Verik Vancaskerkin

Arthur Pardus's page

66 posts. Organized Play character for Muzouka.


Full Name

Arthur Pardus

Race

| HP 10/10 SP 6 | RP 4/4 | EAC 13 KAC 14 AC 24 | F: +0, R: +5, W: +4 | Init: +8 | Perc: +5, SM: +5

Classes/Levels

| Speed 30ft | Pistol Ammo: 9/9 | Active conditions: None.

Gender

Male LN Human Operative 1

About Arthur Pardus

Name Arthur Pardus
Operative 1
LN Medium humanoid (human)
Init +8; Senses Perc +5, SM +5,

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Defense
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EAC 13
KAC 14
AC 24
HP 10
SP 6
Resolve 4
CMD 22
Fort +0, Ref +5, Will +4

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Offense
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Speed 30 ft.
Melee Knife, Survival +0 Damage 1d4(s)
Ranged Semi-Auto Pistol, Tactical +3 Damage 1d6
Space 5 ft.; Reach 5 ft.

Theme - Corporate Agent(Theme Knowledge):

You are deeply connected to the world of corporate culture, and know all the movers and shakers. When attempting a Profession or Culture check to recall knowledge about corporations and their executives, reduce the DC by 5. Diplomacy 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 Diplomacy checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Operative's Edge +1:

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.

Ghost(Specialization):

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.
Phase Shift Escape (Ex): At 11th level, you can move through solid matter by taking your body’s matter out of phase for just a moment. As a full action, you can spend 1 Resolve Point to phase through up to 5 feet of solid matter. If you attempt to phase through something that is too thick, you spend the Resolve Point and take the action but the attempt fails. You cannot phase through force effects such as force fields or the barrier created by wall of force. After using phase shift escape, you can’t use it again until after you’ve taken a full 8-hour rest.

Skilled
Special Attacks
Trick Attack +1d4:

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 against your attack. 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.

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Statistics
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Str 10(+0), Dex 16(+3), Con 10, Int 14(+2), Wis 10, Cha 13(+1)
Feats Improved Initiative; Iron Will; Basic Melee Weapon; Armor Proficiency: Light; Weapon Proficiency: Sniper, Small Arms; Skill Focus(Acrobatics; Skill Focus(Stealth)
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Languages Common, Shirren
Skills
Acrobatics +10, Bluff +6, Computers +7, Culture +7, Diplomacy +6, Disguise +6, Engineering +7, Piloting +8, Profession(Corporate Profession) +7, Sleight of Hand +8, Stealth +10
Combat Gear Stationwear(Flight Suit), Rounds(Small arms - 30)
Other Gear Clothing(Formal), Clothing(Professional), Clothing(Everyday), Field Ration(1week), Comm Unit(personal), Tool Kit, Hygiene Kit, Serum of Healing Mk1