Holy Vindicator

Rynar Ravanna's page

No posts. Organized Play character for Clebsch73.


About Rynar Ravanna

#105836-2714

Name Rynar Ravanna
Gender Male He/him
Ancestry (Traits)[HP] Elf (Humanoid, Elf) [6 HP]
Class & Level Operative 5
Heritage Ivarian Elf
Heritage Bonus During your daily preparations, you can reflect on what you've heard from fellow travelers and on your experiences visiting a city, space station, or planet. You gain the Additional Lore feat for a Lore subcategory about a specific place (such as Absalom Station Lore or Akiton Lore) until you make your preparations again.
Ancestry Feat 1 Ancestral Skills (Arcana, Nature, Elf Lore)
Ancestry Feat 5 Linguistic Prodegy (Aklo, Shadowtongue)
Background (skill, lore) Hustler (Thievery, Black Market Lore)
Background Skill Feat 1 Experienced Professional
Size Medium
Speed 30 feet

STR 1 DEX 4 CON 1 INT 3 WIS 0 CHA 4
Fortitude 8 Reflex 13 Will 9
Perception +9
AC 22 [10 + 2 (armor) + 3 (Dex) + 7 (Prof)] T: Unarmored, Light
Shield +2 Phase Shield Hardness 5 HP 10/5
HP 51

Save and Perception Dicebots:

[dice=Fortitude, E]1d20 + 8[/dice]
[dice=Reflex, E]1d20 + 13[/dice]
[dice=Will, T]1d20 + 9[/dice]
[dice=Perception, E]1d20 + 9[/dice]

Melee Attacks
Disintegration Lash +11/+6/1 (1d6 A) [Disarm, Finesse, Powered, Razing, Reach, Tech]
Shock Truncheon +8/+3/-2 (1d6 E) [Disarm, Modular (arc or nonlethal), Powered, Tech]
Knife +11/+7/+3 (1d4 P or S) [Agile, Analog, Finesse, Thrown 10 ft., Versatile S]

Ranged Attacks
Rotating Pistol +15/+11/+7 (1d6 P or B) Range 60 ft. [Agile, Analog, Concealable, Concussive]
Pulsecaster Pistol +15/+10/+5 (1d6 E) Range 30 ft. [Nonlethal, Tech]
Magnetar Rifle +13/+8/+3 (1d12 P) Range 60 ft [Analog, Automatic]
Proficiencies T: Simple and Martial melee weapons, Advanced guns, E: Advanced Guns, M: Simple and Martial Guns

Skills (Bold = Trained, Italics = Expert)
Acrobatics +11
Arcana +10
Athletics +8
Computers +12
Crafting +3
Deception +11
Diplomacy +11
Intimidation +4
Black Market Lore +10
Elf Lore +10
Medicine +0
Nature +7
Occultism +3
Performance +4
Piloting +4
Religion +0
Society +10
Stealth +11
Survival +0
Thievery +13
Languages Common, Elven, Akitonian, Trinary, Vercite, Aklo, Shadowtongue

Skill Dicebots:

[dice=Acrobatics, T]1d20 + 11[/dice]
[dice=Arcana, T]1d20 + 10[/dice]
[dice=Athletics, T]1d20 + 8[/dice]
[dice=Computers, E]1d20 + 12[/dice]
[dice=Crafting, U]1d20 + 3[/dice]
[dice=Deception, T]1d20 + 11[/dice]
[dice=Diplomacy, T]1d20 + 11[/dice]
[dice=Intimidation, U]1d20 + 4[/dice]
[dice=Black Market Lore, T]1d20 + 10[/dice]
[dice=Elf Lore, T]1d20 + 10[/dice]
[dice=Medicine, U]1d20 + 0[/dice]
[dice=Nature, T]1d20 + 7[/dice]
[dice=Occultism, U]1d20 + 3[/dice]
[dice=Performance, U]1d20 + 4[/dice]
[dice=Piloting, U]1d20 + 4[/dice]
[dice=Religion, U]1d20 + 0[/dice]
[dice=Society, T]1d20 + 10[/dice]
[dice=Stealth, T]1d20 + 11[/dice]
[dice=Survival, U]1d20 + 0[/dice]
[dice=Thievery, E]1d20 + 13[/dice]

Class Abilities & Feature Sharpshooter, Aim, Infiltrator Specialization, Sabotage, Mobile Aim, Danger Awareness, Phishing Expertise, Devastating Aim, Master Gunner, Urban Operator, Skill Increase

