About KrzysztofliOh my, what a fascinating thought! A pity it’s been locked away like that... Male Operative 4
Melee: Survival Knife +8 (1d4+1 S) Ranged Azimuth Laser Pistol +8 (1d4+1 fire) (80 ft)
Non-Standard Skill Bonuses
Special Abilities:
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SPECIAL ABILITIES ------------------------------ Bindsense: Shirrens’ sensitive antennae grant them blindsense (vibration) - the ability to sense vibrations in the air - with a range of 30 feet. Communalism: Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result. Limited Telepathy: Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak. Linguistic Acculturation: Shirrens quickly adapt to new languages they encounter, because doing so enables them to communicate their thoughts with new people and learn from them in turn. Shirrens with this trait gain a +2 bonus to Culture checks and learn two languages for each skill rank they have in the Culture skill. This replaces cultural fascination. Theme Knowledge: You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick Physical Science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation. Operative’s Edge: 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. Specialization (Detective): 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. Your specialization grants you the Skill Focus feat 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). As a detective, your ability to read people and make deductions helps you ferret out the truth in any situation. Associated Skills: Culture and Sense Motive. You can attempt a Sense Motive check with a +4 bonus to make a trick attack by reading your foe. 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, Sense Motive, or Stealth check 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. 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. 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. Debilitating Trick: When you succeed at both the skill check and attack roll of your trick attack, you can make the target 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.
Exploits:
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EXPLOITS ------------------------------ Alien Archive: Your vast experience makes identifying new creatures easier for you. Double your operative’s edge bonus to your skill checks when identifying a creature and its abilities. If you successfully identify a creature, you gain a +2 enhancement bonus to your skill check when you make a trick attack against that creature. Elite Saboteur: You can attempt an Engineering check to disable a device on a lock or trap in half the normal time. If this would reduce the duration to less than 1 round, you can disable the device as a standard action.
Feats:
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FEATS ------------------------------ Psychic Insight: You gain a +2 insight bonus to Bluff, Diplomacy, Intimidation, and Sense Motive checks against creatures you are successfully communicating with using your limited telepathy or telepathy. Skill Focus (culture): You gain a +3 insight bonus to checks involving the chosen skill. Skill Focus (sense motive): You gain a +3 insight bonus to checks involving the chosen skill. Skill Synergy (life science, mysticism): These skills become class skills for you. Soothing Telepathy: You gain a +2 insight bonus to saving throws against mind-affecting effects. Once per day as a reaction, you can grant allies within range of your telepathic communication a +2 insight bonus to saving throws against mind-affecting effects until the end of your next turn.
Gear/Possessions:
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GEAR/POSSESSIONS ------------------------------ Credits: 113 Carrying Capacity Light 0-5 Encumbered 5-10 Current Load Carried 0 Survival Knife (95 cr) (L) Azimuth Laser Pistol (350 cr) (L) Static Arc Pistol (750 cr) (L) Basic Lashunta Tempweave (1950 cr) (L) Synaptic Accelerators Mk 1 (Dex +2) (1400 cr) (-) Mk I Ring of Resistance (735 cr) Comm Unit (7 cr) (-) Datapad (55 cr) Consumer Backpack (3 cr) (L) *Aerosol Spray (80 cr) *Mk I Antitoxin (75 cr) *Engineering Kit (20 cr) (L) *Flashlight (1 cr) (L) *Hacking Kit (20 cr) (L) *Hygiene Kit (3 cr) *Professional’s Tools (20 cr) (L) *Titanium Alloy Cable (50 ft) (25 cr) (L) *Trapsmith’s Tools (20 cr) (L) *Stored in Backpack Boons:
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BOONS ------------------------------ Psychic Studies (Personal, Locked) Savior of Asanatown Society Subdermal Graft Klikharp Companion Ask Chat Bot Me!:
Background:
Appearance and Personality:
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