Cyber-Soldier

Pregen228's page

27 posts. Alias of Jones228.


Race

| SP 56/56 HP 52/52 | RP 8/8 | EAC 23; KAC 24 | Fort +5; Ref +10; Will +6 | Init: +7 | Perc: +14, SM: +1; darkvision, low-light vision

Classes/Levels

| Speed 40 ft, fly 40 ft (avg)| Evasion; Cloaking field 10/10 | Active conditions: None

Gender

"Kat6" | Android ace pilot operative 8

About Pregen228

Iseph Kat6
Android ace pilot operative 8
NG Medium humanoid (android)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +14

DEFENSE
SP 56 HP 52 RP 8
EAC 23; KAC 24
Fort +5; Ref +10; Will +6; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)
Defensive Abilities evasion, uncanny agility, uncanny shooter

OFFENSE
Speed 40 ft., fly 40 ft. (jump jets, average)
Melee tactical knife +10 (2d4+6 S; analog, operative)
Ranged advanced semi-auto pistol +10 (2d6+4 P; analog)
or ghost killer thunderstrike sonic pistol +10 (2d6+4 P; analog)
or advanced shirren-eye rifle +10 (2d10+8 P; analog, sniper, unwieldy)
or incendiary grenade II +4 (explode [10 ft., 2d6 F plus 1d6 burn, DC 13])
Offensive Abilities debilitating trick, interfering trick, trick attack, triple attack

STATISTICS
Str 14 (+2); Dex 19 (+4); Con 12 (+1); Int 14 (+2); Wis 10 (+0); Cha 11 (+0)
Skills Acrobatics +18, Athletics +16, Bluff +14, Computers +16 (8 ranks), Culture +16, Disguise +14, Engineering +16 (8 ranks), Intimidate +14, Perception +14, Piloting +19 (8 ranks), Sense Motive +1, Sleight of Hand +18, Stealth +18; (reduce the DCs of Culture checks by 5 when recalling knowledge about starship and vehicle models and parts as well as famous hotshot pilots); (ghost specialization: +4 to Stealth checks to make a trick attack)
Feats Dive for Cover, Kip Up, Great Fortitude, Multi-Weapon Fighting, Skill Focus (Acrobatics, Stealth), Sky Jockey
Languages Common, Shirren
Other Abilities cloaking field, ghost specialization, lone wolf, uncanny pilot
Combat Gear mk 2 serums of healing (3), spell amp of lesser restoration, incendiary grenades I (3), medpatch;
Other Gear advanced lashunta tempweave (upgrade: jump jets), ghost killer thunderstrike sonic pistol with 3 batteries (20 charges each), advanced semi-auto pistol with 60 small arm rounds, advanced shirren-eye rifle with 25 sniper rounds, advanced shirren-eye rifle with 25 sniper rounds, tactical knife, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, titanium alloy cable (50 ft.), toolkit (hacking), credstick (359 credits)

