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About Gold-Flecked BlackInitiative: +10 (+4 Dex + 2 Edge + 4 Improved Initiative)
EAC: 15 (10 + 1 Armor + 4 Dex)
Stamina Points: 25/25
Fort: +0 Ref: +8 Will: +6 Combat:
Base Atk: +3; CMD: 23
Ranged
Theme (Gambler):
Theme Knowledge (1st Level): You’re an expert card shark, a canny mathematician, or a thrill-seeker attracted to high-stakes wagers. Maybe you’re some combination of all three. When attempting a Culture or Profession check to recall knowledge about games of chance, casinos, or famous gamblers, reduce the DC by 5. In addition, either Bluff (for Charisma or Intelligence) or Sense Motive (for Wisdom) is a class skill for you, though if the relevant skill is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Bluff or Sense Motive checks. Likewise, you gain an ability adjustment of +1 to either Charisma, Intelligence, or Wisdom at character creation, depending in which ability is most relevant to your area of interest. Skills:
Skill Points per level: 8 (Class) + 1 (Intelligence) + 2 (Operative)
Acrobatics +14 (+4 Dex + 5 ranks + 3 class skill + 2 Edge) Athletics +0 (-2 Str + 2 Edge) Bluff +17 (+5 Cha + 5 ranks + 3 class skill + 3 Skill Focus + 1 Theme) Culture +11 (+1 Int + 5 ranks + 3 class skill + 2 Edge) Diplomacy +12 (+5 Cha + 5 ranks + 2 Edge) Disguise +7 (+5 Cha + 2 Edge) Intimidate +15 (+5 Cha + 5 ranks + 3 class skill + 2 Edge) Perception +12 (+2 Wis + 5 ranks + 3 class skill + 2 Edge) Piloting +14 (+4 Dex + 5 ranks + 3 class skill + 2 Edge) Sense Motive +13 (+2 Wis + 5 ranks + 3 class skill + 3 Skill Focus) Sleight of Hand +14 (+4 Dex + 5 ranks + 3 class skill + 2 Edge) Stealth +14 (+4 Dex + 5 ranks + 3 class skill + 2 Edge) Survival +12 (+2 Wis + 5 ranks + 3 class skill + 2 Edge) +4 on Bluff to make Trick Attacks When attempting a Culture or Profession check to recall knowledge about games of chance, casinos, or famous gamblers, reduce the DC by 5.
Feats:
1st: Skill Synergy: Diplomacy/Mysticism
1st-Bonus: Skill Focus: Bluff 1st-Bonus: Skill Focus: Sense Motive 3rd: Improved Initiative 5th: Connection Inkling (Stabilize, Token Spell (at will); Spirit-Bound Computer 1/day) Racial Features:
Size and Type:
Stelliferas are Diminutive magical beasts with the aquatic subtype. A stellifera can’t breathe air unless he has artificial life support. Darkvision:
Hydrobody:
Stellifera Magic:
Stellifera Movement:
Class Features:
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 (+2). SPECIALIZATION:
TRICK ATTACK (EX):
EVASION (EX):
MEMORY WEAVER:
Associated Skills: Bluff and Sense Motive. You can attempt a Bluff check with a +4 bonus to make a trick attack by muddling your target’s perceptions. Specialization Exploit: False friend. Rewrite Memory (Su): At 11th level, once per day as a standard action, you can modify a creature’s memories as modify memory (Will negates). This modifies up to 1 minute of memory about a specific person or event instantaneously, and for each additional round you concentrate while the target is in range, you can modify another minute of memories associated with that subject (maximum 10 minutes per operative level). The modifications are permanent, but whenever the target is presented with evidence contradicting the altered memories, they can attempt a new Will saving throw; if they succeed, they end the memory alteration effect, regain their prior memories, and gain the confused condition for 1 round. This ability is a mind-affecting effect. Uncanny Mobility (Ex):
Quick Movement(Ex): +10' Debilitating Trick(Ex): Trap-Spotter(Ex):
Equipment:
Iridescent Spindle Aeon Stone Mk I Mindlink Circuit Second Skin
Azimuth Laser Pistol
Industrial Backpack
Upgrades:
Proog Creature Companion (level 1) Credits: 2775
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