Spider Eater

Clastorg's page

71 posts. Organized Play character for Art Burd.


Race

| SP 2/40 HP 34/34| RP 7/7 | EAC 21; KAC 23; ACvCM 31| Fort +3; Ref +9; Will +4 | Init: +5 | Perc: +10, SM: +10

Classes/Levels

| Speed 60ft, climb 50ft, swim 50ft | Darkvision (60 ft) | Spells: n/a | Active conditions: None.

Gender

Male NG Wrikreechee Scholar Operative 5

About Clastorg

SFS # 60325-702
Experience 12
Slotted Faction Wayfinders
Wealth 89 Credits, 100 UPBs

Reputation 16 Fame, 24 Global Reputation
Reputation with Acquisitives: 0
Reputation with Dataphiles: 23
Reputation with Exoguardians: 1
Reputation with Second Seekers (Jadnura): 0
Reputation with Second Seekers (Luwazi Elsebo): 0
Reputation with Wayfinders: 0

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Wrikreechee Scholar (Xenobiologist) Operative (Daredevil) 5
NG Male Monstrous Humanoid
Init: +5; Senses: Darkvision 60 ft; Perception +10

DEFENSE
EAC: 21; KAC: 23; AC vs. Combat Maneuvers: 31
HP: 34; SP: 40; RP 7
Fort: +3; Reflex: +9; Will: +4

OFFENSE
Speed: 60 feet, climb 50 feet, swim 50 feet
Melee: Survival Knife +8 (1d4+2 S) (Analog, Operative)
or Venom Spur +8 (1d6+2 plus poison)
Ranged: Thunderstrike Sonic Pistol +8 (1d8+2 So) (40 ft. range, 20 capacity/usage 2) (Critical: deafen)
or Azimuth Laser Pistol +8 (1d4+2 F) (80 ft. range, 20 capacity/usage 1) (Critical: burn 1d4)

STATISTICS
Str 10 (+0), Dex 20 (+5), Con 14 (+2), Int 15 (+2), Wis 10 (+0), Cha 14 (+2)
Base Attack Bonus: +3
Feats: Fleet, Mobility, Nimble Moves, Weapon Specialization (Basic Melee, Small Arms, Sniper)
Skills:
*Acrobatics: +16 (5 ranks, +5 Dex, +3 class, +3 insight)
*Athletics: +11 (5 ranks, +0 Str, +3 class, +3 insight)
*Bluff: +6 (0 ranks, +2 Cha, +4 edge)
*^Culture: +12 (5 ranks, +2 Int, +3 class, +2 edge)
*^Computers: +12 (5 ranks, +2 Int, +3 class, +2 edge)
Diplomacy: +6 (0 ranks, +2 Cha, +4 edge)
*Disguise: +6 (0 ranks, +2 Cha, +4 edge)
*^Engineering: +12 (5 ranks, +2 Int, +3 class, +2 edge)
*Intimidate: +6 (0 ranks, +2 Cha, +4 edge)
*^Life Science: +12 (5 ranks, +2 Int, +3 class, +2 edge)
*^Medicine: +6 (0 ranks, +2 Int, +4 edge)
^Mysticism: +4 (0 ranks, +0 Wis, +4 edge)
*Perception: +10 (5 ranks, +0 Wis, +3 class, +2 edge)
^Physical Science: +6 (0 ranks, +2 Int, +4 edge)
*Piloting: +15 (5 ranks, +5 Dex, +3 class, +2 edge)
*^Profession (Professor): +12 (5 ranks, +2 Int, +3 class, +2 edge)
*Sense Motive: +10 (5 ranks, +0 Wis, +3 class, +2 edge)
*^Sleight of Hand: +15 (5 ranks, +5 Dex, +3 class, +2 edge)
*Stealth: +15 (5 ranks, +5 Dex, +3 class, +2 edge)
*Survival: +4 (0 ranks, +0 Wis, +4 edge)
* Class Skill
^ Trained Only Skill

