Full Name |
Hishrizzik |
Race |
Shirren |
Classes/Levels |
Operative 1 |
Gender |
Host |
Size |
Medium |
Alignment |
CN |
Location |
Absalom Station |
Strength |
10 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
13 |
Wisdom |
12 |
Charisma |
10 |
About Hishrizzik
Hishrizzik
CN host shirren outlaw operative 2
XP: 3 Fame: 6 Wayfinders Rep: 7
STR 10
DEX 16
CON 12
INT 13
WIS 12
CHA 10
SP: 14 HP: 18 RP: 4
Fort +1 Ref +6 Will +4
EAC: 14 KAC: 15 AC vs. Combat Maneuver: 23
BAB: +1
Initiative +4 (+3 DEX, +1 insight)
Melee
Survival knife +4 (1d4 S)
Ranged
Azimuth laser pistol +4 (1d4 F/80'/Burn 1d4) (Charges left: 20/20)
Static Arc Pistol +4 (1d6 E/50'/Arc 2, stun) (Charges left: 20/20)
Trained Skills: Acrobatics +11 [3 DEX, 3 CS, 2 rank, 3 insight], Stealth +11 (+12 to make a trick attack) [3 DEX, 3 CS, 2 rank, 3 insight], Bluff +6 [0 CHA, 3 CS, 2 rank, 1 insight], Perception +7 [1 WIS, 3 CS, 2 rank, 1 insight], Piloting +9 [3 DEX, 3 CS, 2 rank, 1 insight], Sense Motive +7 [1 WIS, 3 CS, 2 rank, 1 insight], Sleight of Hand +10 [3 DEX, 3 CS, 2 rank, 1 theme, 1 insight], Computers +7 [1 INT, 3 CS, 2 rank, 1 insight], Culture +9 [1 INT, 3 CS, 2 rank, 2 race, 1 insight], Profession (Smuggler) +7 [1 WIS, 3 CS, 2 rank, 1 insight], Physical Science +4 [1 INT, 2 rank, 1 insight]
Feats
Skill Focus (Acrobatics) [bonus]: You gain a +3 insight bonus on Acrobatics checks
Skill Focus (Stealth) [bonus]: You gain a +3 insight bonus on Stealth checks
Dive for Cover [1st]: When you attempt a Reflex save against an area attack or area effect, you can fall prone in an adjacent square and roll that Reflex save twice (taking the better result of the two). If you were in a threatened space, this movement provokes attacks of opportunity normally.
Class
Operative's Edge: Hishrizzik's wide training gives them a +1 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. Your specialization grants you the Skill Focus feat 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).
Specialization: Ghost: Gain Skill Focus in Acrobatics and Stealth. When you use Stealth to make a trick attack, you gain a +1 bonus to the skill check.
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) 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.
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: 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.
Race
Blindsense (Vibration, 30'): 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 flat-footed 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
Theme Knowledge: You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5. Sleight of Hand is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Sleight of Hand checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
Cash: 809 credits
Gear: Survival knife, second skin armor, azimuth laser pistol, 50' titanium alloy cable line, personal comm unit, medpatch, industrial backpack, everyday clothing, tier 1 antitoxin, iridescent spindle aeon stone, static arc pistol. This scenario:
Bulk: 2.2/6