SPECIAL ABILITIES
Cloaking Field (Ex) As a move action, Iseph can activate their cloaking field, allowing them to attempt Stealth checks even when being directly observed and with no place to hide. If Iseph remains perfectly still, they gain a +10 bonus to Stealth checks (which does not stack with invisibility) until they move. This cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, it recharges 1 round of use per minute.
Constructed For effects targeting creatures by type, Iseph counts as both a construct and a humanoid (whichever is worse for Iseph).
Darkvision Iseph can see up to 60 feet in total darkness.
Debilitating Trick (Ex) When Iseph hits an enemy with a trick attack, Iseph can choose to make that enemy either flat-footed or off-target until the beginning of Iseph’s next turn. Iseph can instead apply the effect of interfering shot.
Dive for Cover When Iseph attempts a Reflex save against an area attack or area effect, they can choose to fall prone in an adjacent space in order to roll the saving throw twice, taking the better of the two results.
Evasion (Ex) If Iseph succeeds at a Reflex save against an effect that has a partial effect on a successful save, they instead suffer no effect.
Flat Affect The DC of a Sense Motive check attempted against Iseph increases by 2.
Interfering Shot (Ex) Iseph adds being able to prevent a target from using reactions until the end of Iseph’s next turn to the list of effects they can apply with the debilitating trick ability.
Kip Up Iseph can stand from prone as a swift action, rather than a move action.
Lone Wolf When attempting a check using a skill they have no ranks in as part of a role in starship combat, or to directly repair their own ship, Iseph can act as if they had 4 ranks in that skill (gaining the ability to attempt the check if the skill requires training, the +3 bonus from being trained, and the +4 bonus to the check for having 4 ranks).
Low-Light Vision Iseph can see in dim light as if it were normal light.
Multi-Weapon Fighting When Iseph makes a full attack with two or more operative melee weapons or small arms, reduce the penalty to each attack from –4 to –3.
Sky Jockey When Iseph uses a device to fly, their fly speed is increased by 10 feet (this is already incorporated into the stat block). If Iseph operates a flying vehicle, its fly speed increases by 10. When they are in the pilot role of a starship, the starship’s speed increases by 1.
Specialization Skill Mastery When Iseph attempts an Acrobatics or Stealth check, they can take 10 even if stress and distractions would normally prevent them from doing so.
Trick Attack As a full action, Iseph can move up to 40 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, Iseph attempts a Bluff, Intimidate, or Stealth check (whichever is better for Iseph) with a DC equal to 20 + the target’s CR. If the skill check is successful, the attack deals an additional 4d8 damage and the target is flat-footed against this attack.
Triple Attack When making a full attack using only melee weapons with the operative special property or small arms, Iseph can make up to three attacks instead of two.
Uncanny Agility (Ex) Iseph is immune to the flat-footed condition, opponents do not gain any bonuses to attack rolls for flanking Iseph or attacking when Iseph is prone, and covering fire and harrying fire do not provide any bonuses against Iseph.
Uncanny Pilot (Ex) When Iseph attacks while driving a vehicle, they take only half the vehicle’s normal penalty to their attack roll. When in a chase, Iseph gains a +2 bonus to skill checks when attempting the evade or trick pilot actions.
Uncanny Shooter (Ex) Iseph doesn’t provoke attacks of opportunity when making ranged attacks with small arms.
Upgrade Slot Iseph has an internal quick-release sheath normally installed in armor as an upgrade. This can store a single one-handed weapon, which Iseph can draw as a swift action.

GEAR DESCRIPTIONS
Advanced Lashunta Tempweave While wearing this armor, Iseph can close its environmental seals and survive in a vacuum (and other harsh environments) for up to 8 days. The armor has jump jets as an upgrade, allowing Iseph to fly up to 40 feet as part of a move action. At the end of this flight, Iseph must land or they fall. Iseph can do this 10 times before the jump jets’ battery must be recharged or replaced.
Advanced Semi-Auto Pistol This weapon fires physical bullets and can be fired 12 times before it must be reloaded.
Advanced Shirren-Eye Rifle This sniper rifle fires physical projectiles and can be fired four times before it must be reloaded. It can be used to make only a single attack each round. If it is aimed as a move action and then fired as a standard action, it has a 500-foot range increment.
Ghost Killer Thunderstrike Sonic Pistol This weapon creates damaging waves of sonic energy and can be fired 10 times before its battery must be recharged or replaced. It has been given the ghost killer infusion, which allows it to damage ethereal and incorporeal targets normally and allows incorporeal creatures to pick it up and use it.
Medpatch Iseph can use this to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat drugs or poison task.
Mk 2 Serum of Healing Drinking a vial of this serum restores 3d8 HP.
Spell Ampoule of Lesser Restoration Iseph can inject this magic liquid into themselves or an unconscious or willing creature as a standard action. The subject is affected by lesser restoration, healing 1d4 temporary ability damage and eliminating the fatigued condition (or lessening the exhausted condition to fatigued).
Titanium Alloy Cable This 50-foot-long cable is designed for climbing or securing loose cargo.