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About RKT-7 StrawberryRKT-7 Strawberry Female Kitsune Operative 1 CG Medium Kitsune Init +4; Senses Perception +5 _________________________________________________ DEFENSE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ EAC 14; KAC 15 SP 6 HP 10 RP 4 Fort: +0, Ref: +5, Will: +2 _________________________________________________ OFFENSE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Speed land: 30 Basic Melee Unarmed Strike: -1 (1d3-1; critical -; Archaic; Nonlethal; ) Small Arm Laser Pistol, Azimuth: +3 (1d4; critical Burn 1d4; ) _________________________________________________ STATISTICS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Str 8, Dex 16, Con 10, Int 10, Wis 11, Cha 18, Base Atk +0 Grp +0 SkillsAcrobatics +10, Athletics +2, Bluff +11, Computers +1, Culture +1, Diplomacy +5, Disguise +9, Engineering +1, Intimidate +9, Life Science +1, Medicine +1, Mysticism +5, Perception +5, Physical Science +1, Piloting +8, Sense Motive +7, Sleight of Hand +8, Stealth +8, Survival +1, Profession +1 Languages: _________________________________________________ SPECIAL ABILITIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ RACE FEATURES Kitsune **Physical Description**
**Society**
Kitsune have a knack for reading social cues, forging friendships, and identifying biases, helping them quickly blend into other cultures and societies. Kitsune can usually recognize other kitsune instinctively, regardless of form. However, it’s taboo to out a kitsune’s identity when they’re in humanoid form, and kitsune have developed sundry tools to communicate surreptitiously. Kitsune have a fluid and diverse concept of self, gender, and identity, and they judge people based on their deeds and legacy, rather than on appearance. Kitsune relish surprises and discovery, enjoying riddles, puzzles, jokes, and tricks. They value friendship, loyalty, and self-expression, and have a fondness for creative pursuits such as storytelling, acting, music, and art. Many have a “playful” relationship with the truth and are skilled at lying. **Adventurers**
**Names**
Agile: Kitsune gain a +2 racial bonus to Acrobatics and Athletics checks. Change Shape: As a standard action, a kitsune can assume the appearance of a specific single Medium humanoid. The kitsune always takes this specific form when using this ability. The kitsune gains a +10 racial bonus to Disguise checks to appear as that type of humanoid. This ability otherwise functions as disguise self, except that the kitsune can remain in this form indefinitely. Kitsune Magic: Kitsune gain the following spell-like abilities: 3/day—dancing lights, At will—token spell. The caster level for these effects is equal to the kitsune’s character level. Low-Light Vision: Kitsune have low-light vision. FEATS Skill Focus: You are particularly adept at a certain skill.(Sense Motive: Gain a +3 insight bonus to SenseMotive.) Choose a skill. You gain a +3 insight bonus to checks involving the chosen skill. Skill Focus: You are particularly adept at a certain skill.(Bluff: Gain a +3 insight bonus to Bluff.) Choose a skill. You gain a +3 insight bonus to checks involving the chosen skill. Squox Companion: Your squox is a well-trained companion. You can designate your trained squox as your companion, which obeys your instructions, orders, and suggestions to the best of its ability. It won’t follow a command that would bring significant harm to itself, but it has your interests at heart and does what it can to aid you. While your squox companion is within 30 feet of you, you gain a +1 insight bonus to Perception checks to notice and search when the GM determines your squox could help you accomplish these tasks. Tiny squox companion can share your space and end its movement there. Outside your space, your squox has evasion, as the operative class feature. While in your space, your squox has evasion, improved evasion (as the operative exploit), and cover. In addition, when your squox is adjacent to you or in your space and would take damage, you can use your reaction to intercede and take the damage instead. In addition, your adorable companion is distracting. While it is in your space, you gain a +1 insight bonus to Bluff checks to feint. If your squox is in your space or within 10 feet of you, you can instead gain this insight bonus to Bluff checks to create a diversion, which can allow you or your squox to attempt to hide (your choice of which when you attempt the Bluff check). THEME BENEFITS Theme: Paranormal Investigator, bonus: +1 int, wis, or cha Some, upon waking, want to forget their nightmares, find comfort among their companions, and dream of new adventures. That’s not you. No, you know waking life can be a dream and the nightmares can be real. You are a truth-seeker, chasing the shadows in search of a world hidden behind the veneer of normalcy. Each fresh horror you uncover proves your work is right and important, and makes you want to delve deeper into the galaxy’s haunting secrets. Theme Knowledge: (level 1): You’re skilled at identifying patterns, finding clues, and piecing together puzzles about the paranormal. No two investigators do so in the same way. Choose Diplomacy, Life Science, Mysticism, Physical Science, or Survival. The chosen skill is a class skill for you, and it’s your field for other theme features. If the chosen skill is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with it. In addition, at character creation, you gain an ability adjustment of +1 to the ability score associated with your chosen skill.
