Ratfolk Caravan Guard

Jink_'s page

161 posts. Alias of J4RH34D.


Full Name

Jink Aka Jinx

Race

Ysoki

Classes/Levels

Operative SP=28, HP=26,RP=5

Gender

M

Size

S

Age

Middle Aged

Alignment

CG

Occupation

Pilot

Strength 8
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 11

About Jink_

Story:
Jink thought it would be the same as all of his previous jobs when he sent a mail to the address on the ad. They said he was the first person who had replied and they needed the cargo delivered yesterday. That was fine for Jink, he like flying and any excuse to push a ship was appreciated. They asked if he could leave straight away and when he confirmed they sent him the hangar number.

He shouldered his pack with a grin as he made his way down the halls to hangar 102. He was getting to fly again!
When he arrived he was was rushed into the control room by a nervous looking human. He wasn't paying any attention though, too excited to get behind the stick again.

Leaving dock went as it always did, too many delays when he was soo close but still so far from being free to fly.
It was a long trip they were making, and he looked forward to every moment of it.

Days passed and the human was relaxed as the ship neared their destination. When he was hailed to stop for an inspection human who had been sitting off to one corner of the control room shot up, panicked. He jumped up and rushed over to Jink and tolled him not to stop. When Jink protested am pistol was pressed against the back of his head and was told to keep going, and not let the security forces stop them.

Jink may be scatterbrained, but he is far from stupid. He flew. And flew well. The security forces chased, and must have lost their patience as they began to fire at their craft. Jink dodged for all he was worth and pushed the ship so hard bolts were groaning. He brought the ship through an asteroid field in hopes of loosing the security forces, and keeping his life. He did.

What he didn't manage to keep was the cargo. A shot had breached the cargo bay bulkheads, and the vacuum of space had welcomed the goods inside.

When he landed the ship the human kept his gun on the back of Jink's head and lead Jink to a small room where calls were made and his fate was decided. They gave him a choice. His life, or his service. He was in a great amount of debt for the cargo they claimed he had lost, and you just don't argue when you have a gun to your head. He liked being alive though, so his service it was.

That was when they shipped him off to Incubation Prime.
Since then he has been on and off world a few times. Always leaving with full cargo bays, and coming back with bays full again. They send a Vesk with him now instead of that human from before. The Vesk knows who to speak to at customs to get them waved through, and knows who to slip some cred sticks to to keep them quiet.

Of course he wasn't called Jink before this all happened.

Crunch:

Jink
Male ysoki ace pilot operative 4
None Small humanoid (ysoki)
Init +9; Senses darkvision (60'); Perception +7

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DEFENSE
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EAC 18; KAC 18
SP 28 HP 26 RP 5
Fort +2, Ref +7, Will +4

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OFFENSE
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Speed Walk 40'
Melee club (small) +2 (1d6+3 , critical -; Analog.archaic)
Melee knife, survival (small) +6 (1d4+1 , critical -; Analog, operative)
Ranged shirren-eye rifle, tactical (small) +6 (1d10+4, critical -; Analog, sniper (250 ft.), unwieldy)
Ranged arc pistol, static (small) +6 (1d6+2, critical Arc 2; Stun)

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STATISTICS
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Str 8, Dex 16, Con 12, Int 16, Wis 10, Cha 11,
Base Atk +3; Grp-2
Feats Improved Initiative, Skill Focus (Computers, Engineering, Piloting)
Skills Acrobatics +12, Athletics +8, Bluff +9, Computers +15, Culture +9, Disguise +9, Engineering +17, Intimidate +7, Medicine +10, Perception +9, Piloting +16, Profession (Vidgamer) +9, Sense Motive +9, Sleight of Hand +12, Stealth +14, Survival +9,
Languages Common, Kasatha, Shirren, Triaxian, Vesk, Ysoki
Combat Gear
Other Gear shirren-eye rifle, tactical (small), defrex hide (small), computer (alarm/firewall/secure data, average/tier 1), rounds, longarm and sniper, club (small), knife, survival (small), arc pistol, static (small), 100.0 gp

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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Ysoki are small humanoids with the ysoki subtype
Cheek Pouches Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity
Darkvision Ysoki can see up to 60 feet in the dark. See page 263 for more information
Moxie Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter (see page 276), a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check
Scrounger Ysoki receive a +2 racial bonus to engineering, stealth, and survival checks

THEME BENEFITS
Ace Pilot You are most comfortable at the controls of a vehicle, whether it's a starship racing through the inky void of space or a ground vehicle zooming between trees, around boulders, and across dusty badlands. You might be a member of an elite military force, the recipient of intense courses of training. Alternatively, you might be a total amateur with innate skills that make you a much-admired hotshot
Theme Knowledge You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you've ever come across. Reduce the dc of culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 your piloting checks. In addition, you gain an ability adjustment of +1 to dexterity at character creation

CLASS FEATURES:
Operative's Edge Your diverse training as an operative grants you a +2 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. Descriptions of the specializations appear on page 94. Your specialization grants you the skill focus feat (see page 161) 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)
Hacker Whether it's a computer system or a mechanical device, you can hack it.
Associated skills: computers and engineering. You can attempt a computers check with a +4 bonus to make a trick attack by creating a computerized distraction (you can't use this option if stripped of all computerized gear in an area with no computers).
Specialization exploit: elusive hacker
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; see page 94) 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. [trick attack damage: 1d8]
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 As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the dc is equal to 10 + half your operative level + your dexterity modifier. If it requires an enemy to attempt a skill check, the dc is equal to 10 + 1-1/2 x your operative level + your dexterity modifier. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise
Field Treatment You can take 1 minute to tend your wounds and spend 1 resolve point to recover a number of hit points equal to three times your operative level
Uncanny Pilot When you attack while you're driving a vehicle, you halve the vehicle's penalty to your attack roll (to a minimum of no penalty if the vehicle normally imposes a -1 penalty). When you're in a chase, you gain a +2 bonus to skill checks you attempt when taking the evade or trick pilot actions
Quick Movement As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet
Weapon Specialization You gain the weapon specialization feat as a bonus feat for each weapon type with which this class grants you proficiency
Debilitating Trick When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack

FEATS:
Improved Initiative Your quick reflexes allow you to react rapidly to danger You gain a +4 bonus to initiative checks
Skill Focus (computers, Engineering, Piloting) You are particularly adept at a certain skill You gain a +3 insight bonus to checks involving the chosen skill.
Special: you can take this feat multiple times. Its effects don't stack. Each time you take this feat, it applies to a new skill
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