Mathezic

Reynmal Oldscolm's page

54 posts. Organized Play character for Caro Cogitatus.


Race

Skills:
Acrobatics +4 Athletics +5 Bluff +4 Computers +6 Culture +6 Diplomacy +1 Disguise +1 Engineering +6 Intimidate +5 LifeSci +2 Medicine +2 Mysticism +1 Perc +8 PhysSci +2 Piloting +8 SM +5 SoH +12 Stealth +8

Classes/Levels

Starship:
Pilot +8 Engineer +6 Science +6 Gunner +4 Captain I+5/D+1/B+4

Gender

Male Akitonian Human Outlaw Operative/1 (SP 8/8 HP 10/10 RP 4/4 | EAC:14 KAC:15 | F:+1 R:+5 W:+2 | Init:+8 | Perc:+8 Darkvision 60ft | Move:30ft) | Pistol +3 (1d6 P/—) Knife +3 (1d4 S/-)

About Reynmal Oldscolm

Medium Male Humanoid (Human) Outlaw:


Backstory:


SP/HP/RP/Init/Move/Vision/BAB:

Max SP 8 ((6+1+1)x1) Max HP 10 (4+(6)x1) Max RP 4 (1/2+3) Initiative +8 Vision Darkvision 60ft Move 30ft BAB +0
Init=(Dex +3 Feat +4 Operative +1)

Classes/Alignment/Homeworld/Deity/XP/Fame/Infamy/Point Buy:

Classes Operative/1 Alignment CG Homeworld Akiton Deity Besmara XP 1 Fame 2 Infamy 0 Point Buy 10

EAC 14 KAC 15:

(Base +10, EAC +1, KAC +2, Dex +3, Natural Armor +0, Dodge +0, Deflection +0)
Armor Check - Max Dex +5 SR 0% DR -

Fort +1 Refl +5 Will +2:

Fortitude Base +0 Con +1 Magic +0
Reflex Base +2 Dex +3 Magic +0
Will Base +2 Wis +0 Magic +0

Skills/Languages:

*Acrobatics +4 (DEX +3, Ranks +0, Operative +1, Armor -)
*Athletics +5 (STR +1, Ranks +1, Class +3, Operative +1, Armor -)
*Bluff +4 (CHA +0, Ranks +1, Class +3, Operative +1)
+*Computers +6 (INT +1, Ranks +1, Class +3, Operative +1)
+*Culture +6 (INT +1, Ranks +1, Class +3, Operative +1) Outlaw DC-5 underworld
Diplomacy +1 (CHA +0, Ranks +0, Operative +1)
*Disguise +1 (CHA +0, Ranks +0, Operative +1)
+*Engineering +6 (INT +1, Ranks +1, Class +3, Operative +1)
*Intimidate +5 (CHA +0, Ranks +1, Class +3, Operative +1)
+ Life Science +2 (INT +1, Ranks +0, Operative +1)
+*Medicine +2 (INT +1, Ranks +0, Operative +1)
+ Mysticism +1 (WIS +0, Ranks +0, Operative +1)
*Perception +8 (WIS +0, Ranks +0, Class +3, Operative +1, OpSpec Skill Focus +3, OpSpec Rank +1)
+ Physical Science +2 (INT +1, Ranks +0, Operative +1)
*Piloting +8 (DEX +3, Ranks +1, Class +3, Operative +1)
*Sense Motive +5 (WIS +0, Ranks +1, Class +3, Operative +1)
+*Sleight of Hand +12 (DEX +3, Ranks +0, Class +3, Operative +1, Theme +1, OpSpec Skill Focus +3, OpSpec Rank +1, Armor -)
*Stealth +8 (DEX +3, Ranks +1, Class +3, Operative +1, Armor -)
*Survival +5 (WIS +0, Ranks +1, Class +3, Operative +1)
(* = Class Skill, + = Trained Only)

Languages: Common, Akitonian, Goblin

=== Special Qualities ===
Trick Attack SoH +12 vs. 20+CR == 1d4 Damage, Flat footed (-2 AC, no Reactions)

=== Weapons === BAB +0 Str +1 Dex +3
Tactical Semi-auto pistol +3 (1d6 P/—) 30ft 9 rounds 1 L Analog
Survival Knife +3 (1d4 S/—) L Analog, operative
Unarmed Strike +1 (1d3+1 B) Archaic, nonlethal

Ability Scores: STR 12 (+1) DEX 16 (+3) CON 12 (+1) INT 12 (+1) WIS 10 (+0) CHA 11 (+0)

Equipment:

