Android

Iseph 4's page

70 posts. Alias of Stiehle.


Full Name

Iseph

Race

Male Android Operative 4 | Init: +6 | Perception: +9, Darkvision 60', Low-light Vision | SP: 2/24, HP: 28/28, RP: 5/6 |

Classes/Levels

Speed: 40' | EAC: 19, KAC: 19, CMAC: 27 | Fort: +1 (+2 vs disease & poison), Ref: +8, Will: +4 (+2 vs mind-affecting & sleep)

Size

About 6' 1" tall, weighs around 160 lb. and of indeterminate age. Iseph is quick and lean with dark hair and eyes and very pale skin.

Special Abilities

Androids do not breathe, nor do they suffer any of the usual environmental effects of being in a vacuum. As constructs, they are confused by emotion and tend to bottle up or otherwise hide their emotions - though Iseph appears very human when flying.

Alignment

Neutral Good

Occupation

'Retired' Black Ops & Pilot

Strength 12
Dexterity 18
Constitution 10
Intelligence 12
Wisdom 10
Charisma 11

About Iseph 4

Iseph
Male Android Operative 4 (Pregen)
Ace Pilot Theme
Neutral Good
Medium

Strength 12 [+1] Constitution 10 [+0] Wisdom 10 [+0]
Dexterity 18 [+4] Intelligence 12 [+1] Charisma 11 [+0]

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Defense:

Energy AC 19, Kinetic AC 19
(10 Base +5 [EAC] & +5 [KAC] Armor, +4 DEX)
Light Armor (Defrex Hide, +5 EAC, +5 KAC, +4 Max DEX)

Combat Maneuver AC 27
(8 + 19 [KAC])

Stamina Points 24
Hit Points 28
Resolve Points 6

Fort +1 (+1 Base + 0 CON)
Ref +8 (+4 Base + 4 DEX)
Will +4 (+4 Base + 0 WIS)

Notes Gain +2 bonus to saves vs disease, mind-affecting, poison and sleep effects - unless the effect targets constructs [Racial ability]; on a successful Reflex save for partial effect, instead takes no effect [Evasion ability]; may drop prone in an adjacent space to gain two saving throws on Reflex saves against area effects, taking the better roll [Dive for Cover feat]

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Offense:

Initiative +6 (DEX + Class); Senses Darkvision 60’, Low-light vision; Perception +9

Normal Speed 40 ft.
Modified Speed 40 ft.
Notes As a move action, may fly up to 30’ (average) with a maximum height of 10’, or may fly 20’ straight up - must land at the end of the move action [Jump Jets (Armor)]

Base Attack Bonus +3, Melee Attack +4, Ranged Attack +7, Thrown Attack +4

Ranged Attacks:
Tactical Semi-auto Pistol +7 (1d6+2 +special* P, 30’ range, 6 rounds, 1 usage; Analog, *Trick Attack +1d8 damage on a successful Stealth [+18] check)
Static Arc Pistol +7 (1d6+2 +special* E, Arc 2 crit, 50’ range, 20 charges, 2 usage; Stun, *Trick Attack +1d8 damage on a successful Stealth [+18] check)
Incendiary Grenade I +0 (1d6 F + 1d4 burn DC 11 Reflex save for half, 20’ range; Explode 5’)

Melee Attacks:
Survival Knife +7 (1d4+4 +special* S; Analog, Operative, *Trick Attack +1d8 damage on a successful Stealth [+18] check)

Notes As a full action, can move up to 40’ and make a single attack with a small arm (or melee operative weapon) and make a Stealth (+18) check vs DC 20 (+ target’s DR) to render foe flat-footed and do extra (+1d8) damage on the attack [Trick Attack]; may choose to make an enemy struck by a trick attack either flat-footed or off-target until the beginning of next action [Debilitating Trick]; when making a full attack with small arms and/or a melee operative weapon, reduce the penalty of each attack from a -4 to a -3 [Multi-Weapon Fighting]; can stand from prone as a swift action [Kip Up]; take only half of the normal vehicle penalties for attacking while driving [Uncanny Pilot]; survival knife is held in an internal quick-release sheath, both concealing it and allowing it to be drawn as a swift action [Upgrade Slot]

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Abilities:

