Full Name |
Cysgod (Shadow) |
Race |
M CG Ysoki Outlaw Operative 1 | SP 6/6 HP 9/9 | RP 5/5 | EAC 15; KAC 16 | Fort +1; Ref +6; Will +2 | Init: +5 | Perc: +5, SM: +5 | Speed 30 ft. | Active conditions: None | |
Strength |
8 |
Dexterity |
18 |
Constitution |
13 |
Intelligence |
14 |
Wisdom |
10 |
Charisma |
10 |
About Cysgod
Ysoki are Small humanoids with the ysoki subtype.
Cheek Pouches-Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity
Darkvision 60'
Scrounger-Ysoki receive a +2 racial bonus to Engineering, Stealth, and Survival checks.
Acrobatics* (Dex)+12, Athletics (Str)+0, Bluff (Cha)+1, Computers(Int)+7, Culture (Int)+7, Disguise (Cha)+1, Engineering (Int)+9, Intimidate (Cha)+1, Medicine (Int)+7, Perception (Wis)+5, Piloting (Dex) +9, Profession: Lawyer (Int)+7, Sense Motive (Wis)+5, Sleight of Hand (Dex)+10, Stealth* (Dex)+12, Survival (Wis)+7.
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. (Added in)
Ghost-You can move from place to place without being noticed.
Associated Skills*: Acrobatics and Stealth. When you use Stealth to make a trick attack, you gain a +1 bonus to the skill check.
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 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.
Basic melee weapons, small arms, sniper weapons, Grenades
Semi Auto pistol, Tactical +4 to hit, 1d6 P (30 rds)
Knife, Survival (Operative) +4 to hit, 1d4 S
Frag grenade 1d6 P (15')
Shock grenade 1d8 E (15')
Stickybomb Grenade Entangle 2d4 rds. (10')
Second skin armor (No upgrades)
Com unit, Backpack (industrial), Every day wear, Formal wear, professional, spacesuit, hygiene kit. 34 cr.