Arnold Judas Rimmer's page

634 posts. Organized Play character for Luke_Parry.


Full Name

Arnold Judas Rimmer

Race

LN Xenometric Android (Kasatha)

Classes/Levels

Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Gender

Male

Size

Medium

Age

34

Alignment

Lawful Neutral

Languages

Common, Akitonian, Kasathan, Vesk, Aklo, Castrovelian, Ysoki, Goblin, Eoxian, Elven, Vercite, Brethedan, Shirren, Triaxian, Celestial, Abyssal, Sarcesian, Infernal, Shobhad, Draconic, Kishaleen, Vulgar Kishaleen, Kalo, Ignan, Terran, Auran, Aquan,

Occupation

Dwarven, Drow, Orc, Halfling, Gnome, Azlanti, Ghibrani, Sivv, Morlamaw, Copaxi

Strength 16
Dexterity 25
Constitution 18
Intelligence 23
Wisdom 14
Charisma 11

About Arnold Judas Rimmer

Initiative: +19 (+7 Dex + 4 Edge + 4 Feat + 4 Blitz)
Senses: 90' Darkvision; Low Light Vision; 60' Blindsight; Perception +26
Speed: 70 ft

EAC: 39 (10 + 20 (Armor) + 7 Dex + 1 Shield + 1 Species)
KAC: 41 (10 + 21 (Armor) + 7 Dex + 1 Insight + 1 Shield + 1 Species)

+2 to KAC Vs. Combat Maneuvers

Stamina Points: 528/528
Hit Points: 116/116
Resolve Points: 15/15

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
Static Arc Pistol: +24 to Hit; Dmg 1d6+8; crit Arc 2; range 50 ft; Electricity [20/20] (2)

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:
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.

Compelling Influence (6th Level):
You understand a variety of social cues and are quick to take advantage of them when you interact with others. When you exceed the DC of a Diplomacy check to improve a creature’s attitude by 5 or more, you need to spend only 1 extra minute interacting with the creature to improve its attitude by one additional category. In addition, you worsen a creature’s attitude only if you fail the Diplomacy check to improve its attitude by 10 or more.

Breadth of Knowledge (12th Level):
In your many travels, you have accumulated a wide base of knowledge about all manner of subjects. You can always take 10 on skill checks to recall knowledge, no matter the circumstances. In addition, once per day when attempting a skill check with a skill you have no ranks in, you can roll twice and take the better result.

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:
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.

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):
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.

Elusive Hacker (Ex):
Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system’s countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn’t trigger. You still haven’t disarmed the countermeasure, and it might trigger in the future.

Focus Fire (Ex) - 5th Level:
When you make a full attack with a ranged weapon, you can make both attacks with a –3 penalty instead of a –4 penalty as long as they both target the same creature. If your first attack kills or knocks out the target, you can instead make the second attack against a different creature at a –4 penalty. Once you have the soldier’s onslaught class feature (see page 112), you can use this ability with it, making three attacks against the same creature at a –5 penalty; if your first or second attack kills or knocks out your target, you can make your remaining attacks against a different creature at a –6 penalty.

Enhanced Senses (Ex):
You can sense your surroundings without needing to see them. You gain blindsense with a range of 60 feet. You must have darkvision and low-light vision, or the nightvision exploit, to learn this exploit.

Uncanny Agility (Ex) - 7th Level:
You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

Armoured Advantage (Ex):
When you are wearing armor, you gain a +1 insight bonus to your Kinetic Armor Class.

Trap Spotter (Ex):
You double your operative’s edge bonus to Perception checks to notice traps. Additionally, you automatically receive a Perception check to notice a trap when you pass within 10 feet of it.

Intense Focus (Ex) - 9th Level:
When you make a ranged attack against a target with cover or concealment, you can spend 1 Resolve Point to negate its AC bonus from cover and reduce its concealment by one category (from total concealment to concealment or from concealment to no concealment). This benefit applies to all ranged attacks you make against that target this round. You can’t use intense focus more than once per round, nor can you use it against an enemy with total cover.

