Numerian Gunslinger

Stiehle Darkwing's page

399 posts. Organized Play character for Stiehle.


Full Name

Stiehle Darkwing

Race

Human Operative 4 / Soldier 1 | Init: +15 | Perception: +11; Darkvision 60' | SP: 26/36, HP: 35/35, RP: 7/7 | Speed 50’ | EAC: 21, KAC: 23, CMAC: 31 | Fort: +4, Ref: +9, Will: +7

Classes/Levels

Abilities/Shots Used:
Membrane Pistol: 0 (of 20); Adv. Semi-Auto Pistol: 0 (of 12); Pulsecaster: 0 (of 20); Rifle: 0 (of 1)
Buffs/Conditions*:
+1 to Sense Motive checks, +2 to one attack roll/save

Age

A 25 year old man with long dark hair and a clean-shaven face. He stands about 6' 2" tall, and weighs around 180 lb. with a lean build and a tiny computer display over his left eye. He makes his living using his quick reflexes as a vidgamer.

Special Abilities

Skilled pilot, and can move like a ghost when needed.

About Stiehle Darkwing

Starfinder Society #260381-701
Acquisitives Champion [Reputation: 21]
Bonus Reputation [Second Seekers-Jadnura (1); Wayfinders (3)]
Fame [Unspent (22); Spent (2)]

Male Human Operative 4 / Soldier 1 [12 XP]
Ace Pilot Theme
Neutral Good
Medium

Strength 10 [+0] Constitution 13 [+1] Wisdom 12 [+1]
Dexterity 20 [+5] Intelligence 18 [+4] Charisma 10 [+0]

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Defense:

Energy AC 21, Kinetic AC 23
(10 Base +6 [EAC] & +8 [KAC] Armor, +5 DEX)
Light Armor - Freebooter Armor II: +6 EAC, +8 KAC, +5 Max DEX, 1 Upgrade Slot (Infrared Sensors [Darkvision 60'])

Combat Maneuver AC 31
(8 + 23 [KAC])

Stamina Points 36
Hit Points 35
Resolve Points 7

Fort +4 (+3 Base + 1 CON)
Ref +9 (+4 Base + 5 DEX)
Will +7 (+6 Base + 1 WIS)

Notes Successful Reflex save results in no damage taken if there is normally a partial effect. [Operative Ability]; DR 4/- versus kinetic damage

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Offense:

Initiative +15 (+5 DEX +2 Edge +4 Feat +4 Blitz)

Perception +11
Senses Darkvision (Armor Upgrade Slot)

Normal Speed 50 ft.
Modified Speed 50 ft.

Base Attack Bonus +4, Melee Attack +4, Ranged Attack +9, Thrown Attack +4

Ranged Attacks:
Membrane Holdout Pistol +10 (1d6+2 E, Burn 1d6 crit, 80’ range, 20 charges, 1 usage)
Advanced Semi-auto Pistol +10 (2d6+2 P, 60’ range, 12 rounds, 1 usage; Analog)
Pulsecaster Pistol +10 (1d4+2 E, 30’ range, 20 charges, 1 usage, Nonlethal)
Shirren-Eye Tactical Rifle +8 (1d10+4 P, 70’ range, 1 round, 1 usage; Analog, Sniper [250'], Unwieldy)

Melee Attacks:
Survival Knife +8 (1d4+2 S; Analog, Operative)

Notes As a full action, move up to speed (or not) and make a Stealth check (+17) vs DC 20 + target's DR to make the target flatfooted and inflict +1d8 extra damage. [Operative Ability]; movement does not provoke an AoO from target of Trick Attack. [Operative Ability]; take a penalty of -2 to attack roll to gain a +2 bonus to damage [Deadly Aim Feat]; hitting an enemy with a trick attack makes the target flat-footed or off-target until beginning of your next next turn [Debilitating Attack ability]

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Abilities:

Racial Gain an extra feat at 1st level and an extra skill point at each character level.

