or frag grenade I -3 (explode [15 ft., 1d6 P, DC 10])
Offensive Abilities trick attack
Str 12 (+1); Dex 18 (+4); Con 10 (+0); Int 12 (+1); Wis 10 (+0); Cha 11 (+0)
Skills Acrobatics +11, Athletics +6, Bluff +5, Computers +6 (1 rank), Disguise +5, Engineering +6 (1 rank), Intimidate +5, Perception +5, Piloting +10 (1 rank), Sense Motive -1, Sleight of Hand +9, Stealth +11; (reduce the DCs of Culture checks by 5 when recalling knowledge about starship and vehicle models and parts as well as famous hotshot pilots); (ghost specialization: +4 to Stealth checks to make trick attacks)
Feats Great Fortitude, Skill Focus (Acrobatics, Stealth)
Languages Common, Shirren
Other Abilities ghost specialization
Combat Gear mk 1 serum of healing, frag grenade I, medpatch;
Other Gear flight suit stationwear, tactical semi-auto pistol with 30 small arm rounds, survival knife, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, toolkit (hacking), credstick (37 credits)
Constructed For effects targeting creatures by type, Iseph counts as both a construct and a humanoid (whichever is worse for Iseph).
Darkvision Iseph can see up to 60 feet in total darkness.
Flat Affect The DC of a Sense Motive check attempted against Iseph increases by 2.
Low-Light Vision Iseph can see in dim light as if it were normal light.
Trick Attack As a full action, Iseph can move up to 30 feet and make a single attack with a small arm (or a melee weapon with the operative special property) as a trick attack. Just before making the attack, Iseph attempts a Bluff, Intimidate, or Stealth check (whichever is better for Iseph) with a DC equal to 20 + the target’s CR. If the skill check is successful, the attack deals an additional 1d4 damage and the target is flat-footed against this attack.
Upgrade Slot Iseph has an internal quick-release sheath normally installed in armor as an upgrade. This can store a single one-handed weapon, which Iseph can draw as a swift action.
Flight Suit Stationwear While wearing this armor, Iseph can close its environmental seals and survive in a vacuum (and other harsh environments) for up to 24 hours.
Medpatch Iseph can use this to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat drugs or poison task.
Mk 1 Serum of Healing Drinking a vial of this serum restores 1d8 HP.
Tactical Semi-Auto Pistol This weapon fires physical bullets and can be fired nine times before it must be reloaded.