R. J. "Bob" Ramone's page

No posts. Organized Play character for John Woodford.


Strength 3
Dexterity 4
Constitution 1
Intelligence 1
Wisdom 0
Charisma 0

About R. J. "Bob" Ramone

Male vesk (Briskwander) operative (striker) 2
Medium humanoid (vesk)
Init/Perception +5E

XP: 12
OP#: 67750-2701

DEFENSE
AC 19 (trained bonus +4; +4 Dex, +1 armor)
hp 28 (10 vesk + 16 operative +2 CON)
Fort +6T, Ref +9E, Will +6E
Resistances/Immunities None

OFFENSE
Speed 25 ft.
Melee claw +10 (E), (1d6+3S) (agile, finesse, unarmed, vesk), battleglove +9 (E), (1d4+3B) (agile, analog, free-hand), disintegration lash +10 (E) (1d6A) (disarm, finesse, powered, razing, reach, tech)
Ranged laser pistol +10 (E) (1d6F) (10 charges) (tech)
Special Attacks aim +1d4/-1 AC from cover

STATISTICS
Str +3 Dex +4 Con +1 Int +1, Wis +0, Cha +0

ACP 0

RACIAL
Briskwander Vesk You come from a line of vesk who were constantly on the move. Your Speed increases by 5 feet.

Ancestry Feats
Brutal Anatomy: You’re a natural predator trained to use part of your body as a weapon. When you select this feat, you gain one of the following unarmed attacks of your choice: claw, jaws, or tail. Each of these attacks is in the brawling weapon group.

A claw unarmed attack deals 1d6 slashing damage and has the agile, finesse, unarmed, and vesk traits.(L1)

General Feats
TBD (L3)

Class Feats
Mobile Aim (operative, traversal) You’re rarely still, and you’ve learned to reliably hit your targets even while moving. You Stride and then Aim with a gun you’re wielding. (L1)

Tactical Advance (flourish, operative, move, traversal) You dodge, roll, and weave out of danger, leaving no openings for attack as you move across the battlefield. Stride up to your Speed. This movement doesn’t trigger reactions. (L2)

Skill Feats
Barricade (general, manipulate) You hastily create a barricade using nearby items, junk, or debris. The barricade provides lesser cover for you and one other ally, though you can Take Cover to increase this benefit to standard cover. The barricade is flimsy and falls apart at the end of your next turn. (background bonus)

Combat Climber (general, skill) Your techniques allow you to fight as you climb. You’re not off-guard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb. (specialization bonus)

Quick Jump (general, skill) You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet). (L2)

Skills
Lore (Halfling) +6 T
Lore (Labor) +6 T
Lore (Pathfinder Society) +6 T
Acrobatics +12 E
Medicine +8 T
Performance +6 T
Religion +2
Diplomacy +6 T
Intimidation +0
Crafting +0
Arcana +0
Occultism +0
Society +6 T
Lore (Scouting) +6 T (Network benefit)
Survival +8 T
Nature +2
Athletics +6 T
Thievery +12 E
Stealth +12 E
Deception +6 T

BACKGROUND
Servant: You held a role of servitude, waiting on nobles and engendering their trust as one of the confidantes of the household. You might have walked away on good terms, or perhaps you know dangerous secrets about your former masters. Regardless, you’re adventuring for a change and finding that in this new role, the skills you’ve learned now serve you.

Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost (Constitution).

You're trained in the Society skill, and the Labor Lore skill. You gain the Read Lips skill feat.

CLASS FEATURES
Rogue's Racket
Thief Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients’ defenses by trying to steal something precious.
When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.
You are trained in Thievery.

Sneak Attack When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Deny Advantage As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Racial Modifiers none

Languages Vesk, Common, signed Vesk, eltbd

SQ

Gear rapier (370/1) w/+1 weapon potency rune, dagger (2/L), shortbow (30/1), 15 arrows (2/2L), sap (1/L), leather armor (20/1) adventurer's pack (backpack, bedroll, 2 belt pouches, 10 pcs. chalk, flint & steel, 50' rope, 2 weeks' rations, soap, 5 torches, waterskin) (7/1), climbing kit (5/1), sheath (.1/0), thieves' tools (30/L) 21 gp, 2 sp, 17 cp, 5 Bulk, 5 Light

SPECIAL ABILITIES

Networking Points:

3 Swords

Current benefits: Scouting Lore; 1 potency crystal