About Mahari JonesFemale halfling corporate agent operative 9
Defense SP 81 HP 56 RP 9 EAC 21; KAC 21 KAC+8 29 Fort +8; Ref +12; Will +8
Defensive Abilities evasion, Improved Great Fortitude, uncanny agility (see class abilities) Armor: Lashunta Mind-mail 1 EAC +6 KAC +6 Max Dex +6 ACP none Upgrades: furtive garment, jet pack Offense Speed 50 ft., Fly speed 60 (average) (5+ ranks in Acro) Ranged Binding Blaster, Orb +11 (1d6+4 B vs EAC; Crit = Bind (entangled) ; Special = Force, stun) 30’
Offensive Abilities trick attack +5d8 using Bluff +27 and Take 10
Initiative: +8 Skills Acrobatics +20
Reduce the DC of Profession or Culture checks by 5 when recalling information about corporations and their executives ** +3 vs traps and automatically receive a Perception check when passing within 10 ft of a trap
* Jack of All Trades: You can use all skills untrained, and you double your operative’s edge bonus (+3) when using a skill in which you have no ranks. (Included above) ***Master of Disguise: See Class Abilities Skill Focus (Bluff) and Skill Focus (Disguise) Sneaky: Reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. Spacefarer [alt racial trait]: Some halflings have elongated skeletons and stand a full head taller than others of their species. These halflings can be mistaken for humans of short stature, but they still exhibit the enlarged feet and hands and the pointed ears characteristic of halflings. Halflings who have this racial trait take no penalty to Disguise checks when attempting to appear human or Medium in size. This replaces keen senses. Feats
Skill Focus (Disguise): You gain a +3 insight bonus to checks involving the chosen skill. 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. Nimble Moves: You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a guarded step into difficult terrain. Scurry: You gain the compression universal creature rule. In addition, you can occupy the same space as an ally of your size or larger without you or your ally taking any penalties for your doing so. Compression: The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing. Great Fortitude: You gain a +2 bonus to Fortitude saves.
Class abilities Operative’s Edge: Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter. (+3) Specialization (Spy): Associated skills Bluff and Disguise. When you use Bluff to make a trick attack, you gain a +4 bonus to the skill check. 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 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. (Currently +5d8 @ 9th level) Evasion: If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move. Exploit (Jack of All Trades): You can use all skills untrained, and you double your operative’s edge bonus when using a skill in which you have no ranks. Quick Movement: As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet. Weapon Specialization (Operative): You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. Debilitating Trick: When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. Hampering Shot: : For your debilitating trick, you can reduce your target’s speeds by half and prevent it from using the guarded step action until the beginning of your next turn. Trap Spotter: You double your operative’s edge bonus (+3) to Perception checks to notice traps. Additionally, you automatically receive a Perception check to notice a trap when you pass within 10 feet of it. Master of Disguise: You can take on the appearances of other creatures and even specific individuals. This functions as the quick disguise exploit, but the duration increases to 10 minutes per operative level. Alternatively, for 1 minute per operative level, you can take on the appearance of a specific individual that you have seen before. If you have heard the individual talk and can speak her language, you can also modulate your speech to match hers. This disguise is so convincing that creatures familiar with the individual must succeed at a Will saving throw before they can attempt a Perception check to pierce the disguise. Uncanny Agility: 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. Specialization Skill Mastery: You become so confident in certain skills that you can use them reliably even under adverse conditions. When attempting a skill check with a skill in which you have the Skill Focus feat, you can take 10 even if stress or distractions would normally prevent you from doing so. Exploit: Nightvision: You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet. (No equipment required) Operative’s Arsenal: [alternate class feature, replaces triple- and quad-attack] At 8th level, choose one of the following weapon types: advanced melee weapons, longarms, heavy weapons, or any one special weapon of your choice. You gain proficiency with the chosen weapon type. In addition, you can use trick attack with weapons of the chosen type. You do not add trick attack damage to such attacks, but the target is still flat-footed and you can use debilitating trick. At 13th level, you can choose a second type of weapon from the list. Racial traits, Theme and Languages Languages: Akitonian, Brethedan, Castrovelian, Common, Draconic, Drow, Elven, Eoxian, Halfling, Jimsul, Vercite, Vesk, Ysoki Racial traits
sneaky: Halflings receive a +2 racial bonus to Stealth checks. In addition, halflings reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. Theme (Corporate Agent): You are deeply connected to the world of corporate culture, and know all the movers and shakers. When attempting a Profession or Culture check to recall knowledge about corporations and their executives, reduce the DC by 5. Diplomacy 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 Diplomacy checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation. Networking (Theme 6): If your corporate database doesn’t have a piece of information you are searching for, you probably know someone who does. It takes you only 10 minutes to attempt a Diplomacy check to gather information, as long as you have connection to a local infosphere or a quick way to communicate with contacts in a settlement that is at least technologically average. Additionally if you have access to a local infosphere, you can take 20 on a skill check to recall knowledge in half the normal time (typically 1 minute). Permanently slotted Personal Boon: Halfling Admittance for +2 DEX Limited Telepathy: Function of Species Graft (Brain). You can telepathically communicate with any creature within 30 feet with whom you share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak at the same time. Equipment
Other Gear disguise kit, engineering tool kit, personal comm unit, toolkit (hacking), broad spectrum scanning kit, Augmentation ability crystal Mark 1 (DEX), synergizing symbiote mark 2 (CHA), serum of enhancement (diplomat), Species Graft [Android upgrade slot (Spine)], Lightwrap Inlay installed in spinal slot, Null Space chamber mk 1, jammer charge, Chronal Harness, Species Graft: Limited telepathy (Brain), adaptive fingerprints Dice botting [ooc]Take 10 on Trick Attack Bluff; succeeds vs CR <= 17. Target is FF to her attack. [/ooc
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