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About Kiv {Ilsia Kivulia}Ilsia Kivulia
Defense EAC 22
Offense
HOLY Shirren-Eye Sniper Rifle, tactical 1d20+11 (1d10+6 P) range 70' or 250' Anchoring Baton 1d20+10 (1d4+3 B) (Operative) 3d8
Survival Knife 1d20+10 (1d4+2 P) (Operative)
Statistics
Feats
Features
Skills
Augmentations
Magical Item
Languages
Gear {Bulk}
Anchoring Baton, tactical {L}:
Anchoring
A weapon with the anchoring fusion has a chance to immobilize its targets. The weapon gains immobilization as a critical hit effect. If the weapon already has a critical hit effect, choose each time whether to apply the weapon’s normal critical hit effect or the immobilization effect. A target affected by the immobilization critical hit effect is unable to move from its space under its own power for 1d4 rounds. It cannot use any form of movement, including teleportation effects, to change its position. If the target is entirely contained in a mobile object (such as a starship or large vehicle), the target is immobile relative to its location within that object. Other creatures and forces can move the target normally. Immobilization
Holoskin:
This holographic projector is generally mounted to a belt or arm strap. It can be programmed using the Disguise skill to project a different appearance. When you use a holoskin, you can disguise major features, race, or creature type without the DC of your Disguise check increasing, except against Perception checks that involve physical examination. Personal Comm Unit
HOLY Shirren Eye Sniper Rifle +1 cartridge/25 {1}:
Holy
A weapon with the holy fusion becomes blessed with divine energy from a good deity. Any attacks with the fused weapon are good-aligned. Damage from the weapon bypasses DR/good and ignores the energy resistance of evil dragons, evil outsiders, and evil undead. The holy fusion cannot be added to weapons that have the unholy fusion. Second Skin {L} Hybridized Semi-Auto Pistol +30 rounds {L}:
Hybridized
A weapon with the hybridized fusion replaces much of its technological functions with magic counterparts. It gains the analog weapon special property (see page 180), and the core function of the weapon is considered to be a hybrid of magic and technology (rather than only the fusion counting as a hybrid item). A hybridized weapon still consumes ammunition and battery charges normally. Survival Knife {L} Tool Kit ~ Engineer {L} ~ Hacking {L} ~ Profession (Corporate Professional) {L} ~ Trapsmith {L} +4 to engineering to arm/disarm traps Ysoki Refractor Suit (+7/+7} Special Abilities CLOAKING FIELD:
You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesn’t make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn’t stack with invisibility) until you move. Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute. 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. HOLOGRAPHIC CLONE:
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. Mirror Image
This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you. When you cast mirror image, it creates 1d4 figment images. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack hits, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss, and an attack that misses you due to a miss chance also destroys an image. Area spells and effects that don’t require an attack roll affect you normally and don’t destroy any of your figments. Spells with a range of touch are harmlessly discharged if used to destroy a figment. An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect. Blindsense doesn’t help distinguish the figments from the real you, but blindsight is sufficient to do so. LASHUNTA MAGIC
LIMITED TELEPATHY
STUDENT
THEME KNOWLEDGE (1ST) ~ ACE PILOT
UNCANNY SHOOTER:
Your ranged attacks with small arms do not provoke attacks of opportunity. OPERATIVE’S EDGE
SPECIALIZATION (GHOST)
TRICK ATTACK When you use Stealth to make a trick attack, you gain a +1 bonus to the skill check.
TECHNOMATIC DABBLER {Detect Magic, Mending} unlimited | {Life Bubble} 2 casts/day
BOONS
Faction
Social:
Starship:
Defender of the Fleet:
Defender of the Fleet (Starship Boon): During the return to the Scoured Stars, you partook in at least one starship combat mission to assist the evacuation of the stranded Starfinders. As a result, your name has spread throughout the engineers and dockmasters of the Starfinder fleet. Whenever you slot this boon, you can pick one of the following options:
Finest Computers: You can improve the computers onboard your starship by one step: from a mononode to a duonode, or from a duonode to a trinode. Alternatively, you can upgrade the computer’s bonus by 1 while this boon is slotted (to a maximum of +8). Finest Engines: You can increase the speed of your thrusters by one step. For example, T6 thrusters become T8 thrusters. You cannot use this boon to upgrade beyond the fastest thrusters commonly available for your size of starship (so you cannot upgrade past T14, S12, M12, L10, H10, G8 or C8 thrusters.) Finest Weapons: Each of the weapons on your starship is the best available in the Starfinder fleet. When you roll damage, you can reroll any damage dice with a result of 1 on the die; you must keep the second result. Loaned Ship: Sunrise Maiden Solar Powered Weapon System Star Monster Slayer Slotless:
PERSONAL BOON
SFS SESSIONS
TOTALS {XP: 15 / FAME: 27 / CREDITS: 3,419}
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