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John U. Rawlins's page

534 posts. Alias of therealthom.


Full Name

John Ulysses Rawlins

Race

Init +6 Percept +11 SenseMotive +11 // F 3* R 9 W 5 //

Classes/Levels

EAC 18 KAC 18 ; Stamina 48/48 HP 40/40 Resolve 6/7

Gender

Male Human Operative 6

About John U. Rawlins

John Rawlins
Male human corporate agent operative 6
LN Medium humanoid (human)
Init +6; Senses Perception +11 SenseMotive +11

Description:
The human, a broad-faced young man, maybe in his late twenties, has a thick shock of ursine black hair above nascent widow's peaks. His brows slope into small vertical furrows above his slightly flattened nose. Something about his features gives rise to the impression that the nose was longer and sharper once, and, maybe, was rebuilt after contact with an accidental fist. His eyes are a nondescript brown, and he has a square chin. Maybe the chin had been the target of the same accidental fist. It looked like it deserved to be.
The man is dressed in tight white shirt and grey slacks with a tight-waisted long grey suit coat, trimmed with thin gold braid along the lapels and collar. Standard corporate style, even if the gold key badge on his left breast didn't broadcast Abadarcorp.
His shoes are black and shiny with small gold buckles. They could be real leather. If they are, and aren't some synth knock-off, they probably cost a couple days pay.
A thin, black cane rests against his left thigh, an affectation no doubt. He looks too young and healthy to need help walking. At his feet, helping to ensure the cane doesn't merely slide to the ground, is a surprisingly proletarian looking fabric backpack.

A small motion of his arm causes the tails of his jacket to shift, revealing a glimpse of a electric pistol strapped onto his right thigh.

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DEFENSE
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EAC 18; KAC 18
SP 48 HP 40 RP 7
Fort +3, Ref +9, Will +5
, +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

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OFFENSE
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Speed Walk 40'
Melee sword cane, tactical +8 (1d4+5 , critical Bleed 1d3; Analog.operative)
Ranged arc pistol, static +8 (1d6+3, critical Arc 2; Stun)

*Trick Attack DC 20+CR : Bluff, stealth skill check. If successful opponent flat-footed and takes 3d8 extra damage, and flat-footed or off target until my next turn.
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STATISTICS
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Str 14, Dex 18, Con 12, Int 11, Wis 10, Cha 16,
Base Atk +4; Grp+6
Feats Blind-Fight, Fast Talk, Mobility, Skill Focus (Bluff, Disguise), Toughness
Skills Acrobatics +13, Athletics +11, Bluff +17, Computers +11, Culture +9, Diplomacy +11, Disguise +17, Engineering +11, Intimidate +12, Medicine +7, Perception +11, Profession (Mercenary) +6, Sense Motive +11, Sleight of Hand +11, Stealth +15,
Languages Brethedan, Common, Draconic, Eoxian, Triaxian
Combat Gear
Other Gear sword cane, tactical, arc pistol, static, lashunta tempweave, basic, backpack (consumer), tool kit (hacking kit), medkit (basic), comm unit (personal), spare battery (2), incendiary grenade i, 37.0 gp

tool kit (engineering kit), advanced numbing beam, spare battery #3
John will buy radiation environmental clothes (10), a radiation badge (100), Mk2 healing serum (425), jump jets (1000), and a credstick with the balance of the 3000.
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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Humans are medium humanoids and have the human subtype
Bonus Feat Humans select one extra feat at 1st level
Skilled Humans gain an additional skill rank at 1st level and each level thereafter

THEME BENEFITS
Corporate Agent Corporations control much of the modern world, from the food each person eats to the weapons a soldier deploys on the field of battle. You are an agent of one such corporation, which relies on your negotiation, deal-making, and your natural cunning to advance its agendas. Whether you are making proposals to agents of other corporations to split the mining rights for a valuable asteroid or establishing your corporation's presence on a newly discovered world, you are the company's eyes, ears, and hands
Theme Knowledge You are deeply connected to the world of corporate culture, and know all the movers and shakers. When attempting a profession or culture check to recall knowledge about corporations and their executives, reduce the dc by 5. Diplomacy 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 diplomacy checks. In addition, you gain an ability adjustment of +1 to charisma at character creation
Networking If your corporate database doesn't have a piece of information you are searching for, you probably know someone who does. It takes you only 10 minutes to attempt a diplomacy check to gather information, as long as you have connection to a local infosphere or a quick way to communicate with contacts in a settlement that is at least technologically average (see starfinder core rulebook 406). Additionally if you have access to a local infosphere, you can take 20 on a skill check to recall knowledge in half the normal time (typically 1 minute)

