Sironu

Max Tweek's page

49 posts. Alias of Chainmail.


Full Name

Maxwell "Max" Tweek

Race

Ysoki Speed 30' | hp 9/9 stam 7/7 | KAC 15 EAC 14 | F +1 R +6 W +2

Classes/Levels

Operative (ace pilot) / 1

Gender

Male

Size

Small

Age

19

Alignment

CG

Deity

Weydan

Location

Absalon Station

Occupation

Between jobs

Strength 8
Dexterity 18
Constitution 13
Intelligence 14
Wisdom 10
Charisma 10

About Max Tweek

appearance:
Max is small for Ysoki standards, and he seems to have a knack for using cover, including other people, to seem to always be out of your line of sight. His gaze alertly looks at everyone, and if you start to look at him directly, he immediately becomes aware and seems to put others betweeen you and him.

He is 3' 2" and weighs 68# and is 12 years old.

He is carrying a cup of coffee that velcros to his ratty flight suit that he is constantly sipping from. He never moves in a straight line and seems to be a bundle of jittery energy. The only time he seems still is when he is in a pilot chair, then his consciousness seems to inhabit the ship he is flying, and even in the most "tame" of ships, you are not going to get a smooth ride.


background:

Max was an orphan and knows nothing of his parents. He moved around in the civilized system that is supposed to give orphans a chance and gives them everything they need but someone who cares. Max stowed away on a ship at young age and was used to crawl around and fix things in tight spaces where a human couldn't fit but it was too dangerous to risk a valuable droid. Every spare moment he found himself shadowing the pilot and his interest give him many moments of stick time when the pilot needed to hit the can or get some food. He played a game where he would deviate the ship's course not enough to be noticed, but enough to learn to navigate to points in space and work out the distances and adjustments instinctively. He noticed that if an object was approaching at a constant angle, and you didn't adjust course, you would eventually hit it. Reading some pilot manuals he found he learned proportional navigation naturally. From then his pilot abilities became almost total instinct. He knows he can be a pilot when he gets his own ship, he just has to figure out how to afford one.

Theme Abilities:

Theme Knowledge:You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 Piloting checks. In addition, you gain an ability adjustment of
+1 to Dexterity at character creation.

Ysoki:

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
Ysoki can see up to 60 feet in the dark. See
page 263 for more information.
MOXIE
Ysoki are scrappy and nimble even when the
odds are against them. A ysoki can stand from
prone as a swift action. Additionally, when
off-kilter (see page 276), 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.

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.
Specialization: Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the Skill Focus feat (see page 161) in your specialization’s associated skills, 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).

Specialization = Ghost
Source Starfinder Core Rulebook pg. 94
You can move from place to place without being noticed.

Associated Skills: Acrobatics and Stealth. When you use Stealth to make a trick attack, you gain a +1 bonus to the skill check.
Specialization Exploit: Cloaking Field.
Phase Shift Escape (Ex): At 11th level, you can move through solid matter by taking your body’s matter out of phase for just a moment. As a full action, you can spend 1 Resolve Point to phase through up to 5 feet of solid matter. If you attempt to phase through something that is too thick, you spend the Resolve Point and take the action but the attempt fails. You cannot phase through force effects such as force fields or the barrier created by wall of force. After using phase shift escape, you can’t use it again until after you’ve taken a full 8-hour rest.

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, or Stealth check (or a check associated with your specialization; see page 94) 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 against your attack. 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.

Evasion: (2nd level)
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.

Operative Exploit:
As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier (14).If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier (13). The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise.
Learned Exploits:

Skills:

(9)Acrobatics 1
(0)Athletics 0
(1)Bluff 0
(7)Computers 1
(7)Culture 1
(5)Disguise 1
(9)Engineering 1
(1)Medicine 0
(5)Perception 1
(10)Piloting 1
(1)Sense Motive 0
(9)Sleight of Hand 1
(13)Stealth 1
(6)Survival 1

Feats:

1st:Dive for cover
1st:Skill Focus:Stealth
1st+:Weapon Focus:Small Arms

Attacks/defense/health:

F +1 R +6 W +2
Hit points = 9/9
Stamina points = 7/7
BAB: +0
Azimuth Laser Pistol: +5 (+1 wf +4 dex) Atk Damage 1d4 F; Range 80 ft.; Critical burn 1d4
Capacity 20 charges; Usage 1
Needler Pistol: +5 (+1 wf +4 dex) Atk 1d4P 6 Darts 30ft
Trick shot +14 stealth roll vs 20+CR to get +1d4 damage and target flatfooted
KAC = 15 (10 +4 dex + 1 armor)
EAC = 14 (10 +4 dex) 16 EAC when wearing EJ suit

Gear:

Flight suit = +1 KAC, +0 EAC (95 cr)
Booster seat with coffee machine built in--hidden compartment under espresso pods
azimuth laser pistol
Medkit basic (100 cr)
Spindle ion stone (240 cr)
Darts x 25
Batteries x 3
Smoke Bombs x 2
Serum of Healing Mk 1 x 2
Engineering Tool Kit
R2E x 2
Personal Coms
Everyday Clothing
A massive assortment of velcro patches for his flight suit from 12 different freight companies
1 EJ suit with velcro patches
Hygiene Kit
Medpatch x 4