Theme (Ace Pilot) Gain a +1 bonus to Piloting skill; reduce DC of Culture checks by 5 to recall knowledge of starships, vehicles and famous pilots.

Operative's Edge (Ex) [+2] 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. [Operative Class]

Trick Attack (Ex) [+1d8] 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) 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 Class]

Specialization [Ghost] 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. Your specialization grants you the Skill Focus feat 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 to exceed the maximum number of skill ranks in a single skill). [Operative Class]
Associated Skills: Acrobatics and Stealth. When you use Stealth to make a trick attack, you gain a +1 bonus to the skill check.

Primary Fighting Style [Blitz] You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. [Soldier Class]

Primary Style Technique: At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style. [Soldier Class]
Rapid Response (Ex): You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.

Evasion (Ex) 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. [Operative Class]

Operative Exploit As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier. You cannot learn the same exploit more than once unless it specially says otherwise. [Operative Class]
Uncanny Mobility (Ex): 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.
Combat Trick (Ex): You gain a bonus combat feat. You must meet all of that feat's prerequisites.

Quick Movement (Ex): As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet. [Operative Class]

Weapon Specialization (Ex): You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. [Operative Class]

Debilitating Trick (Ex): 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. [Operative Class]

Proficiencies Basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons, grenades and light and heavy armor. [Operative & Soldier Class]

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Feats:

Improved Initiative Gain a +4 bonus to initiative checks. [Racial]

Weapon Focus (Small Arms) Gain a +1 bonus to attack rolls with this weapon class. [1st Level]

Skill Focus (Piloting) Choose a skill. You gain a +3 insight bonus to checks involving the chosen skill. [3rd Level]

Weapon Specialization (Basic Melee Weapons, Small Arms, Sniper Weapons) You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades. [Operative Bonus Feat]

Enhanced Resistance (Kinetic/4) Choose either kinetic damage or one of acid, cold, electricity, fire, or sonic. If you choose kinetic damage, you gain damage reduction equal to your base attack bonus. If you choose acid, cold, electricity, fire, or sonic, you gain energy resistance against that type of energy equal to your base attack bonus. [5th Level]

Deadly Aim (+2) When you take the attack or full attack action with weapons (including a solarian’s solar manifestation, but not spells or other special abilities of any kind), you can take a –2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1). [Combat Trick Bonus Feat]

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Skills:
69 Skill Points

Acrobatics +16 (+18 to stop/climb in zero-g) [5 Ranks, +3 Class, +5 DEX, +3 Skill Focus +2 Clothing (to stop/climb in zero-g)]
Athletics +10 (+12 to stop/climb in zero-g) [5 Ranks, +3 Class, +0 STR, +2 Edge +2 Clothing (to stop/climb in zero-g)]
Bluff +10 [5 Ranks, +3 Class, +0 CHA, +2 Edge]
Computers +14 [5 Ranks, +3 Class, +4 INT, +2 Edge]
Culture +14 [5 Ranks, +3 Class, +4 INT, +2 Edge]
Diplomacy +2 [+0 CHA, +2 Edge]
Disguise +10 [5 Ranks, +3 Class, +0 CHA, +2 Edge]
Engineering +14 [5 Ranks, +3 Class, +4 INT, +2 Edge]
Intimidate +8 [3 Ranks, +3 Class, +0 CHA, +2 Edge]
Medicine +10 [1 Rank, +3 Class, +4 INT, +2 Edge]
Perception +11 [5 Ranks, +3 Class, +1 WIS, +2 Edge]
Piloting +17 [5 Ranks, +3 Class, +5 DEX, +3 Skill Focus, +1 Theme]
Profession (Vidgamer) +15 [5 Ranks, +3 Class, +4 INT, +2 Edge +1 Clothing (to earn a living)]
Sense Motive +10 [4 Ranks, +3 Class, +1 WIS, +2 Edge]
Sleight of Hand +12 [2 Ranks, +3 Class, +5 DEX, +2 Edge]
Stealth +16 [5 Ranks, +3 Class, +5 DEX, +3 Skill Focus]
Survival +10 [4 Ranks, +3 Class, +1 WIS, +2 Edge]

