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About T| "Tik" FiverSFS Character Information
Game Statistics
Energy AC: 15 (10 + 4 Dex + 1 Armor)
Stamina Points: 18
Combat:
Melee
Ranged
Special Attacks: Trick attack +1d8 w/operative weapons and small arms, if Stealth check made vs. DC 20+CR at +16 Armor
Skills:
Skill Ranks Per Operative Level: 8 + 1 Int (Acrobatics and Stealth free) Trained skills: • Medicine +9 (3 ranks + 3 class + 1 Int + 2 edge) • Computers +9 (3 ranks +3 class + 1 Int + 2 edge) • Engineering +11/+15 to remove traps (3 ranks +3 class + 1 Int + 2 edge + 2 racial + 4 trapsmith's tools) • Perception +9 (3 ranks +3 class + 1 Wis + 2 edge) • Acrobatics +13 (3 ranks +3 class + 4 Dex + 3 skill focus) • Piloting +12 (3 ranks + 3 class + 4 Dex + 2 edge) • Profession (mercenary) +14 (3 ranks + 3 class + 1 Wis + 4 kit + 1 outfit + 2 edge) • Culture +9 (3 ranks + 3 class + 3 Int + 2 edge) • Stealth +15/+16 trick attack (3 ranks +3 class + 4 Dex + 3 skill focus + 2 racial + 1 situational) • Athletics +9 (3 ranks +3 class + 2 edge + 1 theme) • Survival +11 (3 ranks +3 class + 1 Wis + 2 edge + 2 racial) Untrained skills:
Languages: Common, Ysoki, Akitonian, signed Ysoki, signed Common Feats:
Mobility: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square. (1st level Feat) Skill Focus (Acrobatics): You gain a +3 bonus to skill checks with the chosen skill. (Operative theme bonus feat) Skill Focus (Stealth): You gain a +3 bonus to skill checks with the chosen skill. (Operative theme bonus feat) Weapon Focus (small arms): Ysoki Racial Traits:
+2 to Dexterity and Intelligence; -2 to Strength Size and Type: Ysoki are Small humanoids and have the ysoki subtype. Cheek Pouches: Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity. Darkvision: Ysoki can see up to 60 feet in the dark. Moxie: Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter (see page 276), a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an Acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check. Scrounger: Ysoki receive a +2 racial bonus to Engineering, Stealth, and Survival checks. Equipment: Second skin armor (250/L), tactical baton (90/L), survival knife (95/L), azimuth laser pistol (350/L), pulsecaster pistol (260/L), tactical shirren-eye rifle (), 25 rounds (), 50' Ti alloy cable (25/5L), personal comm unit (7/L), basic medkit (100/1), engineering toolkit (20/L), computer toolkit (20/L), mercenary's tools (20/L), trapsmith's tools (20/L), industrial backpack (25/1), travel clothing (10/L), professional clothing (5/L), field rations (1 week) (1/1), hygiene kit (3/L), starstone compass (3/L), 1 cred, 4 Bulk 9 L Mercenary Abilities: Theme Knowledge: You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation. Operative Abilities (Key Ability Score: Dexterity): Weapon and Armor Proficiency: Operatives are proficient with basic melee weapons, small arms, and sniper weapons. They are also proficient with light armor. Operative's Edge: 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. Specialization: Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class (Ghost). 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 to exceed the maximum number of skill ranks in a single skill). Ghost Specialization Abilities: You can move from place to place without being noticed.
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. Operative Exploits: Jack of All Trades (Ex) (L2): You’ve learned how to handle any situation. You can use all skills untrained, and you double your operative’s edge bonus when using a skill in which you have no ranks. 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. Background:
T| ("Call me Tik, it's hard to get the tongue click right.") is a ysoki from Akiton. His mother married into the Nurkop Clan, and T| grew up in Five Tines Fortress. As a teen, he worked behind the scenes for the various attractions the Fortress offers to tourists, and was good enough at it to be able to staff the Redstone Raid for two years. He discovered that he really enjoyed sneaking around behind the scenes and setting things up for the contestants, and when he competed in one of the smaller tournaments that fed into the Raid he did well enough to be recruited by the rudimentary Akitonian planetary defense forces as a scout. After basic training and a year in PDF, he was detailed out to a mercenary company to raise credits for PDF for the rest of his tour of duty. Once out of the PDF, he decided that it would be safer to join the Starfinder Society.
<to be continued> |