Ratfolk Sage

Mon "Goose" Tavvi's page

411 posts. Organized Play character for Kalderaan.


Full Name

Mon "Goose" Taavi

Race

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

About Mon "Goose" Tavvi

Name: Mon “Goose” Taavi
Race: Ysoki
Player: Kalderaan
Classes: Operative 9 (Ghost), Scholar Theme
Languages: Common, Ysoki, Akitonion, Vesk, Eoxian, Aklo, Castrovelian, Ghibrani, Aquan, Bretheden, Goblin, Vercite, Jinsul, Draconic, Elven, Sign Language, Azlanti (3 starting, +5 INT, +9 ranks in Culture)
Stat Score Mod
STR 9 (-1)
DEX 23 (+6)
CON 12 (+1)
INT 20 (+5)
WIS 12 (+1)
CHA 10 (+0)
Saves:
FORT: +8 [+6 vs. radiation; Immunity to Low/Med Radiation – Lvl 8 armor]
REFLEX: +12
WILL: +7
-------------------------- Feats & Skills --------------------------
Acrobatics +21
Athletics +2
Bluff +15
Computers +20
Culture +20
Diplomacy +3
Disguise +15
Engineering +22
Intimidate +3
Life Science +20
Medicine +12
Mysticism +16
Perception +16 [+1 bonus vs. vision checks]
Physical Science +20
Piloting +21
Profession (Fence) +25
Sense Motive +16
Sleight of Hand +18
Stealth +26 [9 ranks, 3 trained, 6 dex, 3 skin of chameleon (circumstance), 2 racial, 3 operative (insight)] +1 Trick Shot
Survival +11

