Iron Dragon

D.R.A.C.O.S.'s page

337 posts. Organized Play character for Luke_Parry.


Full Name

D.R.A.C.O.S.

Race

LN Xenometric Android (Kasatha)

Classes/Levels

Operative/Soldier 8 | EAC: 22, KAC: 24 | DR 8/- | Fort: +8, Ref: +13, Will: +7 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 192/192, HP: 62/62, RP: 14/14 | Perc: +14 | Init: +13 | Speed: 40 ft.

Gender

Male

Size

Medium

Age

34

Alignment

Lawful Neutral

Languages

Common, Akitonian, Kasathan, Vesk, Shirren, Celestial, Ysoki, Draconic, Terran, Ignan, Aquan, Auran, Shobhad, Abyssal, Infernal, Elven, Castrovelian, Eoxian, Vercite, Dwarven, Aklo, Nchaki, Sarcesian

Strength 14
Dexterity 22
Constitution 12
Intelligence 20
Wisdom 10
Charisma 9

About D.R.A.C.O.S.

Trick - CR 13 or less.
Static Arc Pistol: [dice]1d20+15[/dice], for [dice]1d6+4+4d8[/dice] Electricity damage.
Annihilator Advanced X-Gen Gun: [dice]1d20+15-1[/dice], for [dice]2d12+8[/dice] damage.
Annihilator Advanced X-Gen Gun: [dice]1d20+15-1[/dice], for [dice]2d12+8[/dice] damage.

Initiative: +13 (+6 Dex + 3 Edge + 4 Feat)
Senses: 60' Darkvision; Low Light Vision; 60' Blindsense; Perception +14
Speed: 40 ft

EAC: 22 (10 + 7 (Armor) + 5 Dex)
KAC: 24 (10 + 8 (Armor) + 5 Dex + 1 Insight)

Stamina Points: 192/192
Hit Points: 62/62
Resolve Points: 14/14

DR: 8/-

Acid Resistance 5

Fort: +8 Ref: +13 Will: +7

+2 Racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep

Combat:
Base Atk: +8; CMD: 32
Ranged
Static Arc Pistol: +15 to Hit; Dmg 1d6+4; crit Arc 2; range 50 ft; Electricity [2/20] (2)

Annihilator (FS-9th) Advanced X-Gen Gun: +15 to Hit; Dmg 2d12+8; crit -; range 120 ft; Projectile [100/100] (2)

Theme (Tempered Pilgrim):

In their adolescence, kasathas undertake a yearlong walkabout known as the Tempering, in which they are encouraged to experience other cultures. You have examined this practice (or perhaps undergone it yourself) and have concluded that a year is not enough time to learn from the countless other civilizations. In any case, you don’t need to be a kasatha to consider yourself a student of the universe. Many tempered pilgrims are also followers of the philosophy of the Cycle.

Theme Knowledge:
You have read and studied much in your eagerness to learn about and experience new cultures, and you often know about them before you encounter them. Reduce the DC of Culture checks to recall knowledge about a culture’s customs and related topics by 5. In addition, whenever you take a rank in Culture, you learn to speak and read two new languages instead of one. Culture 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 Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Skills:
Skill Points per level: 10 (Class) + 3 (Intelligence)
Acrobatics +21 (+6 Dex + 8 ranks + 3 class skill + 2 Racial + 3 Edge - 1 ACP)
Athletics +17 (+2 Str + 8 ranks + 3 class skill + 2 Racial + 3 Edge - 1 ACP)
Bluff +13 (-1 Cha + 8 ranks + 3 class skill + 3 Edge)
Computers +19 (+5 Int + 8 ranks + 3 class skill + 3 SF)
Culture +20 (+5 Int + 8 ranks + 3 class skill + 3 Edge + 1 Theme)
Diplomacy +13 (-1 Cha + 8 ranks + 3 class skill + 3 Edge)
Disguise +2 (-1 Cha + 3 Edge)
Engineering +19 (+5 Int + 8 ranks + 3 class skill + 3 SF)
Intimidate +2 (-1 Cha + 3 Edge)
Life Science +19 (+5 Int + 8 ranks + 3 class skill + 3 Edge)
Medicine N/A
Mysticism +14 (+0 Wis + 8 ranks + 3 class skill + 3 Edge)
Perception +14 (+0 Wis + 8 ranks + 3 class skill + 3 Edge)
Piloting +19 (+6 Dex + 8 ranks + 3 class skill + 3 Edge - 1 ACP)
Profession(Soldier) +14 (+0 Wis + 8 ranks + 3 class skill + 3 Edge)
Physical Science +19 (+5 Int + 8 ranks + 3 class skill + 3 Edge)
Sense Motive +1 (+0 - 2 Racial + 3 Edge)
Sleight of Hand N/A
Stealth +19 (+6 Dex + 8 ranks + 3 class skill + 3 Edge - 1 ACP)
Survival +14 (+0 Wis + 8 ranks + 3 class skill + 3 Edge)