Operative:

Key Attribute Dexterity
[b]HP 8 + Con Mod

[b]INITIAL PROFICIENCIES
PERCEPTION
Expert in Perception
SAVING THROWS
Trained in Fortitude
Expert in Reflex
Expert in Will
SKILLS
Trained in one skill determined by your specialization [Computers]
Trained in a number of additional skills equal to 3 plus your Intelligence modifier
Advances: Expert: Computers and Thievery
ATTACKS
Expert in simple guns, Advanced to Master
Expert in martial guns, Advanced to Master
Trained in advanced guns, Advanced to Expert
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks

DEFENSES
Trained in light armor
Trained in unarmored defense
CLASS DC
Trained in Operative class DC

Sharpshooter
You can spot a target's weak points, letting you deal additional precision damage with most types of ranged weapons. You gain the Aim action.

Aim
Traits Concentrate, Operative
Requirements You're wielding a ranged weapon that doesn't have the area trait.
You take careful aim at a single creature that you're aware of, designating it as your mark until your next turn. Your ranged Strikes against your mark using the required ranged weapon deal an additional 1d4 1d6 (from class feat) precision damage and reduce the circumstance bonus to AC your mark gains from cover by 1. These benefits only apply if your mark is within your weapon's first range increment. You can only have one mark at a time.

As your operative level increases, so does your ability to Aim. Increase the number of dice for the precision damage by one at 5th, 11th, and 17th levels. At 11th level, you reduce the circumstance bonus to AC your mark gains from cover by 2 rather than 1. At 17th level, you reduce the circumstance bonus to AC your mark gains from cover by 4 rather than 2.
2d6 at 5th level

[b]Operative's Specialization
As an operative, you have a particular set of skills based on your tactical style. These different specializations help define your character and the approach you take to most situations. Choose an operative's specialization. This specialization grants you training in one skill, a skill feat for that skill, and an exploit. At 9th level, you gain the enhanced exploit granted by your specialization.

Infiltrator
You specialize in bypassing security systems, hazards, traps, and other defenses. From hacking a computer system or cutting power to a building, to bypassing a biometric lock and cracking a secure vault, you're skilled at accessing locations without alerting security or tripping safeguards. You're trained in Computers. You gain a skill feat for Computers.

Exploit Your tinkering causes technological items and creatures to experience glitches and malfunctions. You gain the Sabotage action.

Sabotage
Traits Concentrate. Manipulate. Operative
You disrupt enemy tech to cover your tracks or gain a tactical advantage. Select a single tech creature or tech item within 15 feet that you can detect. If your target is a tech creature, attempt a Computers check against the creature's Fortitude DC. If your target is a tech item, attempt a Computers check against the item's DC or the Reflex DC of the creature possessing the item if the item is being carried, held, or worn.

If you're an expert in Computers, you can Sabotage a tech creature or tech item within 30 feet. If you're a master, this range increases to 45 feet. If you're legendary, this range increases to 60 feet.
Critical Success The target becomes glitching 1 for 1 minute.
Success The target becomes glitching 1 for 2 rounds.
Failure Your attempt fails and requires more persistent analysis. The target is immune to your Sabotage until the end of your next turn.
Critical Failure Your attempt backfires. The target is immune to your Sabotage for 10 minutes.

Focused
Level 3
You're highly focused on your target and able to discern their moves. When you roll a success on a Reflex or Will save against your mark, you get a critical success instead.

Operative Feats
At 1st level and every even-numbered level, you gain an operative class feat.
1) Mobile Aim
Feat 1
Traits Operative, Traversal
You’re rarely still, and you’ve learned to reliably hit your targets even while moving. You Stride and then Aim with a gun you’re wielding.
2) Danger Awareness
Feat 2
Traits Operative
You have an intuitive sense that alerts you to danger and allows you to discern the presence of hidden threats. You gain a +1 circumstance bonus to Perception checks to find traps and hidden, undetected, and unnoticed creatures; to AC against attacks made by traps and hidden, undetected, and unnoticed creatures; and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. If your initiative result is tied with an opponent, you always go first.
4) Devastating Aim
Feat 4
Traits Operative
Your well-placed shots inflict devastating wounds on your targets. When you Aim, increase the precision damage dice from d4s to d6s.

Ancestry Features & Feats Low-light Vision
Skill Feats Experienced Professional, Phreaker, Pickpocket, [urlhttps://2e.aonsrd.com/feats/848-phishing-expertise]Phishing Expertise[/url]
General Feats Weapon Proficiency (Trained: Disintegration Lash)

Skill and General Feats:

Experienced Professional
Feat 1
Traits General, Skill
Source Player Core pg. 220
Prerequisites trained in Lore
You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you're an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.

