GM Kevin O'Rourke Tuesday, 10:22 am | FLAG | LIST | REPLY
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As the doors open you begin to walk into a strange and chaotic space station. Few species you recognise walk these halls. Mothkala gives further advice "Few here know Pact Worlds Common or Vesk Prime but Azlanti or more esoteric languages like one of the fey or planar tongues might find receptive ears. I have a friend who might be able to help with your ship."
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Cedona turns to you as Mothkala gives word "I can't thank you enough for all you've done to help me and I'm thankful that you are going to go after this relic. With the means they attempted to extract information from me I seem to be suffering from memory loss. But I do recall that they brought me from Gulta to somewhere called Aurelos and I think the Rune Drive was being kept there."
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