Jinkin

Rabbot's page

74 posts. Alias of RabbitAlmiraj.


Full Name

Rabbot

Race

| SP: 0/9, HP: 5/8, RP: 4/4 | EAC 13, KAC 14, CMD 22 | DR: -- Resistances: -- | F:+3 R:+5 W:+2 | Init +3 | Perc +1, Bluff/Intimidate +1, Diplomacy +2, Sense Motive +5 |

Classes/Levels

Acrobatics +11, Athletics +5, Computers +6, Disguise +5, Engineering +5, Piloting +4, Profession (camera crew) +5, Sleight of Hand +8, Stealth +11 (+15), Survival +1 | Speed 30 ft. | Active Conditions: None

Gender

SRO Roboticist Operative 1

Size

Small

Alignment

NG

Languages

Common

Occupation

Camera crew, satellite, stove, table

Strength 10
Dexterity 16
Constitution 16
Intelligence 11
Wisdom 10
Charisma 10

About Rabbot

Rabbot
Agender SRO Roboticist Operative (ghost) 1
NG Small construct (technological)
Init +3; Senses Darkvision, Perception +1

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DEFENSE
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SP 9 HP 8 RP 4
EAC 13 (10 +0 armour, +3 Dex, +0 misc)
KAC 14 (10 +1 armour, +3 Dex, +0 misc)
AC vs. Combat Maneuvers 22 (8+KAC)
DRResistances
Immune bleed, disease, death effects, poison, nonlethal damage, sleep
Fort +3, Ref +5, Will +2
…+4 against effects that only target humanoids

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OFFENSE
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Speed 30 ft.
Melee survival knife +3 (1d4 S) (analog, operative)
Ranged semi automatical pistol +3 (1d6 P) (30 ft.) (Ammo 9 / Usage 1 / Used 0) (analog)
…pulsecaster pistol +3 (1d4 E) (30 ft.) (Ammo 20 / Usage 1 / Used 0) (Non-lethal)
…azimuth laser pistol +3 (1d4 F/burn 1d4) (80 ft.) (Ammo 20 / Usage 1 / Used 10) (operative)
Offensive Abilities trick attack +1d4 (stealth +15, acrobatics +11, bluff +1, intimidate +1)

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STATISTICS
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Str 10, Dex 16, Con 16, Int 11, Wis 10, Cha 10
Base Atk +0
Feats Barricade, skill focus (acrobatics), skill focus (stealth)
Proficiencies Light armour, basic melee, small arms, sniper
Skills Acrobatics +11, Athletics +5, Bluff +1, Computers +6, Diplomacy +2, Disguise +5, Engineering +5, Intimidate +1, Perception +1, Piloting +4, Profession (cameraman) +5, Sense Motive +5, Sleight of Hand +8, Stealth +11, Survival +1
(10 points; 8 class, 0 INT, 2 operative bonus)
Abilities healing circuit, integrated equipment (comm unit, data jack, hideaway limb), operative’s edge +1, specialization (ghost), theme knowledge, trick attack
Languages Common

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SPECIAL ABILITIES
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Barricade As a move action, you can stack and reinforce objects that are too small or too fragile to provide cover into a single square of adjacent cover. The GM has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built. The barricade grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover. The barricade is temporary and not particularly durable. When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (minimum 1st level). Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn’t normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the GM).

Healing Circuit In addition to being constructs and thus able to benefit from spells like make whole, SROs count as living creatures for the purposes of magic healing effects that work on living creatures, though the number of Hit Points restored in such cases is halved. A character must use the Engineering skill to perform the tasks of the Medicine skill on SROs. SROs also heal naturally over time as living creatures do, and can benefit from magic or technology that can bring constructs back from the dead, as well as effects that normally can’t (such as raise dead).

Integrated Equipment An SRO has an internal, integrated standard datajack and comm unit. If an SRO is helpless, these can be removed or destroyed without damaging the SRO. They can be replaced or upgraded for the normal price of this equipment. An SRO has an additional built- in cybernetic component with an item level no greater than half the SRO’s character level (minimum item level 1). Each time the SRO gains a level, they can swap out this piece of equipment at no additional cost to represent internal reconfigurations. These pieces of equipment don’t count against the systems in which an SRO can install cybernetics. (hideaway limb)

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.

Robotic
SROs are immune to bleed, disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. SROs can be affected by effects or spells that normally target only humanoids, but receive a +4 racial bonus to saving throws against such effects. SROs can eat and drink, though they don’t need to, and they must recharge their internal batteries by entering an off-line mode that is similar to sleep for 8 hours every day. SROs do not breathe or suffer the normal environmental effects of being in a vacuum.

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).
Ghost You can move from place to place without being noticed. Associated Skills: Acrobatics and Stealth. When you use Stealth to make a trick attack, you gain a +4 bonus to the skill check.
Specialization Exploit: Cloaking field.
Phase Shift Escape (Ex): At 11th level, you can move through solid matter by taking your body’s matter out of phase for just a moment. As a full action, you can spend 1 Resolve Point to phase through up to 5 feet of solid matter. If you attempt to phase through something that is too thick, you spend the Resolve Point and take the action but the attempt fails. You cannot phase through force effects such as force fields or the barrier created by wall of force. After using phase shift escape, you can’t use it again until after you’ve taken a full 8-hour rest.

Theme Knowledge (Roboticist) You’re obsessed with the intricacies of constructs and how automated machines function. You can easily identify what a machine’s function is and have an easier time attempting to access the internal programming of mechanized life-forms. Reduce the DC of Engineering checks to identify creatures and technology by 5. Computers is a class skill for you, though if it is a class skill from a class you take at 1st level, you instead gain a +1 bonus to Computers checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation

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 Acrobatics, Bluff, Intimidate, or Stealth check 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. 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.

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GEAR/POSSESSIONS
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Combat Gear survival knife, azimuth laser pistol, semi-auto tactical pistol, small arm rounds (60), pulsecaster pistol, battery (3), serum of healing mk 1 (2), frag grenade I, shock grenade I, incendiary grenade (2)
Possessions stationwear flight suit, industrial backpack, mass produced tent, stuffed rabbit baby, earrings (pink hearts), fancy necklace (pink gem), fancy ring (pink gem), camera equipment, lots of oil

Carrying Capacity
Unencumbered 0-5 Encumbered 6-10 Overburdened 11+
Current Bulk 2 (6 L)
Credits 490