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Blasto the Jellyfish's page

100 posts. Organized Play character for Luke_Parry.


Full Name

Blasto the Jellyfish

Race

Early Stage Barathu

Classes/Levels

Mercenary Operative 7 (SP 56/56) (HP 48/48) (EAC 22, KAC 20) (Fort +5, Ref +11, Will +9) (Init +13) (Perception +19)

Gender

?

Size

Medium

Age

?

Alignment

Lawful Neutral

Languages

Common, Brethedan, Aklo, Vesk, Azlanti, Jinsul, Eoxian, Aklo, Dwarven, Vercite

Occupation

Mercenary

Strength 11
Dexterity 22
Constitution 14
Intelligence 12
Wisdom 18
Charisma 10

About Blasto the Jellyfish

Initiative: +13 (+6 Dex + 3 Edge + 4 Feat)
Senses: 60' Darkvision, 120' Blindsense (Thought), 120' Limited Telepathy, Perception +19
Speed: 10', Fly 30 ft (Average)
Resistances: Cold 5, Fire 5

EAC: 22 (10 + 6 Armor + 5 Dex + 1 Shield)
KAC: 20 (10 + 4 Armor + 5 Dex +1 Shield)

Stamina Points: 56/56
Hit Points: 48/48

Fort: +5 Ref: +11 Will: +9

Combat:
Base Atk: +5; CMD: 28

Ranged
Azimuth Laser Pistol: +11 to Hit; Dmg 1d4+3; crit Burn 1d4; range 80 ft; Fire
Holy Static Arc Pistol: +11 to Hit; Dmg 1d6+3; crit Arc 2; range 50 ft; Electricity
Ghostkiller Shrieking Larva: +11 to Hit; Dmg 1d8+3; crit Deafen; range 30 ft; Sonic
Zoologist Injector Pistol: +11 to Hit; Dmg 1d8+3; crit Fiery; range 60 ft; Piercing (30 rounds)

Theme (Mercenary):

THEME KNOWLEDGE (1ST):
You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics 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 Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.

Celebrity (6th Level):
You are famous enough that pretty much everyone has either heard of you or can quickly find information about you (it’s a DC 10 Culture check to recognize your name and a DC 20 Culture check for someone to recognize you out of context from your appearance alone). Among those who follow your iconic profession, you’ve built up both fans and detractors due to your celebrity. If you’re looking for a generic person like “a doctor who can treat this disease,” you can almost always find one who’s a fan and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM’s discretion, fans might give you services (although not goods) for a discount or even for free.

Skills:
Skill Points per level: 8 (Class) + 0 (Intelligence) + 2 (Operative)
Acrobatics +18 (+6 Dex + 7 rank + 3 class skill + 3 Edge - 1 ACP)
Athletics +13 (+0 Str + 7 ranks + 3 class skill + 3 Edge + 1 Theme - 1 ACP)
Bluff +3 (+0 Cha +3 Edge)
Culture +14 (+1 Int + 7 ranks + 3 class skill + 3 Skill Focus)
Diplomacy +3 (+0 Cha + 3 Edge)
Disguise +3 (+0 Cha + 3 Edge)
Intimidate +3 (+0 Cha + 3 Edge)
Medicine +14 (+1 Int + 7 ranks + 3 class skill + 3 Edge)
Perception +14 (+4 Wis + 7 rank + 3 class skill + 3 Edge)
Piloting +19 (+6 Dex + 7 rank + 3 class skill + 3 Edge)
Profession(Mercenary) +22 (+4 Wis + 7 rank + 3 class skill + 4 (Kit) + 1 (Clothes) + 3 Edge)
Sense Motive +17 (+4 Wis + 7 rank + 3 class skill + 3 Skill Focus)
Sleight of Hand +18 (+6 Dex + 7 rank + 3 class skill + 3 Edge - 1 ACP)
Stealth +18 (+6 Dex + 7 rank + 3 class skill + 3 Edge - 1 ACP)
Survival +17 (+4 Wis + 7 rank + 3 class skill + 3 Edge)

Feats:
1st:Extended Telepathy
1st - Bonus: SF: Culture
1st - Bonus: SF: Sense Motive
3rd: Improved Initiative
5th: Psychic Sense
7th: Connection Inkling (Climate Adaptation, Stabilise (at will); Spirit-Bound Computer 1/day per 3 levels)

Racial Features:
Size and Type:
Early stage barathus are Medium aberrations.

Early Stage Adaptation:
An early stage barathu’s body is mutable and can adapt to many different situations. Once every 1d4 rounds as a swift action, an early stage barathu can reshape its body and adjust its chemistry to gain one of the following qualities. The adaptation lasts until the beginning of the early stage barathu’s next turn. Unlike more mature barathus, early stage barathus are not generally capable of more complex adaptations.

- Upper limb refinements enable the barathu to add an additional amount of damage to melee attacks equal to its Strength modifier.
- A toughened dermal layer grants its a +1 racial bonus to AC.
- Developed lower limbs grant it a base speed of 15 feet.
- Molecular-level modifications grant it resistance 2 against a single energy type (acid, cold, electricity, fire, or sonic).
- Elongated limbs extend its reach to 10 feet.

Floaters:
Early stage barathus have a base speed of 0 feet and an extraordinary fly speed of 30 feet with average maneuverability.

Limited Telepathy:
Early stage barathus can communicate telepathically with any creatures within 30 feet with whom they share a language in common.

Strange Anatomy:
Early stage barathus gain a +1 racial bonus to Fortitude saving throws.

Darkvision:
Early stage barathus have darkvision with a range of 60 feet.

Class Features:
OPERATIVE’S EDGE (EX):
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:
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).

TRICK ATTACK (EX):
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.

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.

Specialization Exploit:
Glimpse the Truth (Ex):
By picking up on subtle clues and hidden traces in your immediate surroundings, you can see things as they really are. As a full action, you can spend 1 Resolve Point to gain the effects of true seeing for 1 round with a range of 60 feet.

Detective's Insight (Ex): At 11th level, your incredible insights help you move investigations forward where mundane inquiries fail. Once per day, you can spend 1 Resolve Point and take 10 minutes pondering a mystery or quandary to gain an enigmatic insight as if you had cast divination (though the result is often presented as a cryptic clue).

Evasion (Ex):
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 (Ex):
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):
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

Debilitating Trick (Ex):
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.

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.

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.

Combat Trick (Ex): Shield Proficiency

Specialization Skill Mastery:
You become so confident in certain skills that you can use them reliably even under adverse conditions. When attempting a skill check with a skill in which you have the Skill Focus feat, you can take 10 even if stress or distractions would normally prevent you from doing so.

Uncanny Agility (Ex):
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.

Equipment:

Reconfigurable Clothing (Formal, Party, Professional, Travel, Uniform)
Psychic Booster
Radiation Badge
Turquoise Cube Aeon Stone

Troupe Suit I
- Backup Generator
- Targeting Computer

Field Tactical Shield
- Mk I Thermal Capacitor

Azimuth Laser Pistol
Holy Static Arc Pistol
Ghostkiller Shrieking Larva
Zoologist Injector Pistol
Fiery Ammo x30

Industrial Backpack
Fire Extinguisher
Tool Kit (Mercenary)
Gear Maintenance Kit
Lighter

Upgrades
Mk I Synaptic Accelerator
Mk II Synergising Symbiote
Crafty Graft (Brain)
Charge Palm x2 (Hand x2)

Credits: 4204