ARMOR PROFICIENCY (Light armor)
WEAPON PROFICIENCY (Basic melee weapons, small arms, sniper weapons)
SKILL FOCUS (Ghost – Stealth & Acrobatics)
SKILL SYNERGY (Physical Science & Mysticism) (1st)
GREAT FORTITUDE (3rd)
SKY JOCKEY (5th)
ENHANCED RESISTANCE/KINETIC (7th)
WEAPON FOCUS – SMALL ARMS (9th)
-------------------------- Combat --------------------------
EAC: 25 / KAC: 26/ AC vs. CM: 34
Stamina Points: 63; Hit Points: 56; Resolve 10
Vision: Lowlight; Darkvision 60’
Speed: 60’ (land & fly); Force soles & Jetpack
Initiative: +9
BAB: +6
Melee to hit: +5; Ranged to hit: +14
Weapons:
Laser Pistol, Azimuth +14/1d4+4/80'
Semi-Automatic Pistol +14/1d6+4/30’
Tetrad Rings, Tactical +14/1d6+4/40’
Survival Knife +123/1d4+3
--------------------- Special Abilities --------------------
CHEEKPOUCHES 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.
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.
SCHOLAR: THEME KNOWLEDGE (Lvl 1):0
You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. Life Science, specialized in xenobiology. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill is a class skill for you. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
SCHOLAR THEME: Tip of the Tongue (Lvl 6)
Sometimes, after pausing to collect your thoughts, you realize that you know the answer to a particularly challenging question. Once per day, you can reroll any skill check (see page 243) to recall knowledge. You must decide to use this ability after rolling but before learning the information from your first roll. You must take the second result, even if it is worse.
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; 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. 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. [5d8 @ 9th]
GHOST: 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.
EVASION (EX) 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.
QUICK MOVEMENT [Lvl 3] 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.
DEBILITATING TRICK (Lvl 4; 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.
CLOAKING FIELD (Lvl 10; Ex)
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.
OPERATIVE EXPLOIT @ 2nd LEVEL: Holographic Clone (Ex)
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.
OPERATIVE EXPLOIT @ 4th LEVEL: 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.
WEAPON SPECIALIZATION (EX) 3rd Level
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. You know how to get the full damage out of a weapon type your class doesn’t normally use. Benefit: Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons (rounded down).
OPERATIVE EXPLOIT @ 6th LEVEL: STAGGERING SHOT (EX)
For your debilitating trick, you can attempt to stagger your target. The target must succeed at a Fortitude save or be staggered until the beginning of your next turn. Once you’ve used this ability to attempt to stagger a creature, that creature is immune to your staggering shot for 24 hours.
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.
SPECIALIZATION SKILL MASTERY 7TH LEVEL
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 (Stealth & Acrobatics), you can take 10 even if stress or distractions would normally prevent you from doing so.
OPERATIVE EXPLOIT @ 8th LEVEL: ENHANCED SENSES (EX)
You can sense your surroundings without needing to see them. You gain blindsense with a range of 60 feet. You must have darkvision and low-light vision, or the nightvision exploit, to learn this exploit.
------------------------- Equipment ------------------------
Laser Pistol, Azimuth w/ Called Fusion
Tactical Semi-Automatic Pistol w/ Called Fusion
Tetrad Rings, Tactical w/ Called Fusion
Knife, Survival w/ Called Fusion
30 Rounds of semi-auto ammunition
Smoke Grenade
Lashunta Tempweave, Advanced, Light Armor [Lvl 8]
---Armor Slot - Jetpack
---Armor Slot - Mk 1 Thermal Capacitor
Holoskin
Vocal Modulator [+2 Circumstance Bonus – Disguise]
Skin of the Chameleon [+3 Circumstance bonus - Stealth]
Radiation Badge
Restraining Spinneret
Chemalyzer
Ion Tape w/ zipstick
Starfinder Backpack
Flashlight
Hygiene Kit
Battery (2)
Starstone Compass (+2 Piloting for astrogation in Pact Worlds)(Insight)
Comm Unit, personal
Medkit Basic
Medpatch
Professional Clothing
Toolkit – Disguise [Required for Disguise checks to change appearance]
Toolkit – Engineering [Eng checks without one take a –2 penalty]
Toolkit - Hacking [Required for most Computer checks]
Toolkit - Trapsmith (+4 vs. Eng or Mysticism to arm/disarm traps)
Toolkit – Navigator (+4 vs. orienteering)
Toolkit – Profession (+4 skill check)
Toolkit – Aura Translation (+4 Mysticism to identify a magic item)
Toolkit – Broad Spectrum Scanning (+4 Perception vs. search)
Toolkit – Personal Gravitational Redistributor (+4 Acrobatics vs. balance when out of combat)
Toolkit – Thieves Tools (+4 Computers vs. doors & Engineering vs. locks)
Toolkit – Astrogaters (+4 Piloting vs. navigation & astrogation)
(**All toolkits provide Circumstance bonus**)
Mk 1 Personal Upgrade – INT
Mk 2 Personal Upgrate – DEX
Serum Mk 1 (heal 1d8) (x2)
Serum - X-Ray
Mk 2 Force Soles
Viridian Balbis Aeon Stone
Retinal Reflectors
Gil Sheath
Vocal Modulator
Computer Idol Mk 1 [Reroll computer check]
Brooch of Shielding
Diffraction Cloak, MK1 [Reroll EAC hit; Reroll S.T.]
Hat of Disguise
------------------------ Description -----------------------
Height: 3' 8" Weight: 75 lbs. Gender: Male
Hair: Tan fur with dark brown and black mottled patches
Dominant Hand: Right

SPACE COMBAT STATS:

Captain
+15 Bluff
Engineer
+22 Engineering
Gunner
+15 Gunnery (9 ranks in Piloting + 6 DEX)
Pilot
+21 Piloting + Sky Jockey
Science Officer
+20 Computers w/ Free Reroll

BOT:

Trick Attack = 14 + 27 = 41 (Beats up to CR 20)
[dice=Ranged Shot at Enemy] 1d20 + 14 [/dice] NOTE: Flat-footed w/ successful Trick Attack
[dice=Damage, Force, B, Magic] 1d6 + 5d8 + 4 [/dice]