Szreem
Astrazoan
Diplomat Operative 3
CG Medium aberration (shapechanger)
Init +6; Senses darkvision 60 ft.; Perception +8
DEFENSE
SP 18 HP 20 RP 5
EAC 16; KAC 17
Fort +1; Ref +7; Will +3;
Defensive Abilities evasion
OFFENSE
Speed 40 ft.
Melee tactical baton +6 (1d4+1)
Ranged static arc pistol +6 (1d6+1) or tactical shirren-eye rifle +6 (1d10+3)
Offensive Abilities trick attack +1d8,
quick trick
STATISTICS
Str 10 (+0); Dex 18 (+4); Con 10 (+0); Int 12 (+1); Wis 10 (+0); Cha 14 (+2)
Skills Acrobatics +12, Bluff +13, Culture +9, Diplomacy +10, Disguise +13, Intimidate +13, Perception +8, Piloting +12, Sense Motive +8, Sleight of Hand +12, Stealth +12;
(spy specialization: +4 to trick attack using bluff); (astrazoan: +10 to disguise when using change form); (diplomat theme: need to fail a sense motive check by 10 or more to believe a lie is the truth or vice versa); (jack of all trades exploit: can use all skills untrained and double operative’s edge bonus on untrained skills)
Feats Skill Focus (Bluff, Disguise, Intimidate);
Improved Demoralize; Weapon Specialization (basic melee, small arms, sniper)
Languages Arabic, English, Hindi, Mandarin, Spanish
Other Abilities change form, compression, many forms, operative exploit (jack of all trades), operative's edge +2, rapid recovery 1/day, spy specialization, theme knowledge
Gear mk 1 synaptic accelerators (Dex), personal comm unit, everyday clothing, flashlight, freebooter armor I, industrial backpack, serum of healing mk 1, static arc pistol w/extra battery, tactical baton, tactical shirren-eye rifle w/extra rounds, credstick w/36 credits