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About EivoEivo
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.
- - - - - DEFENSES - - - - - Energy Armor Class 27 (+11 armor, +6 Dex) Kinetic Armor Class 28 (+12 armor, +6 Dex) Hit Points 64/64
Fortitude +4, Reflex +13, Will +9 - - - - -
- - - - -
Feats: Skill Focus(Computers), Mobility, Shot on the Run, Fleet, Nimble Moves Skills::
Acrobatics +22
Languages (I'll make a list at some point)
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
1/day:
School divination (mind-affecting)
LIMITED TELEPATHY
STUDENT
CLASS FEATURES:
- - - - - 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:
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:
- - - - - 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 |