Counterfeit Mage

SFS WereGen47's page

18 posts. Alias of WerePox47.


Race

Ace Pilot Operative 1 | SP 6/6 | HP 10/10 | RP 5/5 | EAC 14; KAC 15 | Fort +2; Ref +6; Will +2 | Init: +5 | Perc: +5

About SFS WereGen47

Crunch:

Android ace pilot operative 1
NG Medium humanoid (android)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +5
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DEFENSE
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SP 6 HP 10 RP 5
EAC 14; KAC 15
Fort +2; Ref +6; Will +2; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)
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OFFENSE
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Speed 30 ft.
Melee survival knife +4 (1d4+1 S; analog, operative)
Ranged tactical semi-auto pistol +4 (1d6 P; analog) or
frag grenade I –3 (explode [15 ft., 1d6 P, DC 10])
Offensive Abilities trick attack
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STATISTICS
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Str 12(+1) Dex 18(+4) Con 10(+0) Int 12(+1) Wis 10(+0) Cha 11(+0)
Skills Acrobatics +11, Athletics +6, Bluff +5, Computers +6, Disguise +5, Engineering +6, Intimidate +5,Perception +5, Piloting +10, Sense Motive –1, Sleight of Hand +9, Stealth +11;
(ghost specialization: +4 to Stealth checks to make trick attacks)
Feats Great Fortitude, Skill Focus (Acrobatics, Stealth)
Languages Common, Shirren
Other Abilities ghost specialization
Combat Gear mk 1 serum of healing, frag grenade I, medpatch;
Other Gear flight suit stationwear, tactical semi-auto pistol with 30 small arm rounds, survival knife, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, toolkit (hacking), credstick (37 credits).
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SPECIAL ABILITIES
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Constructed For effects targeting creatures by type, Iseph counts as both a construct and a humanoid (whichever is worse for Iseph).
Darkvision Iseph can see up to 60 feet in total darkness.
Flat Affect The DC of a Sense Motive check attempted against Iseph increases by 2.
Low-Light Vision Iseph can see in dim light as if it were normal light.
Trick Attack As a full action, Iseph can move up to 30 feet and make a single attack with a small arm (or a melee weapon with the operative special property) as a trick attack. Just before making the attack, Iseph attempts a Bluff, Intimidate, or Stealth check (whichever is better for Iseph) with a DC equal to 20 + the target’s CR. If the skill check is successful, the attack deals 1d4 additional damage and the target is flat-footed against this attack.
Upgrade Slot Iseph has an internal quick-release sheath normally installed in armor as an upgrade. This can store a single one-handed weapon, which Iseph can draw as a swift action.
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GEAR DESCRIPTIONS
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Flight Suit Stationwear While wearing this armor, Iseph can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 24 hours.
Medpatch Iseph can use this to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat drugs or poison task.
Mk 1 Serum of Healing Drinking a vial of this serum restores 1d8 HP.
Tactical Semi-Auto Pistol This weapon can be fired nine times before reloading.