Shaman

*Kip's page

93 posts. Alias of Angie H.


Full Name

Kip

Race

Operative 1

Classes/Levels

HP 5/8, SP 7/7, RP 3/5 | EAC 15, KAC 16, F0/R6/W2, |Init +5, Perc +5, SM +5 | ammo: loaded 7/9 total 28/30, longarm 6/6, cheek pouch: full clip

About *Kip

fluff:

Kip is one of a litter of six. Her mother was a tinkerer, and plied her trade on spaceships that came through the small station they lived on in the Diaspora. Even when she was a small pup, still clinging to her mom’s fur, Kip was went with her mom on all her jobs. A friendly child, Kip talked to everybody onboard, fascinated by ship life and absorbing stories and languages from her mother’s customers. Most crew treated the tiny ysoki child like a little sister – they indulged her questions since they respected her mother, and since they knew they’d be saying goodbye to her soon.

Shortly after her ninth birthday, Kip lied about her age (ysoki reach maturity at ten) to sign up with a crew. The shirren captain was wary of taking on the youngster, but their gunner, vesk mercenary Sarangari, vouched for her. At first, life on the Close Encounter was all Kip could ask for. She learned even more about how the ship operated, and travelling around the system was even cooler than she’d dreamed. Visiting the strange planets and asteroids was amazing, and Kip soaked it all in.

At first, Kip wasn’t much involved in any fighting. Then Sara insisted that she carry a knife and a pistol, for self-protection. Soon Kip was defending herself, then her crew, then her ship, then preemptively defending them against people that looked like trouble. Like most things, Kip learned killing quickly, and if she had moral qualms, the praise of Sara and the other crew helped stifle them.

Then, a few months ago, Sarangari was killed. Their salvage job turned out to be less abandoned than advertised. It was a bad fight, and Sara died, and they didn’t get the salvage after all, and Captain was really mad.

Life on the Encounter changed after that. Kip stopped having fun. There was more killing, and less laughter. And when she overheard that the next job was kidnapping some poor old man, she knew she’d had enough. Happily, she recognized Cedona at the talk, she knew who to ask for help.

Appearance
Kip is small, even for a Ysoki, standing barely 3 feet tall. Her fur is white, but often has streaks of grime as she works on the ship. She wears multiple colourful tail-rings, but not so close together that they jingle and give her away. She’s building up the nerve to get her ears pierced, but she’s afraid it’ll hurt.

Kip wears a second skin but hates it because it flattens her fur and feels hot. She’s saving up enough money for something cooler (in both senses of the word). Over her armour she has grey coveralls with lots of pockets – she looks more like a mechanic than the operative Sara trained her to be. When onboard the ship she goes barefoot, and will sometimes run on all fours, especially when in a hurry or startled.

She hates being short, and used to sit on Sara’s shoulder. She’ll hitch a lift on a tall character if they’ll let her.

Personality
Kip comes from a large family, and is an extrovert. She loves a lot of hustle and bustle around her, and loves chatting with new people. She misses her family, and visits whenever she can. She never stays long, though, the wanderlust is too strong.

Stories and songs from far away places are her favorite, and she collects the best ones in a little leather notebook she carries with her in one of her pockets. Kip doesn’t have a sweet tooth, but loves cheese and nuts; however she doesn’t like to admit it.

She doesn’t like violence, but will defend her crew and her ship with her life. She has started to shut down her emotions in emergencies and just do what needs doing. Then she locks the memories away. That will probably catch up to her one day.

Ysoki Operative, Space Pirate theme
Level 1
Core ability: Dexterity
Init +5; Perception +5

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DEFENSE
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EAC 15 , KAC 16 AC vs combat maneuver22??
HP 8, SP 7, RP 5
Fort +0 Ref +6 Will +2

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OFFENSE
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Speed 30 ft.
Melee
Survival Knife: +4 (operative's edge), damage 1d4+4

Ranged
Tactical semi-auto pistol: +4 , 1d6 30 ft, 9 rounds
Azlanti rifle: +4, 1d8, 90 feet, 6 rounds

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STATISTICS
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Str 8, Dex 18, Con 11, Int 14, Wis 10, Cha 12
Base Atk +0

Skills (10/lvl) (1i= +1 to all skill checks b/c operative's edge)
(+1 bonus rank EACH to culture and survival)
✩*Acrobatics (D) +9 (1r +3C +4D +1i) (+5 racial bonus to tumble through larger creature's occupied space)
✩*Athletics (S) 0 (0r -1S +1i)
*Bluff (C) +3 (0r +1C +1i +1theme)
*Computers (I) +7 (1r +3C +2I +1i)
*Culture (I) +7 (1br +3C +2I +1i)
Diplomacy (C) +2 (0r +1C +1i)
*Disguise (C) +2 (0r +1C +1i)
*Engineering (I) +9 (1r +3C +2I +1i +2ra)
*Intimidate (C) +6 (1r + 3c +1C +1i)
*Medicine (I) +7 (1r +3C +2I +1i)
*Perception (W) +5 (1r+3C +0W +1i)
Physical Science (I) +7 (1r +3C +2I +1i)
*Piloting (D) +5 (0r + 4D +1i)
*Sense Motive (W) +5 (1r + 3c+ 0W +1i)
✩*Slight of Hand (D) +9 (1r +3C +4D +1i)
✩*Stealth (D) +11 (1r +3C +4D +1i +2ra)
*Survival (W) +7 (1br+3C +0W +1i +2ra)
* class skill
✩ ACP applies

Languages: Common, Ysoki, Akitonian, gnome, kasatha, vesk.

Feats
Toughness: 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.

Class Features
Armour proficiency: Light
Weapon proficiency: basic melee, small arms, sniper weapons
OPERATIVE’S EDGE: Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks.

SPECIALIZATION 1st Level
Explorer
Skill Focus feat: culture and survival, 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). Can use Survival for trick attack.

TRICK ATTACK (EX) 1st Level
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, Survival (specialization) or Stealth check: DC = 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.

Operative property on weapons...
An operative can use the trick attack class feature (see page 93)
with a weapon that has this special property. Any character can
add her Dexterity modifier rather than her Strength modifier on
melee attack rolls with weapons with this special property.

RACIAL TRAITS
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 Blindsense: Some ysoki can detect faint odors and tastes, granting them blindsense (scent) with a range of 30 feet.

Moxie
Can stand from prone as a swift action. Additionally, when off-kilter, 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 TRAITS
Space Pirate
You have a distinct advantage over others when operating in the shadows of society. Reduce the DC of Culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates by 5. Bluff 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 Bluff checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation

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GEAR/POSSESSIONS
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Weapons/armour
Survival knife: 95
Tactical semi-auto pistol: 260
Second skin 1 250 +1 +2 +5 — — 1 L
Rounds, small arm 1 40cr 30rounds L x2
Azlanti hunting rifle
Rounds, long arm.

Other
personal comm unit: 7
Engineering toolkit 20
Navigation toolkit 20
Trapsmith toolkit 20
Cable line 50feet, 25
Serum of healing mk 1 50
Hygiene kit 3
Backpack 3

Starting gold 1000 gp, left 167

Wish list
Freebooter armor I lvl2 750cr EAC+2 KAC+3 MD+4 no ACP L-bulk
Syringe stick standard 1: +4 , damage 1d3+4
Arc pistol, static 2 750 1d6 E 50 ft. Arc 2 20 charges 2 L Stun
Shirren-eye rifle, tactical 2 755 1d10 P 70 ft. — 1 round 1 1 Analog, sniper (250 ft.), unwieldy
Signal jammer
syringe stick, once she can afford poison.