Iseph

Iseph 20220831's page

48 posts. Alias of Frozen Frost.


Race

HP 18, AC 18, F +5, R +9, W +7, P +3 (LLV) |

Classes/Levels

Sp 25 ft | ◆◇↺

Gender

Non-Binary Mod-Fanatic Android Skirmisher Operative 1 | Hacker |

About Iseph 20220831

BOTTING INSTRUCTIONS:
DAILY PREPARATIONS

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Iseph is an operative, a combatant with deadly aim and tactical training.

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CHARACTER INFORMATION
Character Name: Iseph

Ancestry: Android
Heritage: Mod Fanatic
Ethnicity: ---
Home World: ---
Languages: Common, Trinary, Vercite
Background: Hacker
Class: Operative
Sub-Class: Skirmisher
Level: 1

Age: ?
Size: Medium
Reach: 5 ft
Organization Membership: ---
Deities & Philosophies: ---
Phanteons: ---
Edicts & Anathemas: ---

STATS & SKILLS (* indicates Proficiency Level)
STR +1, DEX +4, CON +2, INT +1, WIS +2, CHA -1
HP 18
AC 18
Fortitude* +5
Reflex* +9
Will** +7
Perception* +7 - +1 to Initiative Rolls

Acrobatics* +7
Arcana +1
Athletics* +4
Computers* +4
Crafting* +1
Deception -1
Diplomacy -1
Intimidation -1
Medicine +2
Nature +2
Occultism +1
Performance +0
Piloting* +7 - +2 for initiative rolls
Religion +2
Society* +1
Stealth* +7
Survival +2
Thievery* +7
Infosphere Lore* +4

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OFFENSE & DEFENSE
Melee Zero Knife +7 (agile, finesse, powered, tech, versatile P) Damage 1d4+1 cold
Ranged Semi-auto pistol +9 (analog, expand 1, mag 10, range increment 60 ft, reload 1) Damage 1d6 P
Armor Second Skin
Shield Commerical Force Field (tech)
Others Shield Block Hardness 5 HP(BT) 0(0)

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GEARS & ITEMS
Worn Weapons:, Commercial incendiary grenade, commercial semi-auto pistol (1 magazine; 10 projectile rounds), zero knife
Worn Armor: Commercial second ski
Worn Shields: Xommercial force field
Invested Items (0/10): ---
Worn Items: Comm unit, commercial medpatch
Stowed Items (in Backpack): Commercial infiltrator’s toolkit
Others: ---
Current Bulk: 2.0 (Encumbered >6.0, Maximum 11.0)
Wealth: 5 CR, 0 UPB

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FEATS & ABILITIES
ANCESTRY ABILITIES constructed*, low-light vision, Mod Fanatic Android*, Quickened Processor*
CLASS FEATS Mobile Aim
SKILL FEATS Phreaker, Steady Balance
CLASS ABILITIES operative’s specialization (skirmisher), sharpshooter* (Aim 1d4)
Aim [one-action] (concentrate, operative) Requirements You’re wielding a ranged weapon that doesn’t have the area trait; Effect Designate a target as your mark. Until the end of your turn, your ranged Strikes against your mark 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.
Mobile Aim [one-action] (operative, traversal) You Stride and then Aim with a gun you’re wielding.
Skirmisher Exploit You’re trained to fight in close combat using pistols. Your ranged Strikes with one-handed ranged weapons don’t trigger reactions that are triggered by a ranged attack.
Steady Balance You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground.
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The following rules apply to Iseph’s equipment.
Agile The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Analog This weapon eschews advanced electronics, computers systems, and electric power sources but was manufactured and calibrated using advanced technology. This weapon is immune to abilities that target technology.
Comm Unit This pocket-sized device combines a portable computer and communications device, allowing instantaneous wireless communication with other comm units in both audio- and text-based formats at planetary range. A comm unit includes a calculator, flashlight (emits bright light in a 5-foot radius around you and dim light in the next 5 feet), a browser that accesses any local infospheres, and several entertainment options (including games).
Phreaker You can use Computers to Disable a Device or Hack a system using any computer, comm unit, or terminal instead of a hacking toolkit.
Expend 1 Using this weapon expends 1 ammunition.
Finesse You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
Force Field, Commercial (tech) Force fields absorb damage. A force field’s Hit Points are based on its version. While your force field is active, any physical or energy damage you would take is applied to the force field’s Hit Points first before being applied to your Hit Points (including temporary Hit Points). If you have a shield raised, your force field and shield both take damage. If damage from an attack or effect reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can’t be activated again for 10 minutes. Force fields replenish the indicated number of Hit Points each round at the beginning of your turn while they’re active.
Activate—Raise Force Field [one-action] (manipulate) Frequency three times per day; Effect Your force field becomes active. It remains active for 1 minute or until it’s reduced to 0 HP. A commercial force field has 6 HP and replenishes 2 HP on your turn.
⃞ Incendiary Grenade, Commercial (consumable, fire, grenade, tech) Usage held in 1 hand; Activate—Area Fire [one-action] (area, attack) Instead of making an attack roll, choose a target area within 70 feet. All creatures within a 5-foot burst take 1d8 fire damage with a basic Reflex save against your class DC.
Mag The amount of ammo a magazine holds.
⃞ Medpatch, Commercial (consumable, healing, tech) Usage held in 1 hand; Activate [one-action] (manipulate) Effect Upon using this medpatch, you regain 1d6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.
Powered This weapon uses a battery.
Range Increment 60 Feet Attacks with this weapon work normally up to a range of 60 feet. Attack rolls beyond a weapon’s range increment take a –2 penalty for each additional multiple of 60 feet between you and the target. Attacks beyond 360 feet are impossible.
Reload 1 When you’re out of ammunition, you can reload a new battery or magazine as an Interact action.
Second Skin Soft but resilient armor that contours to your body.
Semi-Auto Pistol This basic pistol has a magazine with 10 projectile rounds.
Tech Weapons with the tech trait incorporate electronics, computer systems, and power sources. Usually the weapons rely on integrated power sources (such as melee weapons that don’t have the powered trait), while others drain batteries with each attack.
Versatile P This weapon can deal piercing damage or slashing damage. Choose each time you attack.
Zero Knife A supercooled chamber forms a blade of ice.

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20250813