| SP 42/42 HP 39/39 | RP 6/8 | EAC 22, KAC 22 | Fort +5; Ref +9; Will +6(+2 vs spells and SLAs) | Init: +6 | Perc: +12 Low-light, Darkvision, SM: +12
| Speed 40ft | Reroll: 0/1, Coin 1/1 | Active conditions: None.
CG Ysoki Outlaw Hacker Operative 6
About Space Lucius
Ysoki Outlaw Operative (hacker) 6
CG Small Ysoki
Init +6; Perception +12 Low-light, Darkvision
SP 42/42 HP 39/39 RP 8/8
EAC 22 KAC 22
Fort: +5; Ref: +9; Will: +6 (+2 vs Spells and SLAs, Evasion)
Ranged: Holy Called Membrane Holdout Pistol +9 (1d6+3F, 80’, 20/1ch, crit 1d6 burn)
… Underwater Pistol +9 (1d6+3P, 30’, 9/1ch, underwater)
Melee: Disruptive Tactical Baton +8, (1d4+2B, analog, operative)
… Tactical Sword Cane +8, (1d4+2S, analog, operative)
Offensive Abilities: Trick Attack +3d8, +4 when using Computer skill
STR 9; DEX 18; CON 12; INT 20; WIS 12; CHA 12
Skills Acrobatics: +15, Athletics: +8, Bluff: +12 Computers: +17, Culture: +16, Diplomacy: +4, Disguise: +7, Engineering: +19, Intimidate: +9, Life Science: +14, Medicine: +16, Perception: +12, Physical Science: +14, Piloting: +15, Profession: Fence: +12, Sense Motive: +12, Sleight of Hand: +16, Stealth: +17, Survival: +14; Reduce the DC of Culture and Profession checks to recall knowledge about underworld by 5
Feats Skill Focus (Computers, Engineering), Skill Synergy (Life Science, Physical Science), Spell-bane , Weapon Focus (Small Arms), Weapon Specialization (basic melee weapons, small arms, sniper weapons)
Languages: Common, Ysoki, Contravellan, Shirren, Vesk, Azlanti, Ghibrani, Kalo, Morlemaw, Drow, Kasatha, Akitonian
Evasion If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.
Trick Attack: 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 3d8 additional damage and the target is flat-footed. 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.
Uncanny Mobility: When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement.
Quick Movement: As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet.
Elusive Hacker: Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system’s countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn’t trigger. You still haven’t disarmed the countermeasure, and it might trigger in the future.
Debilitating Trick: When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Sure Footed: : You move at your full speed when moving over difficult terrain, and without penalty when using Acrobatics or Stealth at your full speed.
Gear Armor: Freebooter I, Professional Cloting, Membrane Pistol, Serum of Healing I, Starspire Compass, Hacking Kit, Engineering Kit, Basic Medkit, Industrial Backpack, Tetroid Certified Translator, Hygiene Kit, Travel Clothing, High Density Datajack (+1), Jump Jets, Ysoki Refractor Kit, Tactical Sword Cane, Tactical Baton, Underwater Pistol, 20rds pistol ammo, Ring of Resistence +2, 2 batteries