About Leila Bluetistle
Halfling Operative 7
HP 50 Stamina 64
Speed 8 Mi.
Special - Trick Attack +4d8 & Flat-footed or Off Target until beginning of Leila's next turn. Uses Bluff, Computer +4, Intimidate or Stealth
Str 8, Dex 18+2, Con 14, Int 18, Wis 10, Cha 14
GEAR: Ysoki Refractor Suit (/w Jump Jets [20/20]), Arc Pistol, Needler, Tactical Pistol (25 rounds), Survival Knife, Sammy the Pocket Computer (Computer: (Miniaturized 2, Artificial Intelligence, Hardened, Self Charging), Tool Kits (Computer, Engineering, Trapsmith & Navigation), Personal Comm unit, Flashlights x2, Knapsack (consumer backpack), Spare cloth sets x5, Hygiene Kit, Freeze-dried rations x5 (5 weeks of field rations), Credstick (95c), Starstone Compass, 50' of Titanium Alloy Cable, Gear Clamp (), Bonding Epoxy, Computer Idol MK I, Brigh's Bolt, Ring of Resistance +2, Eoxian Basic Medkit (Like a normal medkit, but creepier), Autoclaw
GEAR Stashed: Second Skin, Signal Tech outfit (environ suit: rad + grav), Formal Clothes (Eox style), Pulse Caster
+2 Dex from 1st status booster
Computer Idol wrote:
Brigh's Bolt wrote:
This simple, shiny metal bolt is the size of a thumbnail and has an image of a tiny gear on its head. As a full action, you can affix a Brigh’s bolt to a broken suit of armor, tool, vehicle, or weapon to negate the penalties of the broken condition for as long as the bolt is affixed. The bolt does not repair any damage sustained by the object and the object is still visibly damaged, so its resale value is reduced as normal for a broken item. If the item is repaired so as to no longer have the broken condition, the Brigh’s bolt falls off; otherwise, it can be removed as a full action. If an item to which a Brigh’s bolt is attached is destroyed, the bolt is also destroyed.
Theme - Xenoarcheologist
Theme Knowledge (1st Level)
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.
Trap Spotter (6th Level)
You often encounter ancient, exotic traps and security devices, varying from mechanical defenses to magical wards. You have honed your senses to pick out warning signs of traps of any kind. When you come within 10 feet of a trap, you can immediately attempt a Perception check to notice the trap, which should be rolled in secret by the GM.
Trick Attack (Ex)
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) 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.
Debilitating Trick (Ex)
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.
Jump Jets wrote:
Bonus trait: Living the DreamYou've already acheived one of the things you wanted most to do in life so your outlook on life is even more cheerful than usual for members of your species. You get +2 to saves against fear and emotion effects
Alien Archive (Ex)
Your vast experience makes identifying new creatures easier for you. Double your operative’s edge bonus to your skill checks when identifying a creature and its abilities.
If you successfully identify a creature, you gain a +2 enhancement bonus to your skill check when you make a trick attack against that creature.
Uncanny Mobility (Ex)
When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement.
Elusive Hacker (Ex)
Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system’s countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn’t trigger. You still haven’t disarmed the countermeasure, and it might trigger in the future.
You move at your full speed when moving over difficult terrain, and without penalty when using Acrobatics or Stealth at your full speed.
Mentalist's Bane (Ex)
If you succeed at a saving throw against a charm or compulsion effect, you can prevent the effect’s originator from knowing you succeeded. You gain basic knowledge of what the mental effect would have made you do or feel, and you can attempt a Bluff check to pretend you are under that effect. If the mental effect would provide a link between you and the originator (like the dominate person spell), you can choose to allow the link without the control.
Uncanny Agility (Ex) - 7th Level
You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.
Benefit: As a standard action, you can wirelessly introduce a fast-acting virus into nearby technological devices to briefly cause them to malfunction in loud, surprising ways. You can use this ability on one target creature per character level, no two of which can be more than 30 feet apart. Each target must either be carrying technological devices or be within sight and hearing of such devices. While the locations of such devices are up to the GM, most public spaces (aside from technologically underdeveloped areas) contain enough technology for this feat to function. Your glitch causes alarms to go off, automated devices to spin and flail, readouts to flash brightly, and so on. With a successful Computers check (DC = 15 + 1 per target + 1-1/2 × the CR of the highest-CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC.
Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.
Benefit: As a reaction when an attacker makes a ranged attack against you and misses, you can attempt a Bluff check to redirect the attack toward a different target. The new target must be adjacent to you and within line of sight and line of effect of the original attacker. The DC for this check is equal to either 10 + the attacker’s total Sense Motive skill bonus, or 15 + 1-1/2 × the attacker’s CR, whichever is greater. You can’t take 10 on this check. If you succeed, the original attacker rerolls the attack roll (see page 243) with the same bonuses against the appropriate Armor Class of the new target.
Once a creature has observed you use this feat, even if that creature is neither the attacker nor the new target, you can’t use this feat to attempt to redirect attacks from that creature for 24 hours.
Experts on the Cult (Devourer). Congratulations! You are now the foremost experts in the field of Devourer study and know many of the hidden secrets of the devotees of the Devourer. You won't have to roll to answer most questions on the subject and gain a +5 bonus on sense motive to discover a hidden agent of the Devourer. Also your dreams are occasionally more disturbing then they used to be.