2) Phreaker
Feat 1
Traits General, Skill
Prerequisites trained in Computers
You've learned how to hack using alternative methods. You can use Computers to Disable a Device or Hack a system using any computer, comm unit, or terminal instead of a hacking toolkit. If you're an expert in Computers and the equipment you use is at least 3rd level, you gain a +1 item bonus to Disable a Device or Hack.

4) Pickpocket
Feat 1
Traits General, Skill
Prerequisites trained in Thievery
You can Steal or Palm an Object that's closely guarded, such as in a pocket, without taking the –5 penalty. You can't steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you're a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 actions instead of 1, and you take a –5 penalty.

3) Weapon Proficiency
Feat 1
Traits General
You become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice (Disintegration Lash). If you are at least 11th level, you also become an expert in these weapons.
Special You can select this feat more than once. Each time you do, you become trained in an advanced weapon.

Phishing Expertise
Feat 1
Traits General, Skill
Prerequisites trained in Computers
You're skilled at running digital fraud schemes. You can Create a Forgery using Computers instead of Society. Digital forgeries are compared against your Computers DC. Using information gained from a successful forgery usually requires additional checks, including Deception and Society, and casting too wide a net runs the risk of a potential victim figuring out your ruse and turning you in to the authorities.

Gear (bulk) Microcord Armor (1), Phase Shield (0), Disintegration Lash (L), Knife (L), Shock Truncheon (L), Rotating Pistol (L), Pulscaster Pistol (1), Magnetar Rifle (2), 72 rounds projectile ammo (0), Advanced Battery (0), Weapon Upgrade Ghost Killer (0), Container (ordinary), Tactical Flashlight (L), Hacking Toolkit (L), Explorer's Canteen (L), 50 UPBs, Comm Unit (L), Datajack Augmentation (0), Hearing Aid Augmentation (0), Tier 2 Bulk 1 Computer (1)
Total Bulk 5.8
Cash 35

Gear:

Microcord Armor
TraitsTech
Price 25 credits
AC Bonus +2 Dex Cap +3 Check Penalty -1 Speed Penalty — Strength +1 Bulk 1
Category Light Group Polymer Upgrades 1
This light armor is woven from ultralight fibers that flex with a wearer's movements but turn hard as steel on impact.

Phase Shield
Traits Retractable, Tech
Price 20 credits
AC Bonus +2 Speed Penalty — Bulk — Hardness 5 HP (BT) 10 (5)
A phase shield is an intricate but durable technological device often worn strapped to a limb or belt that projects a protective hardlight barrier when deployed. Phase shields are translucent and tinted, with a wide variety of fully customizable colors and image projectors. Many wielders choose an image of a favorite celebrity, loved one, or pleasant scenery to bolster their fighting spirit in a dire situation.

Disintegration Lash
Traits Disarm, Finesse, Powered, Razing, Reach, Tech
Price 32 credits
Damage 1d6 A Bulk L Hands 1
Type Melee Category Advanced Group Corrosive Upgrades 1
Appearing as an undulating black snake when powered, this whip crackles with red-tinged energy that sunders whatever it strikes at the atomic level.

Knife
Traits Agile, Analog, Finesse, Thrown 10 ft., Versatile S
Price 2 credits
Damage 1d4 P Bulk L Hands 1
Type Melee Category Simple Group Knife Upgrades 1
Invaluable as both a weapon and a tool, knives come in a variety of shapes, styles, and materials ranging from starmetals to ceramics.

Shock Truncheon
Traits Disarm, Modular (Arc or Nonlethal), Powered, Tech
Price 16 credits
Damage 1d6 E Bulk L Hands 1
Type Melee Category Martial Group Club Upgrades 1
Popular among security forces, this retractable baton discharges electricity with each Strike. A whirring device inside the grip generates voltage, creating a sound like a swarm of buzzing insects when it's fully charged.

Pulsecaster Pistol
Traits Nonlethal, Tech
Price 30 credits
Damage 1d6 E Bulk 1 Hands 1 Range 30 ft. Reload 1 Magazine 10 charges Expend 2
Type Ranged Category Simple Group Shock Upgrades 1
This imposing pistol fires a jolt of paralyzing electricity from its barrel. Its remaining charges are visible as glowing lines of energy radiating down its body. Pulsecaster pistols are often used by bounty hunters and law enforcement who need to keep their targets alive.