Languages Common, Vesk, Ysoki, Vercite, Akitonian, Kasatha, Aklo, Elven, Halfling

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Gear:

Freebooter Armor II +6 EAC, +8 KAC, +5 Max DEX, 1 Upgrade Slot (Infrared Sensors [Darkvision 60']) [Bulk 0]

Personal Comm Unit Includes flashlight (15’ cone), calculator & entertainment options (Battery Capacity: 80, Usage: 1 charge/hour) [Bulk L]

Computer [Tier 1] Miniaturized with transparent visual display & retinal scanner ID over left eye; hooked to comm unit; A.I. 'Serena' [Bulk 0]

Personal Upgrade (Mk 1 Synaptic Accelerator: +2 DEX)

Advanced Semi-auto Pistol [Bulk L]
40 Small Arm Rounds [Bulk L]

Membrane Holdout Pistol (Battery Capacity: 20) [Bulk L]

Pulsecaster Pistol (Battery Capacity: 20) [Bulk L]

Shirren-Eye Tactical Rifle [Bulk 1]
25 Rounds [Bulk L]

Survival Knife [Bulk L]

Tool Kit (Hacking) [Bulk L]

Mk 1 Serum (1d8 HP) [Bulk L]
Mk 1 Serum (1d8 HP) [Bulk L]

Medpatch [Bulk L]

Industrial Backpack holds:
Environmental (zero-g) / Travel Clothing [Bulk 1]
7 Days R2Es [Bulk L x7]
Fire Extinguisher (20 uses) [Bulk L]
Mass-Produced Tent [Bulk 1]
Hygeine Kit [Bulk 1]
Everyday Clothes [Bulk L]

Total Bulk: 6 [Unencumbered]
Encumbered Threshold: 7 or lower

Credits Remaining: 18

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Background:

Born and raised on Absalom Station, the young boy showed remarkable aptitude with technology from a very early age. His father was a successful starship racer, winning many competitions until his tragic death when Stiehle was still in his early teens. Though it was ruled an accident, there were some who suspected sabotage, and Stiehle joined the Starfinders to gain the skills needed to find the guilty party.

Unfortunately those plans never really came to fruition, and the young man now spends his time playing vidgames for a living, though he also participates in Starfinder missions - mostly to make ends meet. He's really looking for a direction in life, and his time spent on these missions helps provide that.

Currently Slotted Boons:

Ally: Dream Whispers [#10 Boon: +2 to attack roll or save 1x/adventure]
Faction: Acquisitives Champion [Fame Boon]
Social: Honorary Spider [#6 Boon: Gain +1 to Sense Motive checks]
Starship: Solar Powered Weapon System [#5 Boon: A laser weapon gains +1 to damage rolls, a Gunner can spend 1 RP to increase bonus to +4]

Unslotted Boons:

Ally: High Society Influence [Iteration-177, Naiaj, Royo, Ykris, Zo!]; Envar's Attention; Honorbound Allies [Captain Yuluzak]; Gun Runner, Spirits of a Doomed People (0 of 2) [#12 Boon]
Faction:
Personal: Dwarven Admittance, Half-Orc Admittance, Iztheptar Research
Social: Known Quality; AbadarCorp Acquaintance [Respect]; Friend of the Ghibrani; Building Media Celebrity; Scoured Stars Memorial
Starship: Hero of the Stars; Honorbound Allies [Captain Yuluzak]; Automated Defenses; Starfinder Insignia; Tattoo of the Starfinder; True Savior of Tasch (0 of 5); Salvation's Delver (1 Use only); Abysshead Download, Private Vault
Unidentified: Journey to the Scoured Stars [Segments 1 & 6]; Tip of the Conspiracy