Race |
| SP 12/18 HP 20/20 | RP 4/4 | EAC 17, KAC 18 | Fort +1; Ref +6; Will +3 | Init: +4 | Perc: +6, SM: +6 |
Classes/Levels |
| Speed 40ft | Reroll: 1/1, Coin 1/1 | Active conditions: None. |
Gender |
CG Ysoki Cyberborn Gadgeteer Operative 3 |
About Giovanni Vizzini
Giovanni Vizinni
Ysoki Cyberborn Gadgeteer Operative 3
CG Small Humanoid (Ysoki)
Init +5; Senses Darkvision; Perception +8
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Defense
SP 18 HP 20 RP 4
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EAC 15; KAC 16
Fort +1; Ref +6; Will +3;
[dice=Fort]1d20+1[/dice]
[dice=Ref]1d20+6[/dice]
[dice=Will]1d20+3[/dice]
Defensive Abilities Evasion
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Offense
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Speed 40 ft.
Melee
Ranged
[dice=Azimuth Laser Pistol]1d20+6[/dice]
[dice=fire, precision]1d4+1+1d8[/dice]
[dice=tactical semi-auto pistol]1d20+6[/dice]
[dice=piercing, precision]1d6+1+1d8[/dice]
Offensive Abilities
[dice=trick attack (engineering)]1d20+14+4[/dice]
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Statistics
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Str 10 (+0); Dex 16 (+3); Con 10 (+0); Int 16 (+3); Wis 10 (+0); Cha 11 (+0)
Skills
[dice=acrobatics]1d20+11[/dice]
[dice=athletics]1d20+8[/dice]
[dice=bluff]1d20+8[/dice]
[dice=computers]1d20+11[/dice]
[dice=culture]1d20+11[/dice]
[dice=diplomacy]1d20+2[/dice]
[dice=disguise]1d20+6[/dice]
[dice=engineering]1d20+14[/dice]
[dice=Intimidate]1d20+7[/dice]
[dice=medicine]1d20+9[/dice]
[dice=perception]1d20+8[/dice]
[dice=piloting]1d20+11[/dice]
[dice=profession (handyman)]1d20+9[/dice]
[dice=sense motive]1d20+8[/dice]
[dice=sleight of hand]1d20+12[/dice]
[dice=stealth]1d20+11[/dice]
[dice=survival]1d20+9[/dice]
Feats Weapon Focus (small arms)
Languages Aklo, Akitonian, Castrovelian, Common, Eoxian, Kasatha, Shirren, Vesk, Ysoki
Operative Exploits
(2): 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.
Other Abilities
Utility Belt: You can spend credits to store supplies in your utility belt, effectively depositing credits for later use. The maximum amount is equal to 1,000 credits per operative level you have (2,000 credits per level at 13th level, and 5,000 credits per level at 17th level). As a move action, you can produce any item with light or negligible bulk from your utility belt that does not have a price that exceeds the amount of credits currently deposited in the belt and that has an item level no greater than your operative level –2. This reduces the number of credits stored in the belt by a value equal to the item’s price. Once you have spent the credits deposited in the belt, you must spend 1d4 hours buying supplies in a typical settlement before you can use the utility belt again (I messed up, he doesn't get this until 5th)
Gear Battery (laser pistol), Azimuth Laser Pistol, tactical semi-auto pistol, Basic Lashunta Tempweave, Consumer backpack, field rations, gear maintenance kit, ysoki hygiene kit, mess kit, rope, Engineering Kit, Hacking Kit, Trapsmith Tools (+4 to arm/disarm traps), 3704 credits