Threxen, Shirren Information Broker

Kick It's page

No posts. Organized Play character for therealthom.


Full Name

KIck It

Race

Init +5 Percept +2 SenseMotive +1 // F 1 R 6 W 3 //

Classes/Levels

EAC 15 KAC 16 ; Stamina 7/7 HP 12/12 Resolve 5/5

Gender

Host Shirren Operative

About Kick It

Kick It
Male shirren xenoarchaeologist operative 1
None Medium humanoid (shirren)
Init +5; Senses Perception +2 blindsense (vibration) 30'

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DEFENSE
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EAC 15; KAC 16
SP 7 HP 12 RP 5
Fort +1, Ref +6, Will +3

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OFFENSE
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Speed Walk 30'
Melee knife, survival +4 (1d4+1 , critical -; Analog, operative)
Ranged coil rifle, precision +4 (1d6, critical -; Sniper (250 ft.))

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STATISTICS
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Str 12, Dex 18, Con 12, Int 11, Wis 12, Cha 8,
Base Atk +0; Grp+1
Feats Skill Focus (Perception, Sleight of Hand), Skill Synergy (Acrobatics, Sleight of Hand)
Skills Acrobatics +10, Athletics +6, Computers +5, Culture +5, Engineering +6, Perception +8, Piloting +9, Profession (Smuggler) +6, Sleight of Hand +11, Stealth +9,
Languages Common, Shirren
Combat Gear serum of healing mk 1,
Other Gear coil rifle, precision, second skin, medpatch, fire extinguisher, backpack (industrial), tool kit (engineering kit), tool kit (hacking kit), tool kit (profession (smuggler)), knife, survival, 65.0 gp

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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Shirrens are medium humanoids with the shirren subtype
Blindsense Shirrens' sensitive antennae grant them blindsense (vibration)-the ability to sense vibrations in the air-out to 30 feet. A shirren ignores the stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a perception check opposed by a creature's stealth check. Even on a successful perception check, any foe that can't be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flatfooted against attacks from creatures it can't see
Communalism Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result
Cultural Fascination Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to culture and diplomacy checks
Limited Telepathy Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak

THEME BENEFITS
Xenoarchaeologist You are driven to explore the ruins of bygone civilizations, whether they are millennia old or recently collapsed. You might seek to explore the interior of apostae or travel the galaxy to discover lost settlements, and your motives might be purely academic or simply profiteering. You often employ modern technology to aid in your explorations, but you are no stranger to unusual and ancient machinery, sometimes using them in the field when in a pinch
Theme Knowledge You have trained yourself to have few presuppositions about the foreign devices you uncover. Reduce the dc to identify rare, ancient, or alien tech by 5. Engineering 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 engineering checks. In addition, you gain an ability adjustment of +1 to intelligence at character creation

CLASS FEATURES:
Operative's Edge Your diverse training as an operative grants you a +1 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)
Thief You specialize in acquisition, from quick swipes to complex heists.
Associated skills: perception and sleight of hand. You can use sleight of hand to make a trick attack by concealing your weapons and motions.
Specialization exploit: holographic distraction
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: 1d4]

FEATS:
Improved Initiative Your quick reflexes allow you to react rapidly to danger You gain a +4 bonus to initiative checks
Skill Focus (perception, Sleight Of Hand) 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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