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About Arnold Judas RimmerInitiative: +19 (+7 Dex + 4 Edge + 4 Feat + 4 Blitz)
EAC: 39 (10 + 20 (Armor) + 7 Dex + 1 Shield + 1 Species)
+2 to KAC Vs. Combat Maneuvers Stamina Points: 528/528
DR 16/- Acid Resistance 5, Cold Resistance 10, Electricity Resistance 15, Fire Resistance 10 Fort: +19 Ref: +20 Will: +16 +2 Racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep +2 save Vs. Disease and Poison Combat:
Base Atk: +16; CMD: 49
Ranged
Executioner Disintegrator Pistol: +24 to Hit; Dmg 2d20+8; crit Corrode 1d6; range 25 ft; Acid [40/40] (4) Major Disruption Pistol: +24 to Hit; Dmg 3d6+8; crit Staggered; range 40 ft; Sonic [40/40] (4) Minor Disruption Pistol: +24 to Hit; Dmg 2d6+8; crit Staggered; range 40 ft; Sonic [20/20] (2) Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: +24 to Hit; Dmg 4d12+16+5; crit -; range 120 ft; Projectile [100/100] (2)
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:
Compelling Influence (6th Level):
Breadth of Knowledge (12th Level):
Skills:
Skill Points per level: 10 (Class) + 3 (Intelligence)
Acrobatics +32 (+7 Dex + 16 ranks + 3 class skill + 2 Racial + 5 Edge - 1 ACP) Athletics +28 (+3 Str + 16 ranks + 3 class skill + 2 Racial + 5 Edge - 1 ACP) Bluff +24 (+0 Cha + 16 ranks + 3 class skill + 5 Edge) Computers +32 (+6 Int + 16 ranks + 3 class skill + 5 Edge + 2 Item) Culture +31 (+6 Int + 16 ranks + 3 class skill + 5 Edge + 1 Theme) Diplomacy +24 (+0 Cha + 16 ranks + 3 class skill + 5 Edge) Disguise +15 (+0 Cha + 5 Edge) Engineering +30 (+6 Int + 16 ranks + 3 class skill + 5 Edge) Intimidate +5 (+0 Cha + 5 Edge) Life Science +30 (+6 Int + 16 ranks + 3 class skill + 5 Edge) Medicine N/A Mysticism +26 (+2 Wis + 16 ranks + 3 class skill + 5 Edge) Perception +26 (+2 Wis + 16 ranks + 3 class skill + 5 Edge) Piloting +30 (+7 Dex + 16 ranks + 3 class skill + 5 Edge - 1 ACP) Physical Science +30 (+6 Int + 16 ranks + 3 class skill + 5 Edge) Sense Motive +5 (+2 - 2 Racial + 5 Edge) Sleight of Hand +30 (+7 Dex + 16 ranks + 3 class skill + 5 Edge - 1 ACP) Stealth +30 (+7 Dex + 16 ranks + 3 class skill + 5 Edge - 1 ACP) Survival +26 (+2 Wis + 16 ranks + 3 class skill + 5 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 14th (Fighter Bonus Feat): Many-Handed Master 15th: Improved Iron Will 16th (Fighter Bonus Feat): Zero-In 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:
Four-Armed:
Natural Grace:
Class Features:
Primary Fighting Style - Sharpshoot
Sniper’s Aim (Ex) - 1st Level:
Operative’s Edge (Ex) - 1st Level:
Operative Specialization - Hacker Trick Attack (Ex) - 1st Level:
Evasion Uncanny Mobility (Ex): 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 (Ex) - 3rd Level: 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 (Ex) - 3rd Level: You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. Gear Boost - Unburdened Shield (Ex): Whenever you’re wielding a shield, you ignore the shield’s armour check penalty and speed adjustment (if any). If the shield has a maximum Dexterity bonus, you also ignore its maximum Dexterity bonus. Debilitating Trick (Ex) - 4th Level: When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack. Nightvision (Ex):
Elusive Hacker (Ex):
Focus Fire (Ex) - 5th Level:
Enhanced Senses (Ex):
Uncanny Agility (Ex) - 7th Level:
Armoured Advantage (Ex):
Trap Spotter (Ex):
Intense Focus (Ex) - 9th Level:
Secondary Fighting Style - Blitz Rapid Response (Ex) - 1st Level:
Improved Uncanny Mobility (Ex):
Control Hack (Ex):
Soldier’s Onslaught (Ex) - 11th Level:
Bullet Barrage (Ex):
Cloaking Field (Ex):
Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute. Focused Damage (Ex) - 13th Level:
Charge Attack (Ex) - 5th Level:
Certainty (Ex):
Heavy Onslaught:
Uncanny Senses (Ex):
Equipment:
Necklace of Nine Plasma Sapphires (each counts as a Beacon light source) Static Arc Pistol (L) Liquidator Disintegrator Pistol (L) Major Disruption Pistol (L) Minor Disruption Pistol x3 (Lx3) Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun (2) + Heavy Gunner Harness (2) - Sniper Sight (L) - Uniclamp (L): Instinctive Stabiliser (L) - Uniclamp (L): Fire Extinguisher (L) - Light Bayonet Bracket (L): Ultrathin Dagger (L) D-Suit V (L) - Mk II Thermal Capacitor (L) - Mk III Electrostatic Field (L) - Filtered Rebreather (1) - Load Lifter (-) - Reconfigurable Clothing (Everyday x2, Formal, Party, Travel) (L) Radiation Badge (L) Annihilator FS (8th) Field Knight's Shield (L) - - Kishalee Battery [20/20] Kishalee Battery [20/20] Kishalee Battery [20/20] Kishalee Battery [20/20] High-Capacity Kishalee Battery [40/40]
Mk I Mindlink Circuit (L) Clear Spindle Aeon Stone
Mk II Null-Space Chamber (L)
Industrial Backpack (25)
Mk I Ability Crystal (Constitution)
Credits: 255,159 Bulk: 8.5/11 Brain - Accelerated Datajack
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