Lizardfolk Sorcerer

Slathalin's page

40 posts. Organized Play character for Neal B.


Race

Vesk

Classes/Levels

Fort +1 Ref +5 Will +2 (+2 agst fear)| Init: +4 Perception: +5 (Low-Light Vision) | Speed: 25 | Active Conditions: None

Gender

Vesk Operative | EAC: 16 KAC: 18 | SP:6/6 HP 12/12 RP: 4/4 |

Size

M

Strength 16
Dexterity 16
Constitution 13
Intelligence 8
Wisdom 10
Charisma 10

About Slathalin

Slathalin - Vesk - Operative/1 - Mercenary
Humanoid (Vesk) Size: M Homeworld: Vesk

Perception: +5
Initiative: +4
Low-Light Vision (60 ft)
Speed (armor): 30 (25)

Stamina Points: 6
Hit Points: 12
Resolve Points: 4

EAC: 16
KAC: 18
AC vs Combat Maneuvers: 26

Fort +1 Ref +5 Will +2 (+2 agst Fear effects)

semi-auto pistol, tactical(1) +3 (1d6 P) 30 ft, 9 rds/1usage, Analog.
survival knife(1) +3 (1d4+3 S)
unarmed strike(1) +3 (1d3+3 S)

BAB +0

Skills:
Acrobatics +9, Athletics +9, Bluff +5, Diplomacy +1, Disguise +1, Engineering +4, Intimidate +5, Perception +5, Piloting +7, Sense Motive +1, Stealth +7, Survival +1

Combat Gear:
Hidden Soldier Armor(+3EAC, +5KAC, Max Dex +2, ACP +2, Speed adjust-5); Semi-auto Pistol, tactical; Survival knife

Gear:
industrial backpack, hygiene kit (vesk), field rations (1 week), Meal R2Ex4, mass-produced tent, Serum of Healing Mk1 x2

Feats:
Heavy Armor Proficiency (Combat)
You know how to use heavy armor.
*Prerequisites: Str 13, proficiency in light armor.
*Benefit: You gain proficiency in heavy armor (see page 242).

Racial Abilities:
Size and Type: Vesk are Medium humanoids with the vesk subtype.
Armor Savant: Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.
Fearless: Vesk receive a +2 racial bonus to saving throws against fear effects.
Low-Light Vision: Vesk can see in dim light as if it were normal light. For more details, see page 264.
Natural Weapons: Vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Vesk gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

Operative/Class Features:
Key Ability Score:Dexterity
Proficiencies:LightArmor; Basic melee weapons, small arms, sniper weapons.
Specialization: Daredevil
Associated Skills:Acrobatics and Athletics. Can use Acrobatics to make Trick Attacks.
*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. Descriptions of the specializations appear on page 94. Your specialization grants you the Skill Focus feat (see page 161) 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
Trick Attack (Ex)
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; see page 94) 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'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.