Racial Counts as a construct and a humanoid for effects targeting creatures by type. Can see up to 60 feet in total darkness, and in dim light as though it were normal light. The DC of any Sense Motive check attempted against him increases by 2, though an android likewise receives a -2 penalty to all Sense Motive checks made against others. Has an internal single armor upgrade slot, may use to install any one armor upgrade that could be installed into light armor.
Theme (Ace Pilot) Gain a +1 bonus to Piloting skill; reduce DC of Culture checks by 5 to recall knowledge of starships, vehicles and famous pilots.
Proficiencies Basic melee weapons, small arms, sniper weapons and light armor. [Operative Class]
Operative’s Edge (+2) Gain an insight bonus to initiative checks and all skill checks. [Operative Class]
Ghost Specialization Gain a +4 bonus to Stealth checks made for trick attacks, gain Skill Focus in Stealth and Acrobatics as well as an extra rank in each skill at each operative level. [Operative Class]
Trick Attack (+1d8) As a full action, move up to your speed and then make an attack with a melee weapon (with operative property only) or with any small arms and make a Bluff, Intimidate or Stealth [+4 bonus to this skill] check with a DC equal to 20 + target’s CR to make the target flat-footed and deal extra damage. [Operative Class]
Evasion On a successful Reflex save against an effect that has a partial effect on a successful saving throw, he instead suffers no effect. [Operative Class]
Operative Exploit (Combat Trick - Multi-Weapon Fighting) Gains this bonus feat. When making a full attack with two or more operative melee weapons or small arms, reduce the penalty for the full attack by 1. [Operative Class]
Quick Movement While unencumbered and wearing light armor, increase land speed by 10 feet. [Operative Class]
Weapon Specialization Gain this bonus feat for each weapon type this class grants you proficiency with. May add the character level to damage with the selected weapon type (except grenades), or half character level for small arms or operative melee weapons. [Operative Class]
Debilitating Trick When an enemy is struck with a trick attack, may choose to make that enemy either flat-footed or off-target until the beginning of his next turn. [Operative Class]
Operative Exploit (Uncanny Pilot) When attacking while driving a vehicle, take only half the vehicle’s normal penalty to the attack roll. When in a chase, gain a +2 bonus to skill checks when attempting to evade or making trick pilot actions. [Operative Class]

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Feats:

Dive for Cover When making a Reflex save against an area attack or area effect, may choose to fall prone in an adjacent space in order to roll the saving throw twice, taking the better of the two results. When leaving a threatened space, this movement provokes AoOs as normal. [1st Level]
Kip Up May stand from prone as a swift action, rather than a move action. [3rd Level]

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Skills:

Acrobatics +14 [4 Ranks, +3 Class, +4 DEX, +3 Skill Focus
Athletics +10 [4 Ranks, +3 Class, +1 STR +2 Edge
Bluff +9 [4 Ranks, +3 Class, +0 CHA +2 Edge]
Computers +10 [4 Ranks, +3 Class, +1 INT +2 Edge]
Diplomacy +2 [+0 CHA, +2 Edge]
Disguise +9 [4 Ranks, +3 Class, +0 CHA +2 Edge]
Engineering +10 [4 Ranks, +3 Class, +1 INT +2 Edge]
Intimidate +9 [4 Ranks, +3 Class, +0 CHA +2 Edge]
Perception +9 [4 Ranks, +3 Class, +0 WIS +2 Edge]
Piloting +14 [4 Ranks, +3 Class, +4 DEX +2 Edge +1 Theme]
Sense Motive +0 [+0 WIS, -2 Racial, +2 Edge]
Sleight of Hand +13 [4 Ranks, +3 Class, +4 DEX, +2 Edge
Stealth +14 [4 Ranks, +3 Class, +4 DEX, +3 Skill Focus
Survival +2 [+0 WIS, +2 Edge]

Languages Common, Shirren

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Gear:

Defrex Hide Armor (+5 EAC, +5 KAC, +4 Max DEX, 1 Upgrade Slot [1 used - Jump Jets (Battery Capacity: 20, Usage: 2 charges/move action)]) [Bulk L x2]
Battery (20 charges) [Bulk -]
Personal Comm Unit installed in armor, comes with a flashlight (15’ cone), calculator & entertainment options (Battery Capacity: 80, Usage: 1 charge/hour) [Bulk L]
Super-Capacity Battery (80 charges) [Bulk -]
Static Arc Pistol (Battery Capacity: 20, Usage: 2 charges/minute) [Bulk L]
Battery (20 charges - may recharge at the rate of 1/minute while walking in armor) [Bulk -]
Tactical Semi-auto Pistol [Bulk L]
30 Small Arm Rounds [Bulk L]
Survival Knife (in quick-release sheath) [Bulk L]
Internal Quick Release Sheath (ready weapon as a swift action) [Bulk -]
Incendiary Grenade I [Bulk L]
2 Serums of Healing Mk 1 (1d8 Hit Points) [Bulk L x2]
Serum of Healing Mk 2 (3d8 Hit Points) [Bulk L]
Tool Kit (Hacking) [L]
40’ Titanium Alloy Cable Line [Bulk L x4]
Medpatch (allows an untrained Medicine check with a +10 bonus) [Bulk L]
Everyday Clothing [L]
Field Rations (1 week) [Bulk 1]
Hygeine Kit [Bulk 1]

Total Bulk: 3 [Unencumbered]
Encumbered Threshold: 7

Credits Remaining: 39

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Background:

Born on Aballon, Iseph has spent a lifetime running from mysterious forces that want him dead. As a ‘retired’ black ops agent, Iseph hires on with freelance adventuring crews as a pilot specializing in dangerous transport or exploratory missions. If those jobs require infiltration or a well-placed bullet from the shadows – well that costs extra.

Gameplay Notes:

Forthcoming