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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

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▷ MALE HALF-ELF OPERATIVE 1
▷ Chaotic Good Medium Humanoid [Elf + Human Subtypes]

▷ 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]
HIT POINTS▸ 4 HP
SIZE AND TYPE▸ Half-elves are Medium humanoids with both the elf and human subtypes.
ADAPTABILITY▸ Half-elves receive Skill Focus as a bonus feat at 1st level.
ELVEN BLOOD▸ Half-elves are immune to magic sleep effects and receive a +2 racial bonus to saving throws against enchantment Spells and effects.
KEEN SENSES▸ Half-elves receive a +2 racial bonus to Perception skill checks.
LOW-LIGHT VISION▸ Half-elves can see dim light as if it were normal light.

▷ 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
THEME KNOWLEDGE [1ST]In the course of your explorations of various biomes, you have studied all manner of flora and fauna. Reduce the DC to identify creatures of the animal, plant, and vermin types using Life Sciences by 5. Survival 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 Survival checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

▷ 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
HIT POINTS▸ 6 HP
ARMOUR PROFICIENCIES▸ Light Armour
WEAPON PROFICIENCIES▸ Basic melee weapons, small arms and sniper weapons.
OPERATIVE’S EDGE [1ST]▸ 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.
SPECIALISATION [1ST]▸ 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. Your specialization grants you the Skill Focus feat 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 [1ST]▸ 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) 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.

▷ OPERATIVE SPECIALISATION: EXPLORER ▽:

You’re an expert in scouting out dangerous locations using your knowledge and survival skills.

Associated SkillsCulture and Survival. You can attempt a Survival check with a +4 bonus to make a trick attack by using your surroundings to your advantage.
Specialisation ExploitEver vigilant.
Into The Unknown (Ex)▸ At 11th level, you gain a +4 bonus to Culture and Survival checks. While you’re outside both the Core Worlds and your home star system (if different), you gain a +2 bonus to initiative checks. At the GM’s discretion, in games centered around a different star system than the Core Worlds, replace the Core Worlds with that star system.

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▷ MOVEMENT & SENSES ▽:

Speed▸ 30ft.
Initiative▸ +4*
Senses▸ Perception +8 (+9**); Low-Light Vision

* Operative's Edge▸ +1 bonus to initiative.
** Binoculars▸ +1 circumstance bonus to vision-based Perception checks against objects 30 feet or farther from you (2 Hands use & Move Action cost).

▷ HEALTH & RESOLVE ▽:

SP▸ 6 [Stamina Points: 6 Class Value +0 CON Mod]
HP▸ 10 [Hit Points: 6 Class Value +4 Race Mod]
RP▸ 4 [Resolve Points: 1 Starting +3 Key Ability (DEX) Mod]

▷ ARMOUR CLASS ▽:

EAC▸ 14 [Energy Armour Class: 10 +1 Second Skin Armour Mod +3 DEX Mod+Misc Mod]
KAC▸ 15 [Kinetic Armour Class: 10+ 2 Second Skin Armour Mod +3 DEX Mod+Misc Mod]
Armour Class vs Combat Manoeuvres▸ 23 [8+KAC]
DR▸ N/A [Damage Resistance]
Resistances▸ Half-elves are immune to magic sleep effects and receive a +2 racial bonus to saving throws against enchantment spells and effects.

▷ SAVING THROWS ▽:

FORTITUDE▸ +0 [Constitution: +0 Base Save +0 CON Ability Mod+Misc Mod]
REFLEX▸ +5 [Dexterity: +2 Base Save +3 DEX Ability Mod+Misc Mod]
WILL▸ +3 [Wisdom: +2 Base Save +1 WIS Ability Mod+Misc Mod]

▷ ATTACK BONUSES ▽:

BAB [Base Attack Bonus]▸ +0

MELEE ATTACK▸ +1 [Strength: +0 BAB +1 STR Mod+Misc Mod]
RANGED ATTACK▸ +3 [Dexterity: +0 BAB +3 DEX Mod+Misc Mod]
THROWN 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.
Archaic▸ This weapon deals 5 fewer damage unless the target is wearing no armour or archaic armour.
Bright▸Attacks with bright weapons illuminate the area within 20 feet of you and your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light.
Nonlethal▸ This weapon deals nonlethal damage.
Operative▸ An operative can use the trick attack class feature with a weapon that has this special property. Any character can add her Dexterity modifier rather than her Strength modifier on melee attack rolls with weapons with this special property.

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]
▸ +1 WIS [THEME]
▸ +1 STR [1 Point 1/10] ▸ +4 DEX [4 Points 5/10] ▸ +2 INT [2 Points 7/10] ▸ +3 WIS [3 Points 10/10]

▷ 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 Level9 [8 Operative Class; +1 INT]

[CS] ACROBATICS▸ +8 [1 Rank; +3 DEX; +3 Class; +1 Operative’s Edge]
[CS] ATHLETICS▸ +6 [1 Rank; +1 STR; +3 Class; +1 Operative’s Edge]
[CS+TOS] CULTURE▸ +5 [1 Rank [O$]; +1 INT; +3 Class; +3 Feat]
[CS] INTIMIDATE▸ +5 [1 Rank; +0 CHA; +3 Class; +1 Operative’s Edge]
[TOS] LIFE SCIENCE▸ +3* [1 Rank; +1 INT; +1 Operative’s Edge]
[CS+TOS] MEDICINE▸ +5 [1 Rank; +1 INT; +3 Class; +1 Operative’s Edge]
[TOS] MYSTICISM▸ +3 [1 Rank; +1 WIS; +1 Operative’s Edge]
[CS] PERCEPTION▸ +8 [1 Rank; +1 WIS; +2 Race; +3 Class: +1 Operative’s Edge]
[CS+TOS] PROFESSION [RANGER]▸ +7 [1 Rank; +1 WIS; +3 Class; +1 Clothing: +1 Operative’s Edge]
[CS] STEALTH▸ +10 [1 Rank; +3 DEX; +3 Class; +3 Feat]
[CS] SURVIVAL▸ +9** [1 Rank [O$]; +1 WIS; +3 Class; +1 Theme; +3 Feat]

[CS]▸ Class Skill [TOS]▸ Trained Only Skill
* Theme Benefit▸ Reduce the DC to identify creatures of the animal, plant, and vermin types using Life Sciences by 5.
** Theme Benefit▸ +1 bonus to Survival checks .
[O$] Operative Specialisation▸ Free rank in each skill per Operative level.

▷ 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
Signed/Tactile▸ Common, Castrovelian

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▷ 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.]
[If you have the overburdened condition, you reduce each of your movement speeds to 5 feet, reduce your maximum Dexterity bonus to AC to +0, and take a –5 penalty to Strength- and Dexterity-based checks.]

▷ CREDITS + WEALTH ▽:

CREDSTICK▸ 4CR

BANKED

OTHER WEALTH