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About Jyskos ArabathJyskos Arabath
Defence EAC 16, KAC 17, AC vs CM 25
Offense Speed 30ft Land
Statistics Str 10, Dex 18, Con 10, Int 10, Wis 10, Cha 15
Special Abilities/Feats/Racial Traits Operative Specialisation (Spy):
Starfinder Core Rulebook p.95
You can steal or adopt new identities as easily as most people change clothes, allowing you to infiltrate nearly any circle. 1st Level Associated Skills: Bluff and Disguise. When you use Bluff to make a trick attack, you gain a +4 bonus to the skill check. 5th Level Specialization Exploit: Master of disguise. 11th Level Fool Detection (Ex) At 11th level, whenever you succeed at a saving throw against a spell, technological device, or ability that would provide information about you (such as detect thoughts), instead of negating the effect, you can provide false information that matches your cover identity. If such an effect has no saving throw, you can attempt a Bluff check opposed by the Sense Motive check of the caster or user, and provide similar false information on a success. Evasion:
EVASION (EX) 2nd Level
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. Holographic Clone:
HOLOGRAPHIC CLONE (EX) 2nd Level
Starfinder Core Rulebook p.95 You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as mirror image. You can use this exploit an additional time per day at 6th level, and again at 10th level. Improved Initiative Feat:
IMPROVED INITIATIVE (COMBAT)
Starfinder Core Rulebook p.158 Your quick reflexes allow you to react rapidly to danger. BENEFIT You gain a +4 bonus to initiative checks. Dancing Lights Spell:
DANCING LIGHTS
Starfinder Core Rulebook p.347 Level Technomancer 0; Witchwarper 0
You create up to four lights that resemble small headlights or flashlights. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire: forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range. You can have only one dancing lights spell active at a time.
Detect Magic Spell:
DETECT MAGIC
Starfinder Core Rulebook p.348 Level Mystic 0; Technomancer 0; Witchwarper 0; Precog (Playtest) 0
You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired. Darkvision, Drow Immunities, Drow Magic, Keen Senses, Light Blindness - Drow Racial Abilities:
DARKVISION
Drow have darkvision with a range of 60 feet. DROW IMMUNITIES
DROW MAGIC
KEEN SENSES
LIGHT BLINDNESS
Space Pirate Theme:
SPACE PIRATE +1 DEX
Starfinder Pact Worlds p.87 You are a free-ranging corsair within the wild and unpredictable fringes of galactic civilization and live by your own code, or a code shared with other like-minded individuals. You tend to view personal property as a laughable concept, unless it is your gear. You might be a freebooter on your own ship, a member of a space-bound gang of raiders, or even a member of the Free Captains of the Diaspora. Alternatively, you might be a new recruit to the piratical lifestyle, just learning the ropes under a more seasoned crew. THEME KNOWLEDGE 1st
SMUGGLER 6th
SWORD AND PISTOL 12th
BESMARA'S BLESSING 18th
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