![]() About Dead Suns PC Concept 1“There are different types of soldier. Some men are trained to stand under fire, waiting for their turn to inflict death. Others are like hunters, slipping from cover to cover.” ― Miles Cameron, The Red Knight "I love this place at night, the stars. There's no right or wrong in them. They're just there." — Sgt. Elias, Platoon “The idea of wilderness needs no defense, it only needs defenders.” ― Edward Abbey ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▷ MALE HALF-ELF OPERATIVE 1
▷ RACE: HALF-ELF ▽:
Half-elves are the interracial children of human and elven parents or the descendants of such children. Despite being seen as generally attractive by both races, half-elves often feel like outsiders in both societies, always exoticized and never quite accepted as part of either group. As cultural chameleons, half-elves slide easily into other societies, adapting smoothly to alien mindsets. Many half-elves are fond of wandering, with a strong desire to prove themselves, seeking out new worlds in the Vast for fame and glory or in the hope of establishing new colonies. With their extreme versatility, half-elves are a perfect fit for nearly any profession, though in recent years an unusually large number have become operatives or soldiers.
ABILITY ADJUSTMENTS▸ +2 to any one ability score. [DEX selected]
▷ THEME: WILD WARDEN ▽:
You believe that the trappings of civilization have made others soft, so you eschew them to live in the wilds, such as the jungles of Castrovel. You don’t necessarily avoid technology, as it can help you survive in some of the harsher, more extreme environments, but you tend to adorn your equipment with furs and leaves. This might make you seem like a backwards primitive to some people, but you know that nature—in all its forms—will be around long after all societies have collapsed and turned to dust. ABILITY BONUS▸ +1 WIS
▷ CLASS: OPERATIVE ▽:
The operative has the skills to complete almost any mission requiring stealth and discretion, whether it be simple espionage or messy wet work. STAMINA POINTS▸ 6 + CON Bonus
▷ OPERATIVE SPECIALISATION: EXPLORER ▽:
You’re an expert in scouting out dangerous locations using your knowledge and survival skills. Associated Skills▸ Culture and Survival. You can attempt a Survival check with a +4 bonus to make a trick attack by using your surroundings to your advantage.
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▷ MOVEMENT & SENSES ▽:
Speed▸ 30ft. Initiative▸ +4* Senses▸ Perception +8 (+9**); Low-Light Vision * Operative's Edge▸ +1 bonus to initiative.
▷ HEALTH & RESOLVE ▽:
SP▸ 6 [Stamina Points: 6 Class Value +0 CON Mod]
▷ ARMOUR CLASS ▽:
EAC▸ 14 [Energy Armour Class: 10 +1 Second Skin Armour Mod +3 DEX Mod+Misc Mod]
▷ SAVING THROWS ▽:
FORTITUDE▸ +0 [Constitution: +0 Base Save +0 CON Ability Mod+Misc Mod]
▷ ATTACK BONUSES ▽:
BAB [Base Attack Bonus]▸ +0 MELEE ATTACK▸ +1 [Strength: +0 BAB +1 STR Mod+Misc Mod]
▷ WEAPONS ▽:
[Proficient with basic melee weapons, longarms, small arms and sniper weapons.] ANCHORING HUNTING RIFLE▸ [Level 1 Longarm] [Attack: +4] [Damage: 1d8P] [Critical: Immobilisation (see below) ] [Range: 90ft.] [Ammo/Usage: 6/1] [Special: Analog; Anchoring Weapon Fusion ] KNIFE, SURVIVAL▸ [Level 1 Basic 1-H Melee] [Attack: +4] [Damage: 1d4+1S] [Critical: - ] [Range: - ] [Ammo/Usage: - ] [Special: Archaic, Operative ] FLARE GUN, SURVIVAL▸ [Level 1 Smallarm] [Attack: +3] [Damage: 1d3F] [Critical: - ] [Range: 30ft.] [Ammo/Usage: 1/1] [Special: Analog, Bright ] Analog▸ This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.
