Whiskifiss

Nik-a-Nik's page

236 posts. Organized Play character for Luke_Parry.


Full Name

Nik-a-Nik

Race

Ysoki

Classes/Levels

Corporate Agent Operative (Free Trader) 3 (SP 18/18) (HP 22/22) (RP 4/4) (EAC 13, KAC 14) (Fort +1, Ref +6, Will +3) (Init +9) (Perception +8)

Gender

Male

Size

Small

Alignment

Chaotic Good

Languages

Common, Ysoki, Vesk, Aklo, Akitonian, Kasatha

Strength 8
Dexterity 16
Constitution 10
Intelligence 13
Wisdom 10
Charisma 18

About Nik-a-Nik

Loot Sheet

Initiative: +9 (+3 Dex + 2 Edge + 4 Feat)
Senses: Darkvision, Perception +8
Speed: 40 ft

EAC: 13 (10 + 0 (Flight Suit) + 3 Dex)
KAC: 14 (10 + 1 (Flight Suit) + 3 Dex)

Stamina Points: 18/18
Hit Points: 22/22
Resolve Points: 4/4

Fort: +1 Ref: +6 Will: +3

Combat:
Base Atk: +2; CMD: 22
Melee
Bite: +1 to Hit; Dmg 1d3-1; crit -

Ranged
Static Arc Pistol: +6 to Hit; Dmg 1d6+1; crit Arc 2; range 50 ft; 20/20 Charges; Usage 2; Electricity; Stun
Tactical Skipshot Pistol: +6 to Hit; Dmg 1d4+1; crit Bleed 2; range 60 ft; 20/20 Rounds; Usage 1; Piercing; Teleportive

Theme (Corporate Agent):

THEME KNOWLEDGE (1ST):
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.

Skills:
Skill Points per level: 8 (Class) + 1 (Intelligence) + 2 (Operative) + 1 (Ysoki)
Acrobatics +13 (+3 Dex + 3 ranks + 3 class skill + 2 Species + 2 Edge)
Athletics +3 (-1 Str + 2 Species + 2 Edge)
Bluff +12 (+4 Cha + 3 ranks + 3 class skill + 2 Edge)
Computers +10 (+1 Int + 3 ranks + 3 class skill + 3 Feat)
Culture +9 (+1 Int + 3 ranks + 3 class skill + 2 Edge)
Diplomacy +13 (+4 Cha + 3 ranks + 3 class skill + 3 Feat)
Disguise +6 (+4 Cha + 2 Edge)
Intimidate +12 (+4 Cha + 3 ranks + 3 class skill + 2 Edge)
Perception +8 (+0 Wis + 3 ranks + 3 class skill + 2 Edge)
Piloting +11 (+3 Dex + 3 ranks + 3 class skill + 2 Edge)
Profession(Merchant) +12 (+0 Wis + 3 ranks + 3 class skill + 2 Edge + 4 Kit)
Profession(Smuggler) +12 (+0 Wis + 3 ranks + 3 class skill + 2 Edge + 4 Kit)
Sense Motive +2 (+0 Wis + 2 Edge)
Sleight of Hand +11 (+3 Dex + 3 ranks + 3 class skill + 2 Edge)
Stealth +11 (+3 Dex + 3 ranks + 3 class skill + 2 Edge)
Survival +2 (+0 Wis + 2 Edge)

*+4 bonus on Diplomacy checks when making Trick Attacks.

Feats:
1st: Improved Initiative
1st (Operative Bonus Feat): Skill Focus: Computers
1st (Operative Bonus Feat): Skill Focus: Diplomacy
3rd:

Racial Features:
Darkvision:
Ysoki can see up to 60 feet in the dark.

Natural Weapons:
Ysoki can have long, sharp teeth. A ysoki with this trait is always considered to be armed. They can deal 1d3 lethal piercing damage with unarmed strikes, and the attack doesn’t count as archaic. Ysoki with this trait gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

This replaces cheek pouches.

Scrappy:
Many ysoki are capable of taking and dealing surprising amounts of damage. A ysoki with this trait gains 4 racial Hit Points at 1st level instead of 2. In addition, while the ysoki has 0 Stamina Points, they gain a +1 insight bonus to melee attack rolls.

This replaces moxie.

Skilled:
Ysoki with this trait gain an additional skill rank at 1st level and each level thereafter.

This replaces scrounger.

Class Features:
Operative’s Edge (Ex):
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 - Data Broker:
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).

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.

Evasion (Ex):
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.

Merchant Savvy (Ex):
You know how to find cargo that needs hauling, buy it cheap, identify good markets, then sell for a profit. Three times per day when you attempt one of the following skill checks, you can reroll the d20 before the outcome is revealed.

Culture checks to recall knowledge about mercantile laws, customs, corporations, or other merchants

Diplomacy checks to gather information about merchants, markets, and merchandise

Profession checks using the accountant, corporate professional, manager, merchant, or smuggler skills, or any other Profession skills the GM approves

Bluff, Diplomacy, or Sense Motive checks to negotiate the price for goods and services

Starting at 9th level, your experience with shipping cargo has made you an expert at packing large lots into small spaces. You can fit 20% more cargo into a cargo container or cargo hold of any vehicle, starship, or pack animal. For example, a typical cargo hold in a starship’s expansion bay can hold 25 tons, but you can fit 30 tons of goods in that space. At 14th level, the amount of additional cargo you can fit into a vehicle or starship, or on a pack animal increases to 50%.

In addition, whenever you would lose cargo for any reason—such as a cargo hold being struck by weapon fire or cargo containers being stolen by thieves—you can attempt a Reflex saving throw. The DC of this saving throw is equal to that for a trap of the same CR as the threat that caused you to lose your cargo. On a success, emergency precautions allow you to rescue half the lost cargo. At 14th level, if you succeed at this saving throw, your precautions save the entire cargo.

When you reach 18th level, you have a reputation as an experienced trader among other merchants of all stripes. You can bring the weight of your experience and reputation down upon anyone who dares to refuse you contract terms you desire. Whenever you are negotiating with someone over a price, you can expend 1 Resolve Point to force that individual to give you the best price that character could be convinced to give under the normal circumstances. For example, if a successful skill check could convince an NPC to give you 50% off a particular purchase, your Resolve Point secures you that deal. If the best price is equivalent to the original price and your use of this ability would not earn you a discount, your Resolve Point is not expended.

Quick Movement (Ex):
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, and at 15th level, your land speed instead increases by 30 feet.

Equipment:

(L) Flight Suit Stationwear (95)

(L) Static Arc Pistol (750)
+ Battery [20/20] (60)

(L) Tactical Skipshot Pistol (105)

Industrial Backpack (25):
(L) Hacking Kit (20)
(Lx2) Professional's Tools x2 (40)

Bulk: 5L Bulk Limit: 4

Credits: 66

Grafts:

Mk I Synaptic Accelerators
Brain: Accelerated Datajack (8525)
Eyes: Partitioned Personality Module (6800)
Ears: Reactive Echolocators (4450)
Throat: Resonant Sonic Vocaliser (6250)
Heart: Hyper Graft (2125)
Lungs: Pressurised Lungs
Endocrine: Restless Pineal Gland (5500)
Spinal Column: Standard Spinal Struts (4030)
Skin: Mk 1 Biosynthetic Nanites (4450)
Arm #1: Upgrade Slot Graft (2700)
Arm #2: Quickdraw Hideaway Limb (3050)
Hand #1: Charge Palm (350)
Hand #2: Charge Palm (350)
All Legs: Agile Graft
All Feet: Mk 2 Force Soles (10700)