Secondary Fighting Style - Blitz

Rapid Response (Ex) - 1st Level:
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.

Improved Uncanny Mobility (Ex):
When you use the trick attack action or take a standard action to move up to your speed, your movement doesn’t provoke attacks of opportunity. You still provoke attacks of opportunity normally when making ranged attacks or casting spells. You must have the uncanny mobility exploit to learn this exploit.

Control Hack (Ex):
At 11th level, when you exceed the DC of a Computers or Engineering check to disable a device or computer system by 5 or more, you can instead take control of the device or system. For every 5 by which you exceed the DC, you can typically make the device or system perform one task, at the GM’s discretion. Once the device or system has done what you commanded, you choose whether the device deactivates or returns to normal.

Soldier’s Onslaught (Ex) - 11th Level:
When you make a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty.

Bullet Barrage (Ex):
You gain a +1 insight bonus to damage rolls for weapons in the projectile category. This bonus increases by 1 for every 4 soldier levels you have.

Cloaking Field (Ex):
You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesn’t make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn’t stack with invisibility) until you move.

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:
When you use focus fire, each attack against the first target deals 2d6 additional damage. Additional creatures you attack after killing or knocking out your first target don’t take this extra damage.

Charge Attack (Ex) - 5th Level:
As a standard action, you can make a charge without the charge penalties (see page 248), and you can substitute a bull rush for the melee attack at the end of the charge. When you gain the soldier’s onslaught class feature, you can make two attacks instead of one at the end of your charge, both with a –4 penalty.

Certainty (Ex):
You can spend 1 Resolve Point as a reaction to reroll one of your specialization’s associated skill checks (see page 243).

Heavy Onslaught:
Your attacks with heavy weapons bypass part of the target’s damage reduction. If your heavy weapon does not already overcome the target’s damage reduction, treat the target’s damage reduction as though it were 5 lower. At 15th level, treat the target’s damage reduction as 10 lower.

Uncanny Senses (Ex):
Your enhanced senses grow even more discerning. Your blindsense becomes blindsight with a range of 60 feet. If you have darkvision, its range increases by 30 feet. You must have the enhanced senses exploit to learn this exploit.

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]
High-Capacity Kishalee Battery [40/40]
High-Capacity Kishalee Battery [40/40]
High-Capacity Kishalee Battery [40/40]
High-Capacity Kishalee Battery [40/40]
High-Capacity Kishalee Battery [40/40]

Mk I Mindlink Circuit (L)

Clear Spindle Aeon Stone
Ruby Sphere Aeon Stone (Comm Unit, Tier 3 Computer, Artifical Personality)

Mk II Null-Space Chamber (L)
- Hygiene Kit (1)
- Mobile Hotelier Tent (1)
- Cot (1)
- Organic Printing Vat (3)
- Portable Grinder (2)

Industrial Backpack (25)
Engineering Kit (20; L)
Hacking Kit (20; L)
Trapsmith's Tools (20; L)
Sleeping Bag (L)
Holoskin (L)
Gear Maintenance Kit (L)
Lighter (-)

Mk I Ability Crystal (Constitution)
Rune Worm (Mk II Synergising Symbiote) (Intelligence)
Warlord Stone (Mk III Ability Crystal) (Dexterity)

Credits: 255,159

Bulk: 8.5/11

Brain - Accelerated Datajack
Eyes - Eyes of Rhean
Ears - Mk II Intercepting Ears
Throat - Wyrm Dragon Gland (18d6, DC 10 + 0.5xCL + Con modifier; 1 RP to refresh immediately)
Heart - Hyper
Lungs - Cleansing Breath (roll twice for diseases and poisons)
Spinal Column - Dual Cybernetic Arms
Endocrine - Restless Adrenal Gland
Skin - Armor Savant
Arm - Upgrade Slot (-)
Arm -
Legs/Feet - Mk II Force Soles