Deep Blue With White Highlights's page

114 posts. Organized Play character for Luke_Parry.


Full Name

Deep Blue With White Highlights

Race

Stellifera

Classes/Levels

Priest Operative 8 (SP 48/48) (HP 66/66) (EAC 22, KAC 23) (Fort +2, Ref +12, Will +11) (Init +13) (Perception +19)

Gender

Male

Size

Diminutive

Alignment

Lawful Neutral

Deity

Kadrical

Languages

Common, Stelliferan, Azlanti, Castrovelian, Jinusl, Ghibrani, Vesk, Aklo, Shirren, Brethedan, Kasatha

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

About Deep Blue With White Highlights

Initiative: +13 (+6 Dex + 4 Feat + 3 Edge)
Senses: 60' Darkvision, Low Light Vision, 60' Blindsense, Perception +19
Speed: 15 ft; Swim 30'

EAC: 22 (10 + 7 Armor + 5 Dex)
KAC: 23 (10 + 8 Armor + 5 Dex)

Stamina Points: 48/48
Hit Points: 66/66
Resolve Points: 10/10

Fort: +2 Ref: +12 Will: +11

Combat:
Base Atk: +6; CMD: 31

Ranged
Underwater Living Azimuth Laser Pistol: +13 to Hit; Dmg 1d4+4; crit Burn 1d4; range 80 ft; Fire; 20/20 (1)

Underwater Living Holy Static Arc Pistol: +13 to Hit; Dmg 1d6+4; crit Arc 2; range 50 ft; Electricity; 20/20 (2)

Underwater Ghostkiller Shrieking Larva: +13 to Hit; Dmg 1d8+4; crit Deafen; range 30 ft; Sonic; 20/20 (4)

Theme (Priest):

Theme Knowledge (1st Level):
Choose a deity or a philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the DC of Culture and Mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

Mantle of the Clergy (6th Level):
You have reached a rank of authority in your religion. Typical lay followers of your religion have a starting attitude of helpful toward you and will often provide you with simple assistance on request due to some combination of adoration, respect, or fear (depending on your religion), and even other clergy must give your opinions due consideration in matters of disagreement. You gain a +2 bonus to Diplomacy and Intimidate checks against lay followers and lower-ranking clergy.

Skills:
Skill Points per level: 8 (Class) + 0 (Intelligence) + 2 (Operative)
Acrobatics +20 (+6 Dex + 8 ranks + 3 class skill + 3 Edge)
Athletics +2 (-1 Str + 3 Edge)
Bluff +4 (+1 Cha + 3 Edge)
Culture +14 (+0 Int + 8 ranks + 3 class skill + 3 Edge)
Diplomacy +4 (+1 Cha + 3 Edge)
Disguise +4 (+1 Cha + 3 Edge)
Intimidate +4 (+1 Cha + 3 Edge)
Life Science +11 (+0 Int + 8 ranks + 3 Edge)
Mysticism +19 (+5 Wis + 8 ranks + 3 class skill + 3 Edge)
Perception +19 (+5 Wis + 8 ranks + 3 class skill + 3 Edge)
Piloting +20 (+6 Dex + 8 ranks + 3 class skill + 3 Edge)
Profession(Counsellor) +19 (+5 Wis + 8 ranks + 3 class skill + 3 Edge)
Sense Motive +19 (+5 Wis + 8 ranks + 3 class skill + 3 Edge)
Stealth +20 (+6 Dex + 8 ranks + 3 class skill + 3 Edge)
Survival +19 (+5 Wis + 8 ranks + 3 class skill + 3 Edge)

+4 on Survival to make Trick Attacks

-5 to the DC of Culture or Mysticism checks to recall information about religious traditions, religious symbols, or famous religious leaders

+3 on Perception checks Vs. Traps

+2 on Mysticism checks to disable magical devices, or to ID or repair magical/hybrid devices

Feats:
1st: Combat-Trained Mount
1st-Bonus: Skill Focus: Culture
1st-Bonus: Skill Focus: Survival
3rd: Improved Initiative
5th: Connection Inkling - Stabilise and Token Spell (at will); Spirit-Bound Computer 1/day per 3 levels
7th: Heavy Armour Proficiency
8th: Powered Armour Proficiency

Racial Features:
Size and Type:
Stelliferas are Diminutive magical beasts with the aquatic subtype. A stellifera can’t breathe air unless he has artificial life support.

