Red Mantis Leader

Galaxy S9 Plus's page

84 posts. Organized Play character for GM Red.


Race

| SP 6/21 HP 20/24 RP 3/5 | KAC 18 EAC 17 | F: +2, R: +7, W: +4 | Init: +10 | Perc: +9, SM: +7

Classes/Levels

| Speed 40ft | Active conditions: None

Gender

Female NG shirren themeless operative 3

About Galaxy S9 Plus

Galaxy S9 Plus Shirren
Female shirren themeless operative 3
NG Medium humanoid (shirren)
Init +10; Senses Perception +7

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DEFENSE
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EAC 17; KAC 18
SP 21 HP 24 RP 5
Fort +4, Ref +7, Will +4

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OFFENSE
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Speed Walk 40'
Melee bone cestus, austere +2 (1d6+3 , critical Bleed 1d4; Analog)
Ranged arc pistol, static +5 (1d6+1, critical Arc 2; Stun)
Ranged shirren-eye rifle, tactical +6 (1d10+3, critical -; Analog, sniper (250 ft.), unwieldy)

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STATISTICS
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Str 10, Dex 18, Con 12, Int 13, Wis 12, Cha 8,
Base Atk +2; Grp+2
Feats Great Fortitude, Improved Initiative, Skill Focus (Acrobatics, Stealth), Weapon Focus (Weapon Focus ~ Small Arms)
Skills Acrobatics +14, Athletics +5, Bluff +5, Computers +9, Culture +10, Diplomacy +9, Engineering +7, Intimidate +5, Medicine +7, Perception +9, Piloting +12, Profession (Maintenance Worker) +9, Sense Motive +7, Sleight of Hand +9, Stealth +14, Survival +7,
Languages Common, Sarcesian, Shirren, Vesk
Combat Gear
Other Gear arc pistol, static, bone cestus, austere, carbon skin, graphite, shirren-eye rifle, tactical, 2518.0 gp

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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Shirrens are medium humanoids with the shirren subtype
Blindsense Shirrens' sensitive antennae grant them blindsense (vibration)-the ability to sense vibrations in the air-out to 30 feet. A shirren ignores the stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a perception check opposed by a creature's stealth check. Even on a successful perception check, any foe that can't be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flatfooted against attacks from creatures it can't see
Communalism Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result
Cultural Fascination Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to culture and diplomacy checks
Limited Telepathy Shirrens can communicate telepathically 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 speak

THEME BENEFITS
Themeless If you decide that none of the themes above fit your particular character concept, you can choose not to have a theme. You then gain the following benefits at the listed levels. A themeless character is considerably less powerful than a character with a theme, so choose this option with care
General Knowledge You gain a class skill of your choice when you create a themeless character. Also, you gain an ability adjustment of +1 to any ability score you choose

CLASS FEATURES:
Operative's Edge Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks
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)
Ghost You can move from place to place without being noticed.
Associated skills: acrobatics and stealth. When you use stealth to make a trick attack, you gain a +1 bonus to the skill check.
Specialization exploit: cloaking field
Trick Attack 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. [trick attack damage: 1d8]
Evasion 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 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 x 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
Combat Trick You gain a bonus combat feat. You must meet all of that feat's prerequisites
Quick Movement 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 You gain the weapon specialization feat as a bonus feat for each weapon type with which this class grants you proficiency

FEATS:
Great Fortitude You are resistant to diseases, poisons, and other maladies You gain a +2 bonus to fortitude saving throws
Improved Initiative Your quick reflexes allow you to react rapidly to danger You gain a +4 bonus to initiative checks
Skill Focus (acrobatics, Stealth) You are particularly adept at a certain skill You gain a +3 insight bonus to checks involving the chosen skill.
Special: you can take this feat multiple times. Its effects don't stack. Each time you take this feat, it applies to a new skill
Weapon Focus (weapon Focus ~ Small Arms) You have increased training in a particular weapon type, making it easier to hit your target Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic's class level, if you are a drone), you gain a +2 bonus instead
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