Ageless Master

Gil-Lin Clearmoon's page

No posts. Organized Play character for John Woodford.


Full Name

Gil-Lin Clearmoon

Race

Human

Strength 0
Dexterity 2
Constitution 2
Intelligence 4
Wisdom 1
Charisma 0

About Gil-Lin Clearmoon

Male human (Golarion survivor) witchwarper (Gap-Influenced) 1
Medium humanoid (human)
Init/Perception +4T

XP: 4
OP#: 67750-2702

DEFENSE
AC 16 (trained bonus +3; +2 Dex, +1 armor)
hp 18 (8 human + 8 witchwarper +2 CON)
Fort +5T, Ref +5T, Will +6E
Resistances/Immunities None

OFFENSE
Speed 25 ft.
Melee wakizashi +5 (T), (1d4S) (agile, finesse, deadly d8, versatile P)
Ranged laser pistol +5 (T) (1d6F) (10 charges) (tech)
Special Attacks

STATISTICS
Str +0 Dex +2 Con +2 Int +4, Wis +1, Cha +0

ACP 0

RACIAL
Briskwander Vesk You come from a line of vesk who were constantly on the move. Your Speed increases by 5 feet.

Ancestry Feats
Brutal Anatomy: You’re a natural predator trained to use part of your body as a weapon. When you select this feat, you gain one of the following unarmed attacks of your choice: claw, jaws, or tail. Each of these attacks is in the brawling weapon group.

A claw unarmed attack deals 1d6 slashing damage and has the agile, finesse, unarmed, and vesk traits.(L1)

General Feats
Fleet (L3)

Class Feats
Mobile Aim (operative, traversal) You’re rarely still, and you’ve learned to reliably hit your targets even while moving. You Stride and then Aim with a gun you’re wielding. (L1)

Tactical Advance (flourish, operative, move, traversal) You dodge, roll, and weave out of danger, leaving no openings for attack as you move across the battlefield. Stride up to your Speed. This movement doesn’t trigger reactions. (L2)

Skill Feats
Barricade (general, manipulate) You hastily create a barricade using nearby items, junk, or debris. The barricade provides lesser cover for you and one other ally, though you can Take Cover to increase this benefit to standard cover. The barricade is flimsy and falls apart at the end of your next turn. (background bonus)

Combat Climber (general, skill) Your techniques allow you to fight as you climb. You’re not off-guard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb. (specialization bonus)

Quick Jump (general, skill) You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet). (L2)

Powerful Leap (general, skill) You can jump 5 feet up with a vertical Leap without making a High Jump. You also increase the horizontal distance when you Leap, including as part of a High Jump or Long Jump, by 5 feet. (L3 Specialized Skill Set)

Skills
Lore (Warfare) +6 T
Acrobatics +9 T
Medicine +0
Performance +0
Religion +0
Diplomacy +0
Intimidation +0
Crafting +1
Computers +1
Arcana +1
Occultism +1
Society +6 T
Piloting +9 T
Survival +0
Nature +0
Athletics +10 E
Thievery +9 T
Stealth +9 T
Deception +0

BACKGROUND
Trooper: You enlisted in a military or were recruited by a paramilitary group as a career trooper. As long as you’ve got enough guns and the right squad to back you up, you can handle just about anything.

Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost (Dexterity).

You’re trained in the Athletics skill and the Warfare Lore skill. You gain the Barricade feat.

CLASS FEATURES
Sharpshooter
You can spot a target’s weak points, letting you deal additional precision damage with most types of ranged weapons. You gain the Aim action.

Aim
(concentrate, operative)
Requirements You’re wielding a ranged weapon that doesn’t have the area trait.

You take careful aim at a single creature that you’re aware of, designating it as your mark. Until the end of your turn, your ranged Strikes against your mark using the required ranged weapon deal an additional 1d4 precision damage and reduce the circumstance bonus to AC your mark gains from cover by 1. These benefits only apply if your mark is within your weapon’s first range increment. You can only have one mark at a time.

As your operative level increases, so does your ability to Aim. Increase the number of dice for the precision damage by one at 5th, 11th, and 17th levels. At 11th level, you reduce the circumstance bonus to AC your mark gains from cover by 2 rather than 1. At 17th level, you reduce the circumstance bonus to AC your mark gains from cover by 4 rather than 2.

Operative Specialization
Striker You specialize in hand-to-hand combat and prefer to fight with your fists or lightweight melee weapons, rather than guns. Whether you’re a daredevil who lives for the thrill, a martial artist who likes to show off, or an assassin who kills with a personal touch, you take the fight to your foes and use your body as a weapon.

You’re trained in Athletics. You gain a skill feat for Athletics.

Exploit: You have expert proficiency with one-handed melee weapons and unarmed attacks with the agile or finesse traits instead of with martial guns. Whenever you increase your proficiency with martial guns, you instead increase your proficiency with one-handed agile and finesse melee weapons, agile and finesse unarmed attacks, and simple guns.

In addition, when you Aim, you can Aim with and apply the benefits to a one-handed melee weapon or unarmed attack with the agile or finesse trait rather than with a ranged weapon. Treat any one-handed melee weapon or unarmed attack with the agile or finesse trait as a gun for purposes of meeting the requirements of operative feats. Instead of making a ranged Strike with an operative feat, you can make a Strike with an one-handed melee weapon or unarmed attack with the agile or finesse trait.

You gain the Reactive Step reaction.

Reactive Step
(move, operative)
Trigger: A creature within your reach leaves a square during a move action it’s using.

You’re able to move deftly around your foes, getting out of tricky situations or managing to put yourself into a place where you hold the advantage. You Step up to twice directly toward the triggering creature.

Do Not Open Until 9th Level:
Enhanced Exploit: You find yourself able to overwhelm foes that you study. You gain the Overwhelming Strike free action.

Overwhelming Strike
(operative)
Trigger:

Your Strike hits a creature you’ve designated as your mark and deals damage.

The target becomes your choice of enfeebled 1, off-guard, or suppressed until the end of your next turn. That creature becomes immune to Overwhelming Strike until the end of your next turn.

Focused You’re highly focused on your target and able to discern their moves. When you roll a success on a Reflex save against your mark, you get a critical success instead.

Specialized Skill Set At 3rd level, 7th level, and 15th level, you gain a skill feat. This feat must be for the trained skill from your operative’s specialization.

Racial Modifiers none

Languages Vesk, Common, signed Vesk, eltbd

SQ

Gear rapier (370/1) w/+1 weapon potency rune, dagger (2/L), shortbow (30/1), 15 arrows (2/2L), sap (1/L), leather armor (20/1) adventurer's pack (backpack, bedroll, 2 belt pouches, 10 pcs. chalk, flint & steel, 50' rope, 2 weeks' rations, soap, 5 torches, waterskin) (7/1), climbing kit (5/1), sheath (.1/0), thieves' tools (30/L) 21 gp, 2 sp, 17 cp, 5 Bulk, 5 Light

SPECIAL ABILITIES