Thkot Tal

Gold-Flecked Black's page

130 posts. Organized Play character for Luke_Parry.


Full Name

Gold-Flecked Black

Race

Stellifera

Classes/Levels

Space Pirate Operative 5 (SP 25/25) (HP 32/32) (EAC 15, KAC 16) (Fort +0, Ref +8, Will +6) (Init +10) (Perception +12)

Gender

Male

Size

Diminutive

Alignment

Chaotic Neutral

Languages

Common, Stelliferan, Azlanti, Vesk, Aklo, Sylvan, Brethedan, Castrovelian, Eoxian

Strength 6
Dexterity 18
Constitution 8
Intelligence 12
Wisdom 15
Charisma 20

About Gold-Flecked Black

Initiative: +10 (+4 Dex + 2 Edge + 4 Improved Initiative)
Senses: Perception +12
Speed: 5 ft; Swim 30'; Fly 30' (Av)

EAC: 15 (10 + 1 Armor + 4 Dex)
KAC: 16 (10 + 2 Armor + 4 Dex)

Stamina Points: 25/25
Hit Points: 32/32
Resolve Points: 6/6

Fort: +0 Ref: +8 Will: +6

Combat:
Base Atk: +3; CMD: 23

Ranged
Underwater Living Azimuth Laser Pistol: +7 to Hit; Dmg 1d4+2; crit Burn 1d4; range 80 ft; Fire; 20/20 (1)
Holy Underwater Living Static Arc Pistol: +7 to Hit; Dmg 1d6+2; crit Arc 2; range 50 ft; Electricity; 20/20 (2)
Ghost Killer Underwater Living Zoologist Injector Pistol: +7 to Hit; Dmg 1d8+2; crit Fiery; range 60 ft; Piercing; 20/20 (1)

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:
Stelliferas have darkvision with a range of 60 feet.

Hydrobody:
Provided enough water exists nearby or in the air, a stellifera can psychokinetically construct a watery humanoid-shaped body as a full action and maintain this hydrobody indefinitely, including while unable to take actions or unconscious. A stellifera can dismiss this hydrobody as a standard action, and it disintegrates if he dies. The hydrobody affords the stellifera the size and reach of a Medium creature, and while unclad, it can fit through any opening the stellifera can without squeezing. While within a hydrobody, a stellifera has a Strength score 4 higher, 2 additional Hit Points, a land speed of 30 feet, a swim speed of 30 feet, and the ability to wield weapons and wear clothing and armor as a Medium creature. In addition, a stellifera in a hydrobody takes the bleed effect from only a wound or severe wound critical hit effect, is immune to gases and inhaled poisons, and gains a +4 racial bonus to Fortitude saving throws against diseases and poisons of the contact or injury types. The hydrobody slowly exchanges oxygen with the surrounding atmosphere or liquid, including environmental protections from armor, allowing the stellifera to breathe as if he were underwater. The nature of this body makes the stellifera immune to most effects of vacuum as well as atmospheric or underwater pressure. The hydrobody stores enough oxygen at one time for a stellifera to go 1 hour without oxygen exchange from his surroundings. After that time, he risks suffocation.

Stellifera Magic:
Stelliferas have these spell-like abilities: At will: psychokinetic hand, telepathic message

Stellifera Movement:
A stellifera has a land speed of 5 feet and a swim speed of 30 feet.

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:
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).

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 (1d8).

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.

MEMORY WEAVER:
You supernaturally twist the memories of others, rewriting them with the finesse of a computer hacker.

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):
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.

Quick Movement(Ex): +10'

Debilitating Trick(Ex):

Trap-Spotter(Ex):

Equipment:

Iridescent Spindle Aeon Stone
Mk I Mindlink Circuit

Second Skin
-

Azimuth Laser Pistol
Living Underwater Azimuth Pistol
Ghost Killer Zoologist Injector Pistol

Industrial Backpack
Fire Extinguisher

Upgrades:
Mk I Synaptic Accelerator
Strix Mobility Graft (Spine)

Proog Creature Companion (level 1)

Credits: 2775