L01 250 Second Skin (+1, +2, +5, -, -, 1, L)
L01 200 Infrared sensors (1, Any, L)
L01 260 Semi-auto pistol, Tactical (1d6 P/—) 30ft 9 rounds 1 L Analog
L01 95 Knife, survival (1d4 S/—) L Analog, operative
L01 5 Clothing, formal 1
L01 1 Clothing, everyday L
L01 15 Fire extinguisher (Hands 1, Bulk L, Capacity 20, Usage 1/round)
L01 5 x5 Cable line, 10ft titanium alloy (Hands —, Bulk L/10 ft., Capacity —, Usage —)
L01 20 Tool kit, engineering (Hands —, Bulk L, Capacity —, Usage —) Removes -2 penalty
L01 20 Tool kit, hacking (Hands —, Bulk L, Capacity —, Usage —) Required for Computer checks
L01 5 Binders (Hands —, Bulk —, Capacity —, Usage —) Acrobatics 20+(1.5 x your level) to escape
L01 1 Flashlight (Hands 1, Bulk L, Capacity 10, Usage 1/hour) 20ft cone
L01 3 Hygeine kit 1
L01 50 Medpatch (Hands 1, Bulk L, Capacity 1, Usage 1)
L01 50 Serum of healing, mk 1 L 1d8 Hit Points
Credits 690

=== Feats ===
Toughness +1 SP/lvl; +4 CON checks: running, forced march, hold breath, starvation/thirst; +4 Fort: hot/cold environments, thick/thin atmospheres, heavy smoke, sleep deprivation
Improved Initiative +4 Initiative

=== Operative Class === HP 6; SP 6+CON; light armor, basic melee, small arms, sniper
Skills (8+INT/level) Acrobatics, Athletics, Bluff, Computers, Culture, Disguise, Engineering, Intimidate, Medicine, Perception, Piloting, Profession, Sense Motive, Sleight Of Hand, Stealth, Survival
Operative’s Edge (Ex) 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 1st Level 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).
Trick Attack (Ex) 1st Level 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. 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.

=== Operative Specialization (Thief) ===
Associated Skills (Perception, Sleight of Hand) You can use Sleight of Hand to make a trick attack by concealing your weapons and motions.

(Future):

Specialization Exploit Holographic distraction
Contingency Plan (Ex) At 11th level, you’ve performed enough heists to realize that things never go exactly as you had planned. When something unexpected happens during a heist or infiltration, you can spend 2 Resolve Points and specify a contingency plan that you had set up in advance for this eventuality, either having the right prop (such as an ID or a computer file, but not a particularly valuable item), having the right information, or having hired a confederate to perform a single task at the right time. You then attempt a skill check. The appropriate skill and the DC are at the GM’s discretion, with a higher DC for a more elaborate or unlikely contingency (see Skill DCs for more information on setting skill DCs). If you succeed, you have the item or knowledge, or the confederate performs the task as specified. If you fail, either you don’t have what you need or your plan fails.

=== Augmentations ===

=== Racial Qualities ===
Human Medium Humanoid (human); ANY +2; 4HP
Bonus Feat Humans select one extra feat at 1st level.
Skilled Humans gain an additional skill rank at 1st level and each level thereafter.

=== Theme (Outlaw) ===
Theme Knowledge +1 DEX; +1 Sleight Of Hand (class skill); +5 Culture (criminal underworld)

=== Boon Slots ===
Ally
Faction
Personal
Promotional
Social
Starship

=== Starship Combat ===
Captain Intimidate +5 Diplomacy +1 Bluff +4
Pilot Piloting +8
Engineer Engineering +6
Science Computers +6
Gunner Gunnery +4 ((BAB +0 or Piloting Ranks +1) + Dex +3)

=== Meta ===

Bot me if:
If you're motivated enough to find this and I'm holding up the game, go ahead and bot me.

Levelup History:

1 Operative SP 6+1=7 HP 6+4=10 ST 12 (0 pts) DX 16 (0 pts) CN 12 (0 pts) IN 12 (0 pts) WS 10 (0 pts) CH 11 (0 pts)
Skills (8+1+1): Athl, Bluff, Comp, Culture, Eng'g, Intim, Pilot, SM, Stealth, Survival
Feats: Improved Initiative, Toughness

Starfinder Society:

Player: Caro Cogitatus
Character: Reynmal Oldscolm
SFS#: 106336-705
Faction: Acquisitives
Day Job: Don't fence me in, man!
Homeworld: Akiton
The Commencement #7615 +1XP, +2 Fame, +690cr
Purchase:
()()() Faction's Friend (Social) By assisting various factions of the Starfinder Society, you have proven yourself a dependable asset. If you would fail to earn Fame from an adventure, you may check a box and still earn 1 Reputation with that faction instead of the Fame. You must earn at least 1 XP to claim this. Max 3 times.
Marked Field Agent (Slotless) Having met the amalgam of intelligences known as Guidance, you have successfully completed your induction into the Starfinder Society. You receive a Society Subdermal Graft augmentation for free.
Star Sugar Heartlove!!! (Slotless) During your Commencement missions you had the chance to pick up your own copy of the latest album from sugar-pop sensation Strawberry Machine Cake. This album is already a Pact Worlds hit and has quadrupled in price. You can resell the album for 200 credits prior to the start of your next adventure, or you can keep it in hopes that it may be useful later.