Priestess of Nethys

Sydney Jordan's page

430 posts. Alias of Ventiine.


Race

Chaotic Good Human

Classes/Levels

Operative/6

Gender

Stats:
HP 41 STA 37 | EAC 20 KAC 21 | BAB +10 | Fort +7 Ref 11 Will +9 (FEAT can reroll w/ RP) | Init +12 | Acro +20| Perc +13 | Pilot +17 | Slght of Hnd +16 | Stealth +19 (MOVE ACT +10 if standing still)

About Sydney Jordan

Sid, the Ace Pilot Operative

Sid's music style: (1) | (2) | (3) | (4) | (5)

Description:
A young woman wearing a tight, white shirt that reads “Star Sugar Heartlove!!!,” black pleather pants, and knee-high neon pink boots strolls down the ship bay. She admires the various ships, getting close enough to place her hand on a ship’s turret. ”Do you want me to pilot you, baby?” she whispers to the ship. She walks along the ship’s side and ducks her head under the wing to examine the rear thrusters. You can’t get as good of a turn radius with that outdated thing. She runs a hand through her neon orange pixie cut. Durn nice ship, though.

”Whadda think yur doin’?” She turns to see a stout man wearing blue jumpsuit approach. She plasters on a smile and throws a thumb over her shoulder: ”Is this your ship?”

The man with the country twang in his voice critically eyes her brightly colored hair and boots. ”Yers. And I would ‘preciate it if yur kind don’t get too close to ol’ Ah - ki - ton Ran - ger.” He pronounces each syllable in “Akiton Ranger” as if they were each their own word. The man talks with the side of his mouth, his teeth the same shade as the dull mustard stain on his jumpsuit collar.

The young woman moves to stuff her hands in her jacket pockets, but remembers she left it laying over a crate. With nowhere to stick her hands, she crosses her arms over her chest: ”Hey man, I was just looking. I don’t know what you’re thinking but I’m not that kind of person.” She brushes past the older man and picks up her black pleather jacket, and shrugs it on. Red letters, peeling from age, curve in an arch over the shoulder blades, spelling “RELENTLESS.”

As she’s walking away, a look of realization crosses the man’s face: ”Hey! I kno’ you! You was in that pod race a while back.” He thinks for a moment, before calling after her: ”Sydney Jordan!" Sid stops and turns back to grin at him, hands in her jacket pockets: ”yeah, that’s me.”

Interests/Hobbies: Going to concerts, dying hair crazy colors, reading starship magazines, pod racing

Favorite food: Anything spicy.

Family: None (orphan) Also a character flaw.

Life Goals: Explore space and pilot the biggest, most bada$$ ship there is.

For Combat Botting:

Liquidator Disintegration Pistol
[dice=To hit (Disintegration pistol, liquidator)]1d20 + 10[/dice] Acid. Critical -)
(+4 BAB)(+5 Dex mod)(+1 Weapon Specialization)
[dice=Trick Attack (Acrobatics)]1d20 + 20[/dice] DC is equal to 20 + the target’s CR
If DC passes, Sydney deals 3d8 additional damage (level 5) and the target is flat-footed.
[dice=Damage (Disintegration pistol, liquidator)]1d10 +3[/dice] Add 1/2 Level to dmg see Weapon Specialization. Acid.
[dice=Trick Attack Bonus Damage]3d8[/dice]

Static Arc Pistol
[dice=To hit (Arc pistol, static)]1d20 + 10[/dice] Electric. Critical Arc 2 (jumps to another enemy)
(+4 BAB)(+5 Dex mod)(+1 Weapon Specialization)
[dice=Trick Attack (Acrobatics)]1d20 + 20[/dice] DC is equal to 20 + the target’s CR
If DC passes, Sydney deals 3d8 additional damage (level 5) and the target is flat-footed.
[dice=Damage (Arc pistol, static)]1d6 +3[/dice] Add 1/2 Level to dmg see Weapon Specialization. Electric.
[dice=Trick Attack Bonus Damage]3d8[/dice]