Darkvision:
Stelliferas have darkvision with a range of 60 feet.

Hydrobody:
Provided enough water exists nearby or in the air, a stellifera can psychokinetically construct a watery humanoid-shaped body as a full action and maintain this hydrobody indefinitely, including while unable to take actions or unconscious. A stellifera can dismiss this hydrobody as a standard action, and it disintegrates if he dies. The hydrobody affords the stellifera the size and reach of a Medium creature, and while unclad, it can fit through any opening the stellifera can without squeezing. While within a hydrobody, a stellifera has a Strength score 4 higher, 2 additional Hit Points, a land speed of 30 feet, a swim speed of 30 feet, and the ability to wield weapons and wear clothing and armor as a Medium creature. In addition, a stellifera in a hydrobody takes the bleed effect from only a wound or severe wound critical hit effect, is immune to gases and inhaled poisons, and gains a +4 racial bonus to Fortitude saving throws against diseases and poisons of the contact or injury types. The hydrobody slowly exchanges oxygen with the surrounding atmosphere or liquid, including environmental protections from armor, allowing the stellifera to breathe as if he were underwater. The nature of this body makes the stellifera immune to most effects of vacuum as well as atmospheric or underwater pressure. The hydrobody stores enough oxygen at one time for a stellifera to go 1 hour without oxygen exchange from his surroundings. After that time, he risks suffocation.

Stellifera Magic:
Stelliferas have these spell-like abilities: At will: psychokinetic hand, telepathic message

Stellifera Movement:
A stellifera has a land speed of 5 feet and a swim speed of 30 feet.

Class Features:
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 (+3).

SPECIALIZATION:
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 (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. 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 (4d8).

EVASION (EX):
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

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.

Specialization Exploit:
Ever Vigilant (Ex):
You’ve been on enough solo missions to know that you can’t let your guard down, even while sleeping. You take no penalties to Perception checks for being asleep, though you still can’t succeed at purely visual Perception checks while asleep. You can always act on the surprise round, though if you choose to do so when you would otherwise be surprised, you use your initiative result or the initiative result of the first creature that would have surprised you – 1, whichever is lower.

Into the Unknown (Ex): At 11th level, you gain a +4 bonus to Culture and Survival checks. While you’re outside both the Pact 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 Pact Worlds, replace the Pact Worlds with that star system.

QUICK MOVEMENT (EX):
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):
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

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.

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.

Specialization Skill Mastery:
You become so confident in certain skills that you can use them reliably even under adverse conditions. When attempting a skill check with a skill in which you have the Skill Focus feat, you can take 10 even if stress or distractions would normally prevent you from doing so.

Uncanny Agility (Ex):
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.

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.

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.

Combat Trick (Ex):

Equipment:

Azlanti Royal Battle Regalia
- Iridescent Spindle Aeon Stone
Underwater Living Azimuth Laser Pistol
Underwater Living Holy Static Arc Pistol
Underwater Ghostkiller Shrieking Larva

Industrial Backpack
Fire Extinguisher

Upgrades:
Mk I Synaptic Accelerators (Wis)
Mk II Synergising Symbiote (Dex)
Retinal Reflectors

Credits: 22,751

Vorac Mount:

Tiny Magical Beast
60' Blindsight (Thought)
Sightless
Fort +4 Reflex +4 Will +8
EAC 19 KAC 22
Speed 10'; Fly 30' (Perfect)
Acrobatics, Athletics, Perception, Stealth: +12
Hp 80/80
Magical Transference
Spellcaster's Apprentice