Xokek

Eivo's page

46 posts. Alias of MrStr4ng3.


Classes/Levels

Xenoseeker, Explorer Operative, Forerunner 10 | EAC 27, KAC 28| HP 64/64 SP 80/80 | F+5, R+14, W+10 | Init +9, Perception +20 | Semi-auto pistol 9/12 Rounds

About Eivo

Eivo
Male Xenoseeker, Explorer Operative, Forerunner
LN Medium humanoid (human)
Initiative +9; Senses Perception +20 (Darkvision, Low-Light, and Blindsense to 60ft)

Description:

The shuttle pilot was waiting for his pickup, the delayed flight from Castmire landed 10 min ago so the passenger should arrive any time. He brings up the passengers information again, the flat image of a Lashanta is scolers robes wearing wire framed spectacles of all things, ::Professor Eivo, Cultural Anthropologist on indefinite sabbatical for assignment to Explorator Project::

The chime lets him know the outer lock door for the landing bay had been opened and he ducked into the rear compartment and pulled open the loading door. The Lashunta walking across the bay was not what he expected, He is dressed in a well worn D-suit flight suit, with bright spots where patches had been removed; an iridescent crystal hangs on a chain about his neck, a null-space chamber on his right wrist and what was probably a state of the art wrist comp, 2 years ago, on the other. The only thing he is carrying is a small arms case still with the Quartermasters Seals intact.

“Welcome aboard, your Uniform is in the back”, he points to the case “The Master at Arms will want to inspect all of your weapons once you get onboard, each cabin has a biometric weapons locker.” He heads into the cockpit and begins launch prep.


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DEFENSES
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Energy Armor Class 27 (+11 armor, +6 Dex)
Kinetic Armor Class 28 (+12 armor, +6 Dex)

Hit Points 64/64
Stamina Points 80/80
Resolve Points 11

Fortitude +4, Reflex +13, Will +9

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OFFENSE
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Speed 60 feet,
Melee Tactical Baton +13 (1d4+5 (+5d8))
Semi-auto pistol, elite +13 (3d6+5 (+5d8))
Laser pistol, corona +13 (2d4+5 (5d8)) [ghost killer]

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STATISTICS
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Str 10, Dex 23, Con 12, Int 20, Wis 14, Cha 15

Feats: Skill Focus(Computers), Mobility, Shot on the Run, Fleet, Nimble Moves

Skills::

Acrobatics +22
Athletics +11
Bluff +13
Computers +21 (Take 10)
Culture +21 (Take 10)
Disguise +13
Engineering +16
Intimidate +18
Life Science +21
Medicine +21
Perception +20
Piloting +22
Profession (Professor) +11
Sense Motive +18
Sleight of Hand +17
Stealth +22
Survival +20

Languages (I'll make a list at some point)
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RACE FEATURES:

Damaya lashuntas are typically clever and well-spoken (+2 Intelligence at character creation) but somewhat delicate (–2 Constitution at character creation).

Lashuntas gain the following spell-like abilities: DC = SL+12
At will:
daze
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one humanoid creature of CR 3 or lower
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute.
psychokinetic hand
School transmutation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one unattended object of no more than 10 lbs. or 1 bulk
Duration concentration
Saving Throw none; Spell Resistance no
You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.

1/day:
detect thoughts

School divination (mind-affecting)
Casting Time 1 standard action
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute/level
Saving Throw Will negates, see text; Spell Resistance no
You detect the surface thoughts of intelligent creatures around you. The amount of information revealed depends on how long you study a particular area or target.
1st Round: You detect the presence or absence of thoughts from conscious creatures that have Intelligence scores of at least 1 (or an Intelligence modifier of –5) or higher.
2nd Round: You detect the number of thinking minds and the Intelligence score (or modifier) of each. If the highest Intelligence score is 26 (or a modifier of +8) or higher and at least 10 points higher than your own Intelligence score (or 5 points higher than your own Intelligence modifier), you are stunned for 1 round and the spell ends. This spell doesn’t let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
3rd Round: You can read the surface thoughts of any mind in the area. A target who succeeds at its Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (an Intelligence score of 1 or 2 or an Intelligence modifier of –4 or lower) have simple, instinctual thoughts.
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.