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 : Spy You can steal or adopt new identities as easily as most people change clothes, allowing you to infiltrate nearly any circle.
Associated skills: bluff and disguise. When you use bluff to make a trick attack, you gain a +4 bonus to the skill check.
Specialization exploit: master of disguise
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
Master Of Disguise You can take on the appearances of other creatures and even specific individuals. This functions as the quick disguise exploit, but the duration increases to 10 minutes per operative level. Alternatively, for 1 minute per operative level, you can take on the appearance of a specific individual that you have seen before. If you have heard the individual talk and can speak her language, you can also modulate your speech to match hers. This disguise is so convincing that creatures familiar with the individual must succeed at a will saving throw before they can attempt a perception check to pierce the disguise. You must have the quick disguise exploit to learn this exploit
Quick Disguise Once per day as a standard action, you can quickly change your appearance. This functions as disguise self and lasts for 1 minute per operative level. You can use this exploit an additional time per day at 6th level, and again at 10th level.
Sure-footed You move at your full speed when moving over difficult terrain, and without penalty when using acrobatics or stealth at your full speed
Uncanny Mobility When you make a trick attack, if you choose the target of your attack before you move, your movement doesn't provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don't provoke attacks of opportunity from that creature for this movement
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
Trap Spotter You double your operative’s edge bonus to Perception checks to notice traps. Additionally, you automatically receive a Perception check to notice a trap when you pass within 10 feet of it.

FEATS:
Blind-fight You are skilled at attacking opponents you can't clearly see In melee, every time you miss because of concealment (see page 253), you can reroll your miss chance percentile roll one time to see if you actually hit (see page 243).
You aren't flat-footed against melee attacks from creatures you can't see, and you can withdraw from creatures you can't perceive. You don't need to attempt acrobatics checks to move at full speed while blinded
Fast Talk You can distract a creature with a confusing barrage of words, causing it to be surprised at the beginning of combat. You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins. You can’t use this ability if you are the one to instigate combat or if you are unaware at the start of combat.

When the GM declares that combat has begun, but before initiative is rolled, you can spend 1 Resolve Point to attempt a Bluff check against a single creature that this ability can affect. The DC is equal to 15 + the target’s total Perception skill bonus, or 20 + 1-1/2 × the target’s CR, whichever is higher. If your check is successful, the target creature is considered unaware at the start of combat, allowing other creatures (including yourself) to act in a surprise round. Once you have attempted to use this ability on a creature, whether or not you succeed, it is immune to this ability for 24 hours.

Mobility You can easily move past dangerous foes You gain a +4 bonus to your armor class against attacks of opportunity that you provoke by leaving a threatened square
Skill Focus (bluff, Disguise) 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
Toughness You have enhanced physical resilience, and harsh conditions or long exertions don't easily tire you For every character level you have (and whenever you gain a new level), you gain 1 stamina point. In addition, you gain a +4 bonus to constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation
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Background, etc:

General Backstory: The family joke is that John was born into the family business, because his parents were both very devout, very orthodox middle managers in Abadarcorp on Triax. John has grown up in their tradition. He went to company church, shopped at the company store, played in company organized sports, attended the company primary schools.
Yet John didn't quite fit the standard company mold. His evaluation scores weren't high enough. Although intelligent, his mental aptitudes didn't align with standard company profiles. He was not optioned for company secondary schools, but the company did continue to monitor him.
John went to a technical training school and fell in with a rougher crowd. Free of his parents' and the company's strictures, computer pranks, dancing, alcohol and drugs, and hacking soon followed. After a bad hack turned sour, John was bailed out by an Abadarcorp operative who laid out two alternatives: trial, jail, disgrace, and disownment, or a return to the fold, rehab, and a job as a company 'left hand man' in a division that provided everything from security, to personal assistance, to special operations. John took the second.

Personality: Publicly, John Rawlins is a man of moderation, except where business is concerned, because business is a religion. He is unassuming, nearly demure. He dresses in conservative businesswear. In private John yearns for something else, an alternate philosophy, an opportunity to break out of the hierarchy. He can often be found in electronica clubs, decked in recog-dazzle, using the handle Sensai Sensibility. In the clubs he is still quiet, and dances alone or attaches himself to the fringes of a group and watches to make sure no one hurts themselves.

Flaw(s): Slightly paranoid. Occasionally he authors almost involuntary caustic comments. Too competitive.

Quirk(s): An afictionado of ancient swordplay. A strict teetotaler who enjoys hanging out in disguise with far less sober companions at electronica clubs.

Why is John on board the Chimera? John is returning from a successful business negotiation in Near Space. The negotiation wasn't his; he was just an assistant to the executive who did the negotiating. His boss was so pleased that he took a vacation while John had to return to the office.