Full Name |
Reticent "Mute" Stroidjumper |
Classes/Levels |
Male Halfling CG Outlaw Ghost Operative 2 | SP 12/14; HP 14/14; RP 4/4 | EAC 14; KAC 15 | Fort +2; Ref +7; Will +4 | Init: +4; Perc: +8; SM: +5 | Speed 30ft | Active conditions: None. |
Size |
Small |
Age |
23 |
Deity |
Desna |
Languages |
Diasporian, Common, Drow, Morlamaw, Vesk, Ysoki |
Occupation |
Opportunistic Acquisitioner |
About Reticent Stroidjumper
SFS # 1348801-706
Experience 4
Slotted Faction: Acquisitives
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Reticent "Mute" Stroidjumper
Male CG Outlaw Ghost Operative - 2
CG Small humanoid
Space 5 ft.; Reach 5 ft.
Speed 30 ft
Init +4
Senses: Darkvision, Perc +7, SM +2
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Defense
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EAC 15, KAC 15
SP 7 HP 8 RP 4
Fort +2, Ref +7, Will +4
+3 vs Fear
Evasion
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Offense
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Melee: +1, Ranged: +4, Thrown: +1
Survival Knife: +4 (1d4 S) | Analog, Operative, Thrown 20ft.
Skipshot Pistol: +4 (1d4 Piercing)| Bleed 2 | 60ft. | 20 Charge Usage 1 | Teleportive
Tactical Rifle, Diasporan: +4 (1d8 L)| 70ft | 10 Charge Usage 1 | Sniper (250ft) | Unwieldy | Called
Bot Me!:
Reticent may be the loudest member of a group when its all fun and game but when a fight breaks out, you never know where his is until someone is dead. Using his halfling stealthyness to take out their foes before they can reach his friends, be it in the middle of the scrap or from a distance. Tricking and out maneuvering his foes, he's always the there when you need him.
[dice=Like downing surnoch in a crater (Sniping)] 1d20+4[/dice]
[dice=Laser Damage]1d8[/dice]
[dice=Skipshot Pistol]1d20+4[/dice]
[dice=Piercing Damage]1d4[/dice]
[dice=Survival Knife]1d20+4[/dice]
[dice=Slashing Damage]1d4[/dice]
In ship combat, he will always have dreams of being a captain but will never pass up a change to shoot something.
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Statistics
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Str: 10, Dex: 17, Con: 12, Int: 14, Wis: 10, Cha: 12
Skills
Acrobatics +15, Athletics +8, Bluff +6, Computers +7, Culture +8, Diplomacy +2 (Untrained), Engineering +7, Perception +8, Profession (Grifter) +12, Sense Motive +5, Slight of Hand +9, Stealth +15, Survival +5
-5 to DC of Culture checks to recall knowledge about the criminal underworld
-5 to the penalty for using Stealth while moving
+4 to stealth when sniping
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Feats
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1: Kip Up - Stand from prone as a swift action.
Languages Common, Diasporian, Ysoki, Vesk, Drow, Morlamaw
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Other Abilities
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https://docs.google.com/spreadsheets/d/1BOaQHNgs_E1R1t8C0x5y9IuRscuBCOpKZE6 GfJo2fkk/edit?usp=sharing
Combat Gear:
Survival Knife
Skipshot Pistol
Tactical Rifle, Diasporan
Industrial EJ Coveralls
-Infrared Sensors
-Jump Jets
Other Gear:
Mk 1 Serum of Healing x2
Comm unit
Standard Battery - 20 Charges
Rounds, Small Arms - 30
Rounds, Sniper - 40
Professional Clothes
SF Backpack:
Eng. Kit
Prof. Kit
Light-Scattering Sniper's Blind
Datapad -
-Artificial Personality - Shelia/Bluff, Diplomacy, Intimidate, and Sense Motive + 3
-Comms
-Miniaturization
-Range I - 100ft
-Self-Charging - Battery + 7
-Tier 1 Computer - DC 17 to Hack
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Special Abilities
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Race:
Halfling Luck - Halflings receive a +1 racial bonus to all saving throws. This bonus increases to +3 against fear effects.
Keen Senses - Halflings receive a +2 racial bonus to Perception skill checks.
Sneaky - Halflings receive a +2 racial bonus to Stealth checks. In addition, halflings reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10.
Sure-Footed - Halflings receive a +2 racial bonus to Acrobatics and Athletics skill checks.
Theme:
Knowledge - You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5.
Class:
Trick Attack - I can trick or startle a foe and then attack when she drops her guard. As a full action, I can move up to my speed. Whether or not I moved, I can then make an attack with an operative melee weapon or any small arms. Just before making the attack, I attempt a Stealth check with a DC equal to 20 + your target’s CR. If I succeed, I deal 1d4 additional damage and the target is flat-footed.
Evasion (Ex) - If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.
Uncanny Mobility (Ex) - When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement.
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Boons Slotted this Adventure
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Ally:
Faction: Acquisitives Champion
Personal:
Promotional:
Social:
Starship:
Slotless:
All My Boons:
Adventure Log:
https://docs.google.com/spreadsheets/d/1BOaQHNgs_E1R1t8C0x5y9IuRscuBCOpKZE6 GfJo2fkk/edit?usp=sharing
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Reputation
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Starfinder Society 6
Exoguardians: 0 Reputation (Tier 0)
Acquisitives: 8 Reputation (Tier 0)
Dataphiles: 0 Reputation (Tier 0)
Second Seekers (Luwazi Elsebo): 0 Reputation (Tier 0)
Wayfinders: 0 Reputation (Tier 0)