Meyanda

OP-1's page

315 posts. Organized Play character for Revvy Bitterleaf.


Race

Android Operative 4 SP 24/24; HP 28/28 | RP 5/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9(+2 vs traps and free check within 10 ft)

About OP-1

SFS: 13475-704

Android ace pilot operative 4
N Medium humanoid (android)
Init +7; Senses darkvision 60 ft. low-light vision; Perception +9(+2 vs traps and a free check within 10ft)
SP 24 HP 28 RP 6
EAC 15; KAC 16
Fort +3 (Base +1, +2 feat + 0 con)
Ref +9 (Base +4, +5 dex)
Will +4 (Base +4, +0 wis)
+2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)

Speed 40 (30+10 operative quick movement) ft.
Melee survival knife +8 (1d4+1+2 S; analog, operative)
Ranged Laser pistol, azimuth +8 (1d4F+2)
Ranged Sniper:
Arc Pistol, Static: (range 50ft, crit arc 2 / stun - 1d6+2 elec damage
Synaptic Accelerators (Technology) MKI (bought with Salvations Delver Boon from SFS1-09 for 1,200)

Trick attack (Stealth)

Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive
checks attempted against them increase by 2.

Offensive Abilities trick attack
STATISTICS
Str 12 (+1); Dex 18 (+4); Con 10 (+0); Int 13 (+1); Wis 10 (+0) Cha 10 (+0)

Skills
(8+1 int ranks per lvl, +1 rank in stealth/acrobatics from being a ghost operative per lvl)
The Operative's class skills are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Disguise (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis).
Acrobatics +14 (4 ranks, +4 dex, +3 trained,+3 skill focus, +0 op edge)
Athletics +7 (1 rank, +1 str, +3 trained +2 op edge)
Bluff +6 (1 rank, +0 cha, +3 trained +2 op edge)
Computers +9 (3 rank, +1 int, +3 trained +2 op edge)
Culture +7 (1 rank, +1 int, +3 trained +2 op edge)
Disguise +6 (1 rank, +0 cha, +3 trained,+2 op edge)
Engineering +9 (3 rank, +1 int, +3 trained +7, +2 op edge))
Intimidate +6 (1 rank, +0 cha, +3 trained +7, +2 op edge)
Medicine +7 (1 rank, +1 int, +3 trained +2 op edge)
Perception +9 (4 ranks,+3 trained +2 operative edge) (+2 vs traps and free check within 10 ft)
Piloting +16 (+1) (4 rank, +3 skill focus, +3 trained, +5 dex, +1 ace pilot, +0 operative edge)
Sleight of Hand +14 (4 ranks, +5 dex, +3 trained, +2 op edge)
Stealth +16 (+1) (4 rank, +3 skill focus, +3 trained, +5 dex, +1 operative trick, +0 operative edge) +1 when using trick attack - by the FAQ no longer a +4
Sense motive +0 (-2 android, +2 op edge)
Mystiscm +3 (1 rank, +0 wis, +2 op edge)
Life Science +4 (1 rank, +1 int, +2 op edge)

(reduce the DC of Culture checks by 5 when recalling knowledge about starship and vehicle models and parts as well as famous hotshot pilots); (ghost specialization: +4(+1 after FAQ) to Stealth checks to make trick attacks)
Feats Great Fortitude, Skill Focus (Piloting, Stealth)
Languages Common, Shirren

Other Abilities ghost specialization

flight suit stationwear, Laser pistol, azimuth, survival knife, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, toolkit (hacking),engineering kit, credstick (holds credits)

Laser Sniper Rifle:

Laser Weapons
Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination.

Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas.
SFS Legal Focus Rifle, Dual
Source Starfinder Armory pg. 40
Level 3; Price 1,400
Damage 2d4 F; Range 100 ft.; Critical burn 1d4
Capacity 20 charges; Usage 4
Bulk 1; Special penetrating, sniper (500 ft.), unwieldy

Trick Attack As a full action, you can move up to 30 feet and make a single attack with a small arm (or a melee weapon with the operative special property) as a trick attack. Just before making the attack, attempt a Bluff, Intimidate, or Stealth check with a DC equal to 20 + the target’s CR. If the skill check is successful, the attack deals 1d4 additional damage and the target is flat-footed against
this attack.

[dice=Trick shot using stealth]1d20+17+1[/dice] (dc 20+target's CR)
[dice=To hit EAC (vs flatfooted if trick shot worked)]1d20+8[/dice]
[dice=Elec damage if hit]1d6+2[/dice]
[dice=Extra trick shot damage]1d8[/dice]

[dice=Fire damage if hit]1d4+2[/dice]

OPERATIVE’S EDGE (EX) 1st Level +2
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.

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.

OPERATIVE EXPLOIT 2nd Level
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.
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. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise.

lvl 2:
Trap Spotter (Ex)
You double your operative’s edge bonus 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.

Uncanny mobility:
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.

Debilitating Trick (Ex) - 4th Level
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.

Grenades:
A foam grenade explodes on impact to release a burst of fire-suppressant foam akin to that from a fire extinguisher. Mk1: 1 Explode 10ft,extinguish

extinguish:
You can expend all remaining charges of this weapon (even if it has only a single charge or use) as a swift action to remove the burning condition from yourself or an adjacent creature, or to quench the flames in 1 square. If the weapon affects an area, it extinguishes all flames in that area (including ending the burning condition for all targets fully within the area). Extinguishing flames does not prevent the area from catching fire again, especially if flames survive nearby.

3 healing serums

Boons:
Duskmire Allegiance (Ally boon)Yeti's: When slotted;
+1 bonus to strenghth anddex based skill checks and +1 to fortitude saves

Defender of the Fleet (Starship Boon):
: During the return to the Scoured Stars, you partook in at least one starship combat mission to assist the evacuation of the stranded Starfinders. As a result, your name has spread throughout the engineers and dockmasters of the Starfinder fleet. Whenever you slot this boon, you can pick one of the following options:
Finest Computers: You can improve the computers onboard your starship by one step: from a mononode to a duonode, or from a duonode to a trinode. Alternatively, you can upgrade the computer’s bonus by 1 while this boon is slotted (to a maximum of +8).
Finest Engines: You can increase the speed of your thrusters by one step. For example, T6 thrusters become T8 thrusters. You cannot use this boon to upgrade beyond the fastest thrusters commonly available for your size of starship (so you cannot upgrade past T14, S12, M12, L10, H10, G8 or C8 thrusters.)
Finest Weapons: Each of the weapons on your starship is the best available in the Starfinder fleet. When you roll damage, you can reroll any damage dice with a result of 1 on the die; you must keep the second result.

Scoured Stars Survivor (Personal Boon):
: You survived the events of the Scoured Stars and they’ve impacted you, or you’ve passed this information onto someone who has learned from your experiences. If you already have a permanent boon in your Personal boon slot, such as a special race boon, then you can instead gift this boon to any other character you’ve created that does not already have a permanent Personal boon. If you pass this boon onto another character, keep a copy of this Chronicle sheet with that character.
When you slot this boon in your Personal Boon slot, once per day as a free action, you can reduce the number of Resolve Points required to stabilize by 1 (to a minimum of 0 RP.) When you use this ability to stabilize, you also immediately gain 1d6 Hit Points for every 2 character levels you have.

Marked Field Agent (Slotless Boon):
: Having met the amalgam of intelligences known as Guidance, you have successfully completed your induction into the Starfinder Society. The Society offered you a subdermal implant as part of your commencement. You receive this augmentation for free. If you declined to receive the augmentation, cross this boon off your Chronicle sheet.