Race |
| SP 7/7 HP 8/8 | RP 4/4 | EAC 14; KAC 15 | Fort +1; Ref +5; Will +1 | Init: +7 | Perc: +3; low-light vision |
Classes/Levels |
| Speed 30 ft | Active conditions: None |
Gender |
Kizilonoz | non-binary N Skittermander tinker operative 1 |
About Kizilonoz
Kiziloniz
Skittermander tinker operative 1
N small humanoid (skittermander)
Init +7; Senses low-light vision; Perception +3
DEFENSE
SP 7 HP 8 RP 4
EAC 14; KAC 15
Fort +1; Ref +5; Will +1;
OFFENSE
Speed 30 ft.
Melee survival knife +0 (1d4+1 S; analog, operative)
Ranged tactical diasporan rifle +3 (1d8 F; sniper 250, unwieldy)
or tactical semi-auto pistol +3 (1d6 P; analog)
or azimuth laser pistol (1d4 F; burn 1d4)
Offensive Abilities sniper
STATISTICS
Str 10 (+0); Dex 16 (+3); Con 12 (+1); Int 15 (+2); Wis 8 (-1); Cha 12 (+1)
Skills Acrobatics +8 (1 rank), Athletics +1, Bluff +6 (1 rank), Computers +7 (1 rank), Culture +7 (1 rank), Diplomacy +2, Disguise +2, Engineering +10 (1 rank), Intimidate +2, Life Science +4 (1 rank), Perception +4 (1 rank), Profession +4 (1 rank), Piloting +8 (1 rank), Sense Motive +2, Sleight of Hand +10 (1 rank), Stealth +8 (1 rank), Survival +0; (reduce the DC of Engineering checks to identify technological devices); (reduce the DC of Culture checks when recalling knowledge about organizations and individuals that specialize in invention and do-it-yourself technology crafting); (gadgeteer specialization: +4 to Engineering checks to make trick attacks)
Feats Incredible Initiative, Skill Focus (Engineering, Sleight of Hand)
Languages Common, Vesk, A, B, C
Other Abilities gadgeteer specialization
Combat Gear tactical diasporan rifle with battery, tactical semi-auto pistol with 30 small arm rounds, azimuth laser pistol with battery;
Other Gear second skin, survival knife, travel clothing, personal comm unit, toolkit (engineering), toolkit (hacking), industrial backpack, starstone compass, beacon
SPECIAL ABILITIES
Assimilated Many skittermanders exhibit greater impulse control and discipline, with markedly less of the freewheeling charm, empathy, and enthusiasm that typically marks their species. Sometimes, such skittermanders develop depression and depersonalization problems as they age. An assimilated skittermander’s ability modifiers are +2 Dexterity, +2 Constitution, –2 Wisdom.
Hyper Once per day, Kizilonoz can take an extra move action.
Low-Light Vision Kizilonoz can see in dim light as if it were normal light.
Six-Armed Kizilonoz has six arms, which allows them to wield and hold up to six hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.
Skitterpunk Some skittermanders have grown skeptical of the vesk and refined their collaboration instinct, developing a keen eye toward power dynamics and injustice. These skittermanders gain a +2 racial bonus to Sense Motive checks, which increases to +5 when engaging with vesk and citizens of the Veskarium.
This replaces grappler.
Sniper You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon. If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking.
This replaces the operative’s trick attack class feature.