Classes/Levels |
KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost) |
Gender |
Male Skittermander Xenoseeker Operative (Daredevil) 2 - |
About Operative Ambrose
Ambrose
Skittermander Daredevil Operative (Xenoseeker) 2
CG Small humanoid (Skittermander)
Init +5; Senses Perception +5
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Defense
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KAC 18; EAC 17
hp 14/14; stamina 14/14; resolve 5/5
Fort +1, Ref +7, Will +3;
Immune
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Offense
Melee Survival Knife +5 (1d4 S, Analog, Operative)
Ranged Tactical Semi-Auto Pistol +5 (1d6 P, Analog, Glamered, 9/1 Use) or Tactical Semi-Auto Pistol +5 (1d6 P, Analog, Glamered, 9/1 Use) or Static Arc Pistol +5 (1d6 E, Arc 2, stun) or Static Arc Pistol +5 (1d6 E, Arc 2, Stun)
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Speed 30 ft, Climb 30 ft, Swim 30 ft.
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Statistics
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Str 10, Dex 18, Con 12, Int 12, Wis 10, Cha 16
Base Atk +1
Feats Light Armor, Basic Melee, Small Arms, Sniper Weapons, Skill Focus: Acrobatics, Skill Focus: Athletics, Multi-Weapon Fighting, Quick-Draw
Skills Acrobatics +12*, Athletics +7*, Bluff +4, Culture +6,
Diplomacy +4, Disguise +4, Intimidate +8, Perception +5, Piloting +10, Profession (musician) +8, Sense Motive +1, Stealth +10, Survival +6. *Specialization Skills. +8 to Athletics to Climb & Swim.
Languages Common, Vesk, Triaxian.
Equipment Tactical Semi-Auto Pistol (Glamered Weapon Fusion)x2, Static Arc pistolx2, Batteryx4, Survival Knife, Graphite Carbon Skin (Jump Jet Augmentation), Small Arm Rounds (x60), Personal Comm, Healing Serum mk1 (6), 40 credits.
SQ
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Special Abilities
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Grappler+2 bonus to grapple combat maneuvers.
Hyper 1/day: character can take an extra move action.
Low-Light Vision: Can see in dim light as if it were normal light
Six Armed: Skittermanders have 6 arms and can hold up to six hands worth of weapons and equipment. While allows to have more items ready, it doesn't increase the number of attacks they may make during combat.
Operative's Edge +1
Trick attack:+1d4
Daredevil Specialization:+Skill focus in Acrobatics/Athletics, gain 1 skill rank/level in each skill
Theme Knowledge: Reduce DC to identify rare creatures using life science by 5. Life science is a class skill.
Operative Exploit: Versatile Movement: You gain a climb speed and swim speed equal to your speed.
Evasion: Succeeding at a reflex save for half damage instead does none.
Operative Exploit: Combat Trick: Gain a combat feat of your choice. Quick-Draw.
Jump Jets (Graphite Carbon Skin): Capacity 20; Usage 2/action - You can activate jump jets as part of a move action in order to fly during your movement. You can fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, or you can fly up to 20 feet straight up. You must land at the end of your move action. Jump jets can’t lift you if you’re encumbered.