About Deep Blue With White HighlightsInitiative: +13 (+6 Dex + 4 Feat + 3 Edge)
EAC: 22 (10 + 7 Armor + 5 Dex)
Stamina Points: 48/48
Fort: +2 Ref: +12 Will: +11 Combat:
Base Atk: +6; CMD: 31
Ranged
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):
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:
Hydrobody:
Stellifera Magic:
Stellifera Movement:
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:
TRICK ATTACK (EX):
EVASION (EX):
Explorer:
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:
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):
WEAPON SPECIALIZATION (EX):
Debilitating Trick (Ex) - 4th Level:
Uncanny Mobility (Ex):
Specialization Skill Mastery:
Uncanny Agility (Ex):
Trap Spotter (Ex):
Enhanced Senses (Ex):
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
Upgrades:
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 |