Android

EH-RK's page

642 posts. Alias of nilesr.


Race

| SP 70 HP 58 DR 2/- | RP 10 | EAC 28; KAC 29 VS Combat Manuvers 37| Fort +6; Ref +13; Will +10 | Init: +9 | Perc: +16, SM: +0, Stealth+24 Darkvision 60'

Classes/Levels

| Speed 50ft | Active conditions: None.

Gender

Male LN Android Ghost Operative

Strength 12
Dexterity 22
Constitution 14
Intelligence 16
Wisdom 13
Charisma 10

About EH-RK

Name EH-RK
LN Medium humanoid (Android, Construct )
Operative 9 (Ghost), Space Pirate
Init +9; Senses Perc +16, SM -1,

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Defense
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EAC 28, KAC29 AC vs Maneuvers 37
10+DEX+6+Freebooter ArmorMKIII (EAC+12, KAC+13)
DR 6/ (Deflective Plating + Dermal Plating MkII)
SP 70 HP 58 RP 10
Fort +6, Ref +13, Will +10
+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep
Iron Will
Evasion
Cold Resist 5
Fire Resist 5
You can exist comfortably in conditions between –50° and 170° F without needing to attempt Fortitude saves.

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Offense
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Speed 50 ft.
Melee Survival Knife vs KAC +12 1d4+4 (operative, analog)
Ranged Hailstorm Class Zero Pistol 40’vs EAC +12 2d6+4 Cold (stagger) (Deadly Aim +9 vs EAC 2d6+8)
Advanced Diasporan Rifle 70/500’ vs EAC +12 2d8+7 (Fire) (unwieldy, sniper) (Deadly Aim +9 vs EAC 2d8+13) can add debilitating effect with Sniper weapons
Trick Attack (Stealth) +28 flat-footed (–2 penalty to your AC and cannot take reactions ) or off-target (-2 to hit) until the beginning of your next turn. 5d8 damage
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities
Base Attack Bonus +6
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Statistics
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Str 12, Dex 22, Con 14, Int 16, Wis 13, Cha 10

Skills (RANKS+CLASS+STAT+BONUS+OPERATIVES EDGE)
*Acrobatics (Dex) 9+3+6+3+3=+24
Athletics (Str) 9+3+1+3=+16
Bluff (Cha) 6+3+0+1+3 =+13
Computers (Int) 9+3+3+3=+18 (+2 when using Advanced Datajack)
Culture (Int) 9+3+3+3=+18
Engineering (Int) 9+3+3+3=+18
Medicine (Int) 2+3+3+3=+11
Perception (Wis) 9+3+1+3=+16
Piloting (Dex) 9+3+6+3=+21
Sleight of Hand (Dex) 9+3+6+3=+21
*Stealth (Dex) 9+3+6+3+3=+24
Survival (Wis) 9+3+1+3=+16

Feats/Exploits
1st Level: Grenade Proficiency:You gain proficiency in grenades
Operative Specialization: Skill Focus Stealth You gain a +3 insight bonus to checks involving the chosen skill.
Operative Specialization: Skill Focus Acrobatics You gain a +3 insight bonus to checks involving the chosen skill.

2nd Level Exploit: Uncanny Mobility: 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.

3rd Level: Nimble Moves: You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a guarded step into difficult terrain.

Operative Class: Weapon Specialization (Basic melee weapons, small arms, sniper weapons) You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

Holographic Clone (Ex) 4th Level Exploit
You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as mirror image. You can use this exploit an additional time per day at 6th level, and again at 10th level

LVL 5 Feat: Iron Will: You gain a +2 bonus to Will saving throws.

LVL 6 Exploit Uncanny Shooter (Ex)
Your ranged attacks with small arms do not provoke attacks of opportunity.

LVL 7 Feat: Deadly Aim: When you take the attack or full attack action with weapons (including a solarian’s solar manifestation, but not spells or other special abilities of any kind), you can take a –2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1).