Anchoring Weapon Fusion▸ A weapon with the anchoring fusion has a chance to immobilize its targets. The weapon gains immobilization as a critical hit effect. If the weapon already has a critical hit effect, choose each time whether to apply the weapon’s normal critical hit effect or the immobilization effect. A target affected by the immobilization critical hit effect is unable to move from its space under its own power for 1d4 rounds. It cannot use any form of movement, including teleportation effects, to change its position. If the target is entirely contained in a mobile object (such as a starship or large vehicle), the target is immobile relative to its location within that object. Other creatures and forces can move the target normally.
▷ ABILITY SCORES ▽:
STR▸ 11 [+01] DEX▸ 16 [+03] CON▸ 10 [+0] INT▸ 12 [+01] WIS▸ 14 [+02] CHA▸ 10 [+0] Ability Score Buy ▸ +2 DEX [RACE]
▷ FEATS ▽:
SKILL FOCUS 「STEALTH」 [General] Benefit▸ Choose a skill. You gain a +3 insight bonus to checks involving the chosen skill. Special▸ You can take this feat multiple times. Its effects don’t stack. Each time you take this feat, it applies to a new skill. SKILL FOCUS 「CULTURE」 [General] Benefit/Special▸ As above. SKILL FOCUS 「SURVIVAL」 [General] Benefit/Special▸ As above. LONGARM PROFICIENCY [Combat] Prerequisites▸ Proficiency in small arms Benefit▸ You gain proficiency in longarms. ▷ SKILLS ▽:
Operative Class Skills List▸ Acrobatics (Dex), Athletics ( Str), Bluff (Cha), Computers ( Int), Culture (Int), Disguise ( Cha), Engineering (Int), Intimidate ( Cha), Medicine (Int), Perception ( Wis), Piloting (Dex), Profession ( Cha, Int, or Wis), Sense Motive ( Wis), Sleight of Hand (Dex), Stealth ( Dex), Survival (Wis). Skill Ranks per Level▸ 9 [8 Operative Class; +1 INT] [CS] ACROBATICS▸ +8 [1 Rank; +3 DEX; +3 Class; +1 Operative’s Edge]
[CS]▸ Class Skill [TOS]▸ Trained Only Skill
▷ LANGUAGES ▽:
Common, Racial and Homeworld languages spoken. +1 Additional language from INT bonus. +1 Additional language learned per rank in Culture skill. Spoken/Written▸ Common, Elven, Castrovelian
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▷ EQUIPMENT ▽:
Gear Carried▸ Hunting Rifle [240CR; 1 Bulk] c/w Anchoring Weapon Fusion [120CR; - Bulk]; Longarm Rounds (25) [75CR; L Bulk]; Knife, Survival [095CR; L Bulk]; Flare Gun, Survival [090CR; L Bulk]; Flare (5) [25CR; - Bulk]; Second Skin Armour [250CR; L Bulk]; Clothing, Professional (Ranger) [5CR; L Bulk]; Backpack, Industrial [25CR; 1 Bulk]; Battery [60CR; - Bulk]; Flashlight [1CR; L Bulk]; Tent, Mass Produced [2CR; 1 Bulk]; Field Rations (1 week) [1CR; 1 Bulk]; Comm Unit, Personal ; [7CR; L Bulk][/ooc][/smaller] Total Bulk Carried▸ 3.08 [Unencumbered]▸ <6 [Encumbered]▸ 7-12 [Overburdened]▸ >12 [While encumbered, you reduce each of your movement speeds by 10 feet, reduce your maximum Dexterity bonus to AC to +2, and take a –5 penalty to Strength- and Dexterity-based checks.]
▷ CREDITS + WEALTH ▽:
CREDSTICK▸ 4CR BANKED▸ OTHER WEALTH▸
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