Languages: Akitonian, Aquan, Common, Drow, Kalo, Lashunta, Vesk, Wrickrechee
Theme: Scholar
Special Qualities: Amphibious, Cooperative, Darkvision, Debilitating Trick, Evasion, Operative's Edge (+2), Operative Exploits, Quick Movement (+10), Sheltering, Snag, Specialization (Daredevil), Specialization Exploit (), Theme Knowledge, Trick Attack (+3d8), Weapon Specialization, Wrikreechee Movement
Combat Gear: Azimuth Laser Pistol, Batteries (20 capacity) (2), Freebooter Armor 2 (Longstrider Module), Mk. 1 Serums of Healing (4), Survival Knife, Thunderstrike Sonic Pistol (Light Bayonet Bracket, Folding Grip)
Other Equipment: Cable Line (60 feet), Computer (Tier 2, Miniturization 4x, range 1), Everyday Clothing (3), Industrial Backpack, Party Clothing (SMC Concert), Professional Clothing (Professor), credits
Augmentations: Minimal Speed Suspension, Personal Upgrade (Dex, +2), Venom Spur, Voice Amplifier

Height: 5'6"
Weight: 180 lbs
Age: 23
Bulk Limit: 6 (2 7L)

Amphibious:
Wrikreechees are able to breathe both water and air normally.

Cooperative:
Wrikreechees spend much of their lives in close contact with one another, learning to predict their neighbors’ reactions and coordinate their actions. A wrikreechee gains a +2 bonus to skill checks for the aid another action and to attack rolls to provide harrying fire. A creature using the aid another action to assist a wrikreechee’s skill check gains a +2 bonus to her check.

Darkvision:
Wrikreechees have darkvision with a range of 60 feet.

Debilitating Trick:
When you hit an enemy with a trick attack, you can make the creature 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.

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.

Feats:

Fleet: While you are wearing light or no armor, your land speed increases by 10 feet. When you are encumbered, your land speed instead increases by only 5 feet. When you are overburdened, your speed is reduced to 10 feet.
Mobility: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.
Nimble Moves: You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a guarded step into difficult terrain.
Weapon Specialization (Basic Melee, Small Arms, Sniper): You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a guarded step into difficult terrain.

Operative's Edge (+2):
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.

Operative Exploits:
As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise.

Operative Exploits Chosen:

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.
Jack of All Trades: You’ve learned how to handle any situation. You can use all skills untrained, and you double your operative’s edge bonus when using a skill in which you have no ranks.

Quick Movement (+10):
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.

Sheltering:
A wrikreechee instinctively knows how to exploit sources of cover. When a wrikreechee is benefiting from partial cover, cover, or improved cover, the granted bonus to its AC and Reflex saves increases by 1.

Snag:
Thanks to the feathery material lining its forelimbs, a wrikreechee is adept at grabbing small prey. A wrikreechee gains a +4 bonus to attack rolls when attempting to grapple a creature smaller than itself. As a full action, a wrikreechee can make two attempts to grapple a creature with a -4 penalty to the attack rolls.

Specialization (Daredevil):
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).

Specialization Exploit:
Versatile Movement You gain a climb speed and a swim speed equal to your land speed. This speed is not increased by the quick movement class feature or improved quick movement exploit.

Theme Knowledge (Life Science: Xenobiology):
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.

Trick Attack (+1d8):
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.

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

Wrikreechee Movement:
A wrikreechee has a base speed of 20 feet and a swim speed of 30 feet.

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List of Boons

Ally:

Digital Imp
Gun Runner
Muldoi's Debt
Suulhu-Huur's Debt
Vossi's Roar

Faction:

Dataphile's Champion
Dataphile's Champion, Improved

Personal:

Dwarven Admittance
Halfling Admittance
Half-Orc Admittance
Morlamaw Admittance
Alien Archive Admittance (Tier 2)

Social:

AbadarCorp Acquaintance
AbadarCorp Augmentations (0/3)
Budding Media Celebrity
Contractors Respect (AbadarCorp) 0/3
Distinguised Ambassador 0/4
Scoured Stars Memorial
Street Cred: Absalom Station
Trusted by the Conservancy

Slotless:

Abysshead Download
Digital Presence
Morlawmaw Linguist
True Savior of Tasch (5/5)

Starship:

Loaned Ship: Sunrise Maiden
Star Monster Slayer

[spoiler=Unidentified]
Tip of the Conspiracy