Race |
Kalo Monstrous Humaoid(aquatic) |
Classes/Levels |
Star Walker Operative 3 KAC:14 EAC:14 init:+3 perception:+7 [i][/i]; SP: 12/12 HP: 14/14 RP: 4/4 Fort:+0; Ref:+5;Will+3 |
Gender |
M |
Size |
M |
Age |
25 |
Special Abilities |
Blind Sight(sound) 60', low-light vision, Water Breathing |
Alignment |
CG |
Languages |
Common, Kalo |
Strength |
11 |
Dexterity |
16 |
Constitution |
10 |
Intelligence |
12 |
Wisdom |
12 |
Charisma |
14 |
About Darkvoid Batoidia
SP: 18/18 HP:20/20
Light armor
Basic Melee, Small Arms, Sniper
bab fort ref will
+2, +1 +3 +3
+1 +6 +4
+1d8
+10 movement
[spoiler = gear]
Static Arc Pistol 1d6e 80' arc 2 20(2), Stun
Tactical Baton 1d4b analog, operative
Personal Comm unit
Station wear Flight Suit
18 CR
[/spoiler]
[spoiler = operative abilities]
operative's edge:
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:
Daredevil (acrobatics/athletics)
Acrobatics and Athletics. You can attempt an Acrobatics check to make a trick attack.
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).
Trick Attack:
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.
2hp