Attention To Detail: (level 6): Halve the time it takes you to gather information (minimum 30 minutes), search an area, or perform research to take 20 when recalling knowledge or identifying a creature, a magic item, or technology. In addition, once per day, if you fail a Perception or Sense Motive check or a check in your field, you can reroll the check and use the higher result. Gnawing Hunch: (level 12): You’ve learned to trust your hunches. If a clue can be found by taking 20 on a Perception check or a skill check in your field, the GM must tell you such a clue exists, but not what it is. Once you know a clue exists, you just have to find it. Truth-Seeker: (level 18): Organizing evidence about your case and researching it refreshes you and sets you back on your path. Twice per day, you can take 10 minutes to consider and record your findings or look for new insights into them. If you do so, you regain 1 Resolve Point and can recall knowledge. If you instead take 1 hour, you regain 1 Resolve Point and can gather information. Neither of these tasks count as resting to regain Stamina Points. CLASS FEATURES Operative You’re a shadow. You move swiftly, strike suddenly, and always have an escape plan. You’re a consummate professional, and you always get the job done, whether it’s scouting enemy lines, hunting down criminals, stealing and smuggling items, or assassinating key figures. As an operative, you’re skilled in a wide variety of disciplines and specialties, and use speed, mobility, and your quick wits rather than relying on heavy weapons. You excel at the art of surprise, whether it’s sniping targets from cover or striking while their backs are turned. Your cause may be righteous, but you have no problem fighting dirty—achieving your objective is all that matters. Operative’s Edge: 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: 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. Your specialization grants you the Skill Focus feat 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). (Memory Weaver: You supernaturally twist the memories of others, rewriting them with the finesse of a computer hacker.)(Memory Weaver: Bluff and Sense Motive. You can attempt a Bluff check with a +4 bonus to make a trick attack by muddling your target’s perceptions.)(Memory Weaver: Your specialization grants the Skill Focus feat in your specialization's associated skills, and you gain a free rank in each of those skills at each operative level.) Trick Attack: 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) 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 against your attack. 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. | Level | 1 | 3 | 5 | 7 | 9 | 11 | 13 | 15 | 17 | 19 |
Sniper Proficiency: Operatives are proficient with sniper weapons. INVENTORY Unarmed Strike: An unarmed strike can be dealt with any limb or appendage. Unarmed strikes deal nonlethal damage, and the damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damage rolls. Laser Pistol, Azimuth: The laser pistol is possibly the most common small arm used by explorers, guards, mercenaries, and traders. Laser pistols are light and reliable, yet they still deal a respectable amount of damage. Second Skin: This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a second skin matches the wearer - s skin tone, this type of light armor can be difficult to detect. A second skin can also accept upgrades, making it popular for celebrities, diplomats, and other individuals who want protection without appearing to wear armor. Datapad: Datapads are among the most common handheld computers and are ubiquitous in homes, manufacturing settings, and offices. Datapads require at least one hand to use. Nearly all datapads also incorporate a comm unit (which includes a microphone and speaker) along with several other functions, such as infosphere connectivity and data storage. Datapads can record simple audio and video (though not in high enough resolution to serve as proof of recorded events in most courts of law), store thousands of hours of recordings, play games, track time and set time-based alarms, act as word processors, and perform numerous other minor data processing and entertainment functions. All datapads have light bulk, and most are tier 1 computers with the miniaturization upgrade. Tier 2 and higher datapads are generally used only by the wealthy elites or technological sophisticates due to the additional miniaturization technology involved, but they are more powerful than many stationary computers while still fitting comfortably in one hand. Datapads can have computer modules and countermeasures installed at the usual additional costs. For example, most datapads in military or industrial use have the hardened upgrade. Saboteurs and spies frequently disguise eavesdropping devices or explosives as ordinary datapads, knowing that the datapads’ universal use means they won’t raise suspicion. |