Undine

Iseph - zebeev's page

24 posts. Organized Play character for zebeev.


Full Name

Iseph

Race

| SP: 6/6 HP: 10/10 RP: 5/5 | EAC 14 | KAC 15 | | F: +2, R: +6, W: +2 | Init: +5 | Perc: +5

Classes/Levels

| Speed 30ft | Active conditions: none.

Gender

Genderless Android Operative (Ace Pilot) 1

Size

medium

Special Abilities

trick attack 1d4

Alignment

NG

Languages

Common, Shirren

Occupation

Pilot, Wetworker

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

About Iseph - zebeev

[dice=Knife, Survival]1d20+4[/dice]
[dice=Damage, slashing]1d4+1[/dice]

[dice=Pistol, Semi-auto, Tactical[/dice]1d20+4[/dice]
[dice=Damage, piercing]1d6[/dice]

[dice=Frag Grenade MK.1]1d20–3[/dice]
[dice=Damage, Piercing (DC10)]1d6[/dice]

Defense:
SP 6 HP 10 RP 5
EAC 14; KAC 15
Fort +2; Ref +6; Will +2; +2 vs. disease, mind-affecting,
poison, and sleep effects (unless the effect targets
constructs)

Offense:
Speed 30 ft.
Melee survival knife +4 (1d4+1 S; analog, operative)
Ranged tactical semi-auto pistol +4 (1d6 P; analog) or
frag grenade I –3 (explode [15 ft., 1d6 P, DC 10])
Offensive Abilities trick attack

Statistics:

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 DC 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)

Special Abilities:

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 1d4
additional 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.

Gear Descriptions:

Flight Suit Stationwear While wearing this armor, Iseph
can close its environmental seals and survive in a
vacuum (or other harsh environment) 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 can be fired nine
times before it must be reloaded.