LIMITED TELEPATHY
Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.

STUDENT
Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice. (Perception & Survival)

CLASS FEATURES:

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Operative:
-- 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.
-- SPECIALIZATION (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.
--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.
-- 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.
-- 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) : 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 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.
-- TRIPLE ATTACK (EX) : 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.

OPERATIVE EXPLOIT:
-- Nightvision (Ex) : You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
-- 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.
-- 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.


THEME:

XenoSeeker:
-- THEME KNOWLEDGE : You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life
Science by 5. Life Science 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 Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
-- QUICK PIDGIN : If you don’t share a language with creatures you encounter, you and the creatures can spend 10 minutes attempting to converse (if
they are willing), after which you attempt a DC 25 Culture check. If you succeed, you formulate a simple pidgin language that allows basic communication. You can use the pidgin language with those specific creatures only, but you gain a +2 bonus to Culture checks to create a pidgin language with similar creatures that speak the same language.

ARCHETYPE:

Forerunner:
-- Trained for Trouble (Ex) : You gain Culture and Survival as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, once per day you can choose to roll a check with that skill twice and take the best result.You can attempt Engineering, Life Science, and Mysticism skill checks to identify creatures (see page 133) even if you are not trained in those skills. You can attempt Survival skill checks to endure severe weather while moving at your full overland speed and receive the bonus you would normally receive for moving at half your overland speed. You can also attempt Survival checks to live off the land while moving at your full overland speed.
-- Ready for Anything (Ex) : As an advance scout and planner for larger expeditions, you have trained yourself to be ready for nearly anything. This
experience and expertise at planning gives you a number of abilities. When you are able to act in the surprise round of a combat, you gain a +2 bonus to your initiative check for that combat. When you successfully identify a creature with a skill check (see page 133), you learn one more useful piece of information than normal. When you reach 11th level in the class with which you took this archetype, you instead learn two more pieces of useful information than normal. When you attempt a Culture check to decipher writing (see page 139), there is no chance you will misconstrue the message (though you might still be unable to translate it), and you can take 20 (see page 133) on Culture checks to decipher writing even if you are not trained in Computers and don’t have access to a computer or downloaded dataset.
-- Field Fix (Ex) : You’ve spent enough time in strange lands, far from the safety of known civilization, to learn to patch up technology and vehicles—
and even yourself and fellow travelers—using whatever is at hand. Once per day as a standard action, you can spend 1 Resolve Point to regain a number of Stamina Points equal to your class level (up to your maximum). Alternatively, you can take 10 minutes and spend 1 Resolve Point to restore Hit Points equal to your class level to one vehicle, piece of equipment, or creature. It is assumed you have gathered whatever materials you need to perform this action in your normal activities.


EQUIPMENT:

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Semi-auto pistol, elite 1 18200
Standard ammo 480 360
Cold Iron Ammo 120 1080
Silver ammo 120 720
D-suit III 1 13300
Datajack, accelerated 1 8525
Comm Unit 1 7
Tool kit, engineering specialty 1 445
Tool kit, Hacking 1 20
Ring of sustenance 1 2925
Iridescent Spindle 1 740
Null-space chamber, mk 1 1 3050
Baton, tactical 1 90
Laser pistol, corona 1 4270
Fusion 1 1040
Battery 3 180
Mistic Tattoo 2 (Dex) 1 6500
Mistic Tattoo 1 (Int) 1 1400
Efficiant Bandoleer 1 2000
Industrial Backpack 1 50
Mobile hotelier 1 50
Fancy wrist Computer 1 243
/w secure data, large, hardened, miniaturization X2, security III, self-charging, firewall, lockout, range I (100 feet)
Cable line, titanium alloy 10 50
RING OF RESISTANCE 1 735