LVL 9 Feat Nanite Integration
Rebooting Nanites: Whenever you fail a saving throw against an effect that causes you to gain the asleep, blinded, confused, cowering, dazed, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened, staggered, stunned, or unconscious condition, you can spend 1 Resolve Point as a reaction to attempt a new saving throw against the effect at the same DC. If you succeed, the condition ends, though you still suffer any other effects of the original failed saving throw.
Languages Common, Lashunta, Vesk

Race/Theme Abilities
Theme Knowledge (1ST)
You have a distinct advantage over others when operating in the shadows of society. Reduce the DC of Culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates by 5. Bluff 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 your Bluff checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Theme Benefit
Smuggler (6th Level)
You know how and when to move illicit goods and how to get in and out of tight situations that might spell doom for a less seasoned smuggler. Once per day when you attempt a Stealth check to hide, you can roll twice and take the higher result. Additionally, whenever someone attempts a Perception check to search your body for objects you have hidden on your person using the hide object task of the Sleight of Hand skill, the searcher receives only a +2 bonus to the check, instead of a +4 bonus.

CONSTRUCTED: For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
EXCEPTIONAL VISION: Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only. See low-light vision and darkvision on pages 264 and 263.
FLAT AFFECT: Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
UPGRADE SLOT Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor. *Installed: Quick Release Sheath with Survival Knife*

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Special Abilities/Class Abilities/Proficiencies
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Proficiencies: Light armor, Basic melee weapons, small arms, sniper weapons

Operative’s Edge (Ex) 1st Level
Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks.

Specialization - 1st Level (Ghost)
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 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) - 1st Level
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 4d8 additional damage and the target is flat-footed. 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.

Evasion (Ex) - 2nd Level
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.

Operative Exploit - 2nd Level
As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise.

Quick Movement (Ex) - 3rd Level
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) - 3rd Level
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.

Holographic Clone (Ex) 4th Level Exploit
You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as mirror image. You can use this exploit an additional time per day at 6th level, and again at 10th level.

Cloaking Field (Ex) 5th level Exploit
You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesn’t make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn’t stack with invisibility) until you move.
Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute.

LVL 6 Exploit Uncanny Shooter (Ex)
Your ranged attacks with small arms do not provoke attacks of opportunity.

Specialization Skill Mastery - 7th Level (Stealth, Acrobatics)
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) - 7th Level
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.

Triple Attack (Ex) - 8th Level
When making a full attack using only melee weapons with the operative special property or small arms, you can make up to three attacks instead of two.

Debilitating Sniper (Ex) 8th level exploit
You can use trick attack with sniper weapons. You do not add trick attack damage to your attack, but the target is still flatfooted, and you can use debilitating tricks.

EH-RK (Eric) was "born" in the Diaspora, and his earliest memories are of living on the collection of ships belonging to the Free Captain Ro'bert, a Shirren with a bad attitude. He did as he was born to do until his ship ran afoul of a Steward war galley. His sentence was to serve 25 years of labor in Absolom Station, but its since been partially commuted due to his volunteering for the Starfinders.

Cybernetics
Synaptic Accelerators MkII (+4 DEX)
Synaptic Accelerators MkI (+2 STR)
High Density Datajack (Brain)
Dermal Plating mkII (Skin)

Gear
Survival Knife (L)
Hailstorm Class Zero Pistol (L)
Advanced Diasporan Rifle (2)
Industrial Backpack(1)
Hygiene Kit (1)
Freebooter Armor MK3 with Thermal Capacitor (1) Deflective Plating (1)
Ring of Resistance MK1
923 Credits

Total Bulk 5: Carry Capacity 6

In Backpack
Hygiene Kit

In Storage
Shirren eye Rifle, tactical (1)
Azimuth Laser Pistol
Engineering Kit (Weaponsmithing) +2 to engineering rolls
D-Suit MkII
Thunderstrike Sonic Pistol L