Wyrm Sniper

Casey Cannon's page

75 posts. Organized Play character for eijel.


Full Name

Casey Cannon

Race

| SP 6/6 HP 7/10 | RP 4/4 | EAC 14; KAC 15 | F +0 R +5 W +2 | Init: +4 | Perc: +5, SM +5

Classes/Levels

| Speed 30 | Active conditions: None

Gender

Male NG Human icon operative 1

About Casey Cannon

Casey Cannon
Male human icon operative 1
NG Medium humanoid (human)
Init +4; Perception +5
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Defense
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SP 6 HP 10 RP 4
EAC 14; KAC 15
Fort +0; Ref +5; Will +2
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Offense
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Speed 30 ft.
Melee runner spark knife (1d4 E&S; arc 1d4)
Ranged subzero hail pistol +3 (1d4 C&P; bleed 1d4; 20 ft)
Offensive Abilities trick attack (+1d4)
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Statistics
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Str 10 (+0); Dex 17 (+3); Con 10 (+0); Int 10 (+0); Wis 10 (+0); Cha 16 (+3)
Skills Acrobatics +8, Athletics +5, Bluff +10, Culture +6, Diplomacy +5, Disguise +10, Intimidate +8, Perception +5, Piloting +8, Profession (Actor) +13, Sense Motive +5; -5 DC on Culture and Profession other icons or details of cultural aspects
Feats Advanced Melee Weapon Proficiency, Sidestep, Skill Focus (Bluff, Disguise)
Languages Common, Triaxian, Vesk
Other Abilities Operative's Edge (+1), Specialization (Spy)
Other Gear disguise tool kit, industrial backpack, personal comm unit, professional tool kit (actor), reconfigurable clothing [formal, party, professional (actor), travel, uniform (military)], runner spark knife (20 charges), second skin, subzero hail pistol (20 charges)
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Special Abilities
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Sidestep:

Whenever an opponent misses you with a melee attack, you can take a guarded step as a reaction, as long as you remain within that opponent’s threatened area. If you take this step, you can’t take a guarded step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.