Corona Laser Pistol
[dice=To hit (Laser pistol, corona)]1d20 + 10[/dice] Flare. Critical 1d4 burn damage
(+4 BAB)(+5 Dex mod)(+1 Weapon Specialization)
[dice=Trick Attack (Acrobatics)]1d20 + 20[/dice] DC is equal to 20 + the target’s CR
If DC passes, Sydney deals 3d8 additional damage (level 5) and the target is flat-footed.
[dice=Damage (Arc pistol, corona)]2d4 +3[/dice] Add 1/2 Level to dmg see Weapon Specialization. Flare.
[dice=Trick Attack Bonus Damage]3d8[/dice]

Movement: 30 (+10 Quick Movement) = 40 feet

Sunrise Maiden
[dice=Evade (Piloting DC10 + 1.5xTi­er5 = DC17)]1d20 + 17[/dice]
Pass, +2 AC and TL. Fail, no bonus. Fail by 5 or more, still move but -2 AC and TL.

Ability Score
Str: 10 (+1 Allocated) (+2 Lvl5) 13
Dex: 10 (+2 Human) (+3 Allocated) (+4 MK upgrade) (+1 Ace Pilot) (+2 Lvl5) = 22
Con: 10 (+2 Lvl5) = 12
Int: 10 (+4 Allocated) (+2 MK upgrade) = 18
Wis: 10 (+2 Allocated) (+2 Lvl5) 14
Char: 10
Level 5: +2 Str, +2 Dex, +2 Con, +2 Wis

HP: (+4 Human)(+6 Operative @ each level)(+1 Con mod) = 41
Stamina Points: 6/level (+1 Con mod) = 37
Initiative: (+6 Dex)(+2 Operative's Edge Insight bonus)(+4 Improved Initiative feat) = 12
Energy Armor Class: 10 (+6 Dex mod - max 5) (+5 Armor) = 20
Kinetic Armor Class: 10 (+6 Dex mod - max 5) (+6 Armor) = 21

Stats
BAB: +4 (+6 Dex mod) = 10
Fort: +2 (+1 Con)(+2 Great Fortitude Feat)(+2 Inoculation Feat adds Operative's Edge) = 7
Ref: +5 (+6 Dex) = 11 See Special: Evasion
Will: +5 (+2 Wis)(+2 Iron Will Feat) = 9

Skills
Tot | Mod | Rank | Misc
20_ = _6_ + _6_ + _8_ *Acrobatics (Dex) Operative’s edge +2 insight bonus, Trick Attack Ghost Skill Focus +3 Insight bonus
12_ = _1_ + _6_ + _5_ Athletics (Str) Operative’s edge +2 insight bonus
11_ = _0_ + _6_ + _5_ Bluff (Cha) Operative’s edge +2 insight bonus
14_ = _3_ + _6_ + _5_ Computers (Int) Operative’s edge +2 insight bonus
14_ = _3_ + _6_ + _5_ Culture (Int) Operative’s edge +2 insight bonus
_0_ = _0_ + _0_ + _0_ Diplomacy (Cha) NOT TRAINED
_2_ = _0_ + _0_ + _2_ Disguise (Cha) Operative’s edge +2 insight bonus
14_ = _3_ + _6_ + _5_ Engineering (Int) Operative’s edge +2 insight bonus
_2_ = _0_ + _0_ + _2_ Intimidate(Cha) Operative’s edge +2 insight bonus
_0_ = _0_ + _0_ + _0_ Life Science (Int) NOT TRAINED
14_ = _3_ + _6_ + _5_ Medicine (Int) Operative’s edge +2 insight bonus
_0_ = _0_ + _0_ + _0_ Mysticism (Int) NOT TRAINED
13_ = _2_ + _6_ + _5_ Perception (Wis) Operative’s edge +2 insight bonus
_0_ = _0_ + _0_ + _0_ Physical Science (Int) NOT TRAINED
17_ = _6_ + _6_ + _5_ Piloting (Dex) Operative Specialization, Operative’s edge +2 insight bonus
_2_ = ___ + _0_ + _2_ Profession (Cha, Int, Wis) Unemployed Operative’s edge +2 insight bonus
12_ = _2_ + _6_ + _4_ Sense Motive (Wis) Operative’s edge +2 insight bonus
16_ = _6_ + _6_ + _4_ Sleight of Hand (Dex) Operative’s edge +2 insight bonus
19_ = _6_ + _6_ + _7_ *Stealth (Dex) Operative’s edge +2 insight bonus, Trick Attack: Ghost Skill Focus +3 Insight bonus
12_ = _2_ + _6_ + _4_ Survival (Wis) Operative’s edge +2 insight bonus
(+8 Operative)(+2 Int Mod)(+1 Human)(+1 MK upgrade 4th level and up) = 12/level*
*Operative Specialization: +1 in Acrobatics and +1 Stealth free Skill Rank/Operative level AND Skill Focus Feat for both from Trick Attack (Link)

