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About Blasto the JellyfishInitiative: +13 (+6 Dex + 3 Edge + 4 Feat)
EAC: 22 (10 + 6 Armor + 5 Dex + 1 Shield)
Stamina Points: 56/56
Fort: +5 Ref: +11 Will: +9 Combat:
Base Atk: +5; CMD: 28
Ranged
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):
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:
- Upper limb refinements enable the barathu to add an additional amount of damage to melee attacks equal to its Strength modifier.
Floaters:
Limited Telepathy:
Strange Anatomy:
Darkvision:
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:
TRICK ATTACK (EX):
Detective:
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:
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):
Quick Movement (Ex):
Weapon Specialization (Ex):
Debilitating Trick (Ex):
Uncanny Mobility:
Trap Spotter (Ex):
Combat Trick (Ex): Shield Proficiency Specialization Skill Mastery:
Uncanny Agility (Ex):
Equipment:
Reconfigurable Clothing (Formal, Party, Professional, Travel, Uniform) Psychic Booster Radiation Badge Turquoise Cube Aeon Stone Troupe Suit I
Field Tactical Shield
Azimuth Laser Pistol
Industrial Backpack
Upgrades
Credits: 4204
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