Magnetar Rifle
Traits Analog, Automatic
Price 45 credits
Damage 1d12 P Bulk 2 Hands 2 Range 60 ft. Reload 1 Magazine 30 projectiles Expend 1
Type Ranged Category Advanced Group Projectile Upgrades 1
This rifle uses powerful electromagnets to accelerate simple slugs into deadly, highly accurate projectiles without the use of any moving parts.

Ghost Killer
Item 4
Traits Magical, Tech
Price 750 credits
Usage installed in a weapon Bulk —
This upgrade lets you harm creatures without physical form. A ghost killer weapon is particularly effective against incorporeal creatures, which almost always have a specific vulnerability to ghost killer weapons. Incorporeal creatures can touch, hold, and wield ghost killer weapons (unlike most physical objects).

Container (Ordinary)
Price 1 credits Bulk —
Containers include backpacks, briefcases, duffel bags, and handbags. A container holds up to 4 Bulk and the first 2 Bulk of those items don't count against your Bulk limits. If you're carrying or stowing the container rather than wearing it on your person, its Bulk is light instead of negligible.-

Flashlight (Tactical)
Item 0 Price 15 credits Hands 1 Bulk L
A flashlight sheds bright light. A tactical flashlight emits its light in a 60-foot radius (and dim light in the next 60 feet) and is equipped with filters, which you can close to block or dim the light. Activating the filters takes an Interact action.

Hacking Toolkit
Item 0+ Hands 1
A hacking toolkit is required for Computers checks to Hack computers. You can use a hacking toolkit to access a computer without using a user interface, but this requires physical contact with the computer or contact via an infosphere or a similar linked network.

Explorer's Canteen
Item 0
Price 30 credits Hands 2 Bulk L
This thermos has two compartments. The upper compartment contains nanomachines and filters that target common contaminants, making most food and water safe to consume and granting a +1 item bonus to saves against any poisons or diseases present in the food or water. The lower compartment converts inserted UPBs into edible nutri-paste at a rate of 2 UPBs per 1 day of nourishment.

Comm Unit
Price 7 credits
Hands 1
Bulk L
A personal comm unit is a pocket-sized device that combines a minor portable computer and a cellular communications device, allowing instantaneous wireless communication with other comm units in both audio- and text- based formats at planetary range. A personal comm unit also includes a calculator, a flashlight (emits bright light in a 5-foot radius around you and dim light in the next 5 feet), a browser that accesses any local infospheres, and several entertainment options (including games).

Personal comm units integrated into armor have some voice-activated capabilities; you can communicate with other comm units in audio-based formats and receive responses without needing a free hand, but typing a message, browsing the infosphere, or using an app requires the use of at least one hand.

Datajack
Item 1+
Traits Tech
Bulk —
This cybernetic is a programmable data port installed into your body, allowing you to access computers and digital storage devices. Any handheld computer can connect to the port, while larger systems typically require an adapter cable. You don't need an interface to access the system, as it connects directly to your nervous system via the datajack. You must still attempt any skill checks associated with operating the device, such as Computers to access a system. Some closed systems don't allow direct data access at all.

Hearing Aid
Item 0
Traits Tech
Price 5 credits
Bulk —
Frequency once per day
Requirements Your hearing aids are currently on
Effect You mentally increase the input of your hearing aids. You gain a +1 item bonus to all hearing-based Perception checks for 10 minutes.
This device fits into your ear canal or other suitable auditory organs. Commonly available at UPB printing kiosks, this augmentation restores or enhances hearing. This augmentation doesn't count toward your implant limit.

Tier 2 Computer
Item 4
Price 1375
Bulk 1
Can be used for hacking and disable device. Grants +1 to computers skill checks to disable a device or hack.

Chronicles:

Starting Gear (cost): Microcord Armor (25), Phase Shield (20), Disintegration Lash (32), Knife (2), Shock Truncheon (16), Rotating Pistol (30), Pulsecaster Pistol (30), Magnetar Rifle (45), 72 rounds Projectile Ammo (72), Advanced Battery (40), Weapon Upgrade Ghost Killer (750), Container (Ordinary) (1), Tactical Flashlight (15), Hacking Toolkit (20), Explorer's Canteen (30), 50 UPBs (50), Comm Unit (7), Datajack (100), Hearing Aid (5), Tier 2 Bulk 1 Computer (1375).
Cash leftover from 2700 starting credits: 35