+4 on Computers checks to make Trick Attacks

+3 on Perception Vs. Traps

Feats:
1st: Skill Synergy (Diplomacy, Mysticism)
1st (Operative Bonus Feat): Skill Focus (Computers)
1st (Operative Bonus Feat): Skill Focus (Engineering)
2nd (Fighter Bonus Feat): Improved Initiative
3rd: Weapon Focus: Heavy Weapons
4th (Fighter Bonus Feat): Versatile Focus
5th:Skill Synergy (Life Science, Physical Science)
6th (Fighter Bonus Feat): Double Draw
7th: Enhanced Resistance (Kinetic)
8th (Fighter Bonus Feat): Powered Armoured Proficiency
9th: Iron Will
10th (Fighter Bonus Feat): Constant Alert
11th: Great Fortitude
12th (Fighter Bonus Feat): Penetrating Attack
13th: Technomantic Dabbler

Racial Features:
Constructed:
For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.

Flat Affect:
Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.

Four-Armed:
Kasathas have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.

Natural Grace:
Kasathas receive a +2 racial bonus to Acrobatics and Athletics checks.

Class Features:
Primary Fighting Style - Sharpshoot

Sniper’s Aim (Ex) - 1st Level:
When you make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. You can’t use sniper’s aim against an enemy with total cover.

Operative’s Edge (Ex) - 1st Level:
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 Specialization - Hacker

Trick Attack (Ex) - 1st Level:
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.

Evasion

Uncanny Mobility (Ex):
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.

Quick Movement (Ex) - 3rd Level:
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) - 3rd Level:
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

Gear Boost - Unburdened Shield (Ex):
Whenever you’re wielding a shield, you ignore the shield’s armour check penalty and speed adjustment (if any). If the shield has a maximum Dexterity bonus, you also ignore its maximum Dexterity bonus.

Debilitating Trick (Ex) - 4th Level:
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.

Nightvision (Ex):
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.

Elusive Hacker (Ex):
Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system’s countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn’t trigger. You still haven’t disarmed the countermeasure, and it might trigger in the future.

Focus Fire (Ex) - 5th Level:
When you make a full attack with a ranged weapon, you can make both attacks with a –3 penalty instead of a –4 penalty as long as they both target the same creature. If your first attack kills or knocks out the target, you can instead make the second attack against a different creature at a –4 penalty. Once you have the soldier’s onslaught class feature (see page 112), you can use this ability with it, making three attacks against the same creature at a –5 penalty; if your first or second attack kills or knocks out your target, you can make your remaining attacks against a different creature at a –6 penalty.

Enhanced Senses (Ex):
You can sense your surroundings without needing to see them. You gain blindsense with a range of 60 feet. You must have darkvision and low-light vision, or the nightvision exploit, to learn this exploit.

Uncanny Agility (Ex) - 7th Level:
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.

Armoured Advantage (Ex):
When you are wearing armor, you gain a +1 insight bonus to your Kinetic Armor Class.

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.

Equipment:

Static Arc Pistol (L)

Annihilator (FS-9th) Advanced X-Gen Gun (2) + Heavy Gunner Harness (2)
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- Uniclamp (L) - Grappler (L) + 50' titanium alloy cable (5xL)
- Uniclamp (L) - Fire Extinguisher (L)
- Light Bayonet Bracket (L) - John's Survival Knife (L)

Estex Suit III (1)
- Filtered Rebreather (1)
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- Mk I Planar Runeplates (Hylax - LG) (-)

Clear Spindle Aeon Stone (-)

Battery [0/20]
Battery [0/20]
Battery [20/20]
Battery [20/20]
Reconfigurable Clothing (Everyday x2, Formal, Party, Travel) (L)
Formation Boots (L)
Radiation Badge (L)

Mk I Null Space Chamber (L) [2.8/25]
- Engineering Kit (20; L)
- Hacking Kit (20; L)
- Trapsmith's Tools (20; L)
- Sleeping Bag (L)
- Gear Maintenance Kit (L)
- Lighter (-)
- Glory Medallion (L)
- Courage Medallion (L)
- Portable Grinder (2)
- Datapad (L)

Mk I Ability Crystal (Intelligence)
Mk II Synergising Symbiote (Dexterity)

Credits: 149

Bulk: 7.7/7