Specials
Proficiency: light armor, basic melee weapons, small arms, sniper weapons
Languages known: Common, Akitonian, Goblin
Operative’s edge: +1 insight bonus to init checks and to skill checks. Increases by 1 at 3rd level and every 4 levels after. Currently +2 (Next @ Level 7)
Specialization: Ghost (Acrobatics and Stealth) When you use stealth to make a trick attack, you gain a +4 bonus to the skill check.
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 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.
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.
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. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise.
--> Combat Trick 2nd-Level: You gain a bonus combat feat. You must meet all of that feat's requirements (taking "Improved Initiative")
--> Combat Trick 4th-Level: Inoculation: You’ve trained to resist various chemical and biological weapons, toxins, and pathogens you come across in the course of your missions. You add your operative’s edge bonus to Fortitude saves against poison and disease.
--> Combat Trick 6th-Level: !!!!!!!!!!!!!!!!!!
Quick Movement: 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.
Weapon Specialization: You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
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.
Specialization Exploit: (5th-Level) You gain your specialization’s listed exploit as a bonus operative exploit, even if you don’t meet the prerequisites. Cloaking Field under Ghost Specialization

Feats
(Level 1) Mobility: You can easily move past dangerous foes
--> Prereq: Dex 13
--> You gain +4 bonus to your AC against attacks of opportunity that you provoke by leaving a threatened square
(Human) Great Fortitude: +2 bonus to Fortitude saves
(Operative Combat Trick 2nd-Level) Improved Initiative: +4 bonus to initiative checks
(Level 3) Iron Will: +2 bonus to Will saves
(Operative Class) Weapon Specialization: (see Specials: Weapon Specialization) basic melee weapons, small arms, sniper weapons | 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
(Level 5) Improved Iron Will: Spend 1 Resolve Point to reroll a Reflex save

Gear
2,000 - 1,411 = 559 credits Initial Buy Leftovers
+800 Completing Mission
+1627 Selling Found/Looted Items (Adv #1)
559 + 800 + 1627 = 2,986 credits
-1,400 Personal Upgrade = 1,586 credits
+500 - 488 = 12 (Adv #2) -80 (extra battery x2) = 1,478 credits
+2,007 Selling Found/Looted Items
1,478 + 2,007 + 500 (honorarium) = 3,985 credits
2,372 Lvl6 loot split = 6,357 credits

D-Suit I: 2,980 credits, +5 EAC bonus, +6 KAC bonus, +5 max Dex, 1 upgrade slot, L bulk
Laser pistol, corona: 4,270 credits, 2d4F, 90 ft, Critical Burn 1d4, 20 charges, 1 usage, L bulk, - special
Arc pistol, static: 750 credits, 1d6E, 50 ft, Critical Arc 2, 20 charges, 2 usage, L bulk, Stun
Disintegration pistol, liquidator: 4,500 credits, 1d10A, 15 ft, Critical -, 20 charges, 2 usage, L bulk, special -
Battery 1: 60 credits, 20 charges, - bulk
Battery 2: 60 credits, 20 charges, - bulk
Battery 3: 60 credits, 20 charges, - bulk
Battery 4: 60 credits, 20 charges, - bulk
Battery 5: 60 credits, 20 charges, - bulk
Flashlight: 1 credit, L bulk, 10 capacity, 1/hour
Lesser Restoration spell amp (link) heals 1d4 temporary ability damage to one of the target’s ability scores
Quick-release sheathe (armor upgrade) p.207 Draw one-handed weapon as a Swift action
Starfinder Society Subdermal Graft increases the light level within 5 feet by one step while active
Personal Upgrade - Ability Crystal (Magic), MK 1 (1,400 credits - purchased) +2 Int Ability