Kanya Ismahe

Rikk Shā's page

No posts. Alias of cmlobue.


About Rikk Shā

Operative (Skirmisher) 10
Medium | Pahtra | Humanoid

Perception +19 (M) (+3 Initiative)
Languages
Skills Acrobatics +21 (M), Computers +16 (T), Deception +13 (T), Drift Lore +16 (T), Medicine +15 (T), Piloting +17 (T), Society +17 (T), Stealth +21 (M), Survival +15 (T), Thievery +17 (T)
Items Datapad, Infiltrator's Toolkit, Hygiene Kit, Tactical Medkit, Tactical Medpatch (15), Advanced Battery (3), Projectile (10), Pearly White Spindle Aeon Stone, Tactical Flight Suit; 163 credits

================================================================

Str +0, Dex +5, Con +3, Int +4, Wis +3, Cha +1
AC 28 (T); Fort +18 (E), Ref +22 (M)(Operative's Reflexes), Will +18 (E)
HP 108
Class DC 27

================================================================

Speed 45 feet
Melee Tactical Hardlight Handwraps +13; Damage 1d4 B
Ranged Superior Zero Pistol +23 (cryo, tech; critical clumsy 1 for 1 turn); Damage 2d6+2 C
Ranged Advanced Pulsecaster Pistol +22 (nonlethal, shock, tech; critical stunned 1 (Fort negates)); Damage 2d6+2 E
Ranged Gyrojet Pistol +19 (analog, projectile, ranged shove, ranged trip, tech; critical slowed 1 for 1 turn (Fort negates)); Damage 1d6+2 B

================================================================

↺ Hair Trigger
Trigger A creature within your first range increment uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action.
You attempt a ranged Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

↺ Kill Steal
Trigger An ally ends their turn.
Requirements You’re wielding a gun and an enemy was hit two or more times by the same ally this turn.
You Aim at a creature that meets the requirements, then make a Strike against that creature.

↺ Opportune Retort
Trigger A creature critically fails on a melee attack roll against you.
Make a ranged Strike against the triggering creature.

◆ Aim
You take careful aim at a single creature that you are aware of, designating them as your mark. Until the end of your turn, your ranged Strikes against your mark using the required ranged weapon, deal an additional 2d6 precision damage, and reduce the circumstance bonus to AC your mark gets from cover by 1.

◆ Battle Medicine
Requirements You're holding or wearing a healer's toolkit.
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

◆ Drift Hop
Frequency once per day
You teleport up to a distance equal to your Speed within your line of sight. If you’re in the Drift, the distance you can teleport is doubled.

◆ Face In The Crowd
You gain a +2 status bonus to Deception and Stealth checks to go incognito among the crowd, and you ignore difficult terrain caused by the crowd. This counts as setting up a disguise for the Impersonate use of Deception and you add your level even if you're untrained.

◆ Instinctive Aim
You Interact to draw a gun, then Aim with that gun.

◆ Parkour
Frequency once per round
Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can Leap over obstacles and gaps, and run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action, or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable).

◆ Tactical Advance
Stride up to half your Speed. This movement doesn’t trigger reactions.

◆ Tactical Swap
Frequency once per round.
Prerequisites Your last ranged Strike this turn missed or hit and failed to damage the target.
You Interact to swap your current weapon for another. Make a Strike against that enemy with your new weapon, but don’t count the multiple attack penalty of the prior Strike when calculating the attack roll with this attack.

Express Driver
When calculating your travel Speed for the day while Piloting a vehicle, you can attempt a Piloting check to increase your vehicle’s travel Speed
for long-term overland or aerial travel. On a success, increase your vehicle’s travel Speed by half.

Long Whiskered
At the end of each round in which you are untethered, attempt a DC 15 flat check. On a success, you ignore the clumsy and off-guard conditions
imposed by being in zero-g for 1 minute.

Mobile Reload
Whenever you Interact to reload a ranged weapon, you can also Step or Stride.

Quiet Allies
When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls.

Read Lips
You can read lips of others nearby who you can clearly see. The language read must be one that you know. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and off-guard during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips.

Sniper Stance
You don’t take a penalty to attack rolls with guns while prone. In addition, you can spend 1 action to adjust your position while remaining prone and ignore the off-guard penalty until the beginning of your next turn.

Spatial Drift
Your speed increases by 5 feet. Increase the range increment of ranged weapons you wield by 10 feet, or by 25 feet if the weapon has a range of over 100 feet.

Steady Balance
Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground.

Subtle Theft
When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.

Urban Operator
You ignore difficult terrain from trash and crowds, and greater difficult terrain from urban environment trash and crowds are only difficult terrain for you.

================================================================

Additional Feats Devastating Aim, Fleet, Incredible Initiative
Additional Specials Spacefarer