Race |
| SP 6/6 HP 10/10 | RP 4/4 | EAC 13; KAC 14 | Fort +0; Ref +5; Will +2 | Init: +4 | Perc: +5, SM: +5 |
Classes/Levels |
| Speed: land: 30, flyAverage: 30 | |
Gender |
Male Tiefling Operative 1 |
About Theʼ❫; DROP TABLE BANDS; RUN;--
TDTBR v2
Male Tiefling Operative 1
Medium Tiefling
Init +4; Senses Perception +5
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DEFENSE
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EAC 13; KAC 14
SP 6 HP 10 RP 4
Fort: +0, Ref: +5, Will: +2
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OFFENSE
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Speed land: 30, flyAverage: 30
Basic Melee Unarmed Strike: +0 (1d3; critical -; Archaic; Nonlethal; )
Small Arm Semi-Auto Pistol, Tactical: +3 (1d6; critical -; Analog; )
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STATISTICS
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Str 10, Dex 17, Con 10, Int 18, Wis 10, Cha 8,
Base Atk +0 Grp +0
SkillsAcrobatics +8, Athletics +5, Bluff +7, Computers +11, Culture +9, Diplomacy +3, Disguise +0, Engineering +9, Intimidate +0, Life Science +5, Medicine +9, Mysticism +1, Perception +5, Physical Science +5, Piloting +8, Sense Motive +5, Sleight of Hand +8, Stealth +10, Survival +1, Profession +9
Languages:
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SPECIAL ABILITIES
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FEATS
Skill Focus: You are particularly adept at a certain skill.(Diplomacy: Gain a +3 insight bonus to Diplomacy.)
Choose a skill. You gain a +3 insight bonus to checks involving the chosen skill.
Skill Focus: You are particularly adept at a certain skill.(Computers: Gain a +3 insight bonus to Computers.)
Choose a skill. You gain a +3 insight bonus to checks involving the chosen skill.
Mobility: You can easily move past dangerous foes.
You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.
THEME BENEFITS
Theme: Space Pirate, bonus: +1 dex
You are a free-ranging corsair within the wild and unpredictable fringes of galactic civilization and live by your own code, or a code shared with other like-minded individuals. You tend to view personal property as a laughable concept, unless it is your gear. You might be a freebooter on your own ship, a member of a space-bound gang of raiders, or even a member of the Free Captains of the Diaspora. Alternatively, you might be a new recruit to the piratical lifestyle, just learning the ropes under a more seasoned crew.
Theme Knowledge: (level 1): You have a distinct advantage over others when operating in the shadows of society. Reduce the DC of Culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates by 5. Bluff 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 your Bluff checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
Smuggler: (level 6): You know how and when to move illicit goods and how to get in and out of tight situations that might spell doom for a less seasoned smuggler. Once per day when you attempt a Stealth check to hide, you can roll twice and take the higher result. Additionally, whenever someone attempts a Perception check to search your body for objects you have hidden on your person using the hide object task of the Sleight of Hand skill, the searcher receives only a +2 bonus to the check, instead of a +4 bonus.
Sword and Pistol: (level 12): You are well trained in a traditional piratical fighting style dating as far back as the antiquated ages before the Gap. When you are wielding at least one one-handed melee weapon and at least one small arm, you can make two attacks against the same target with one of each type of weapon as a standard action. Each attack takes the same –4 penalty as a full attack action.
Besmara's Blessing: (level 18): The pirate goddess Besmara blesses your thieving and marauding ways, even if you don't worship her directly. Up to twice per day, when you successfully ambush and defeat a significant foe or group of foes in tactical combat or starship combat in order to take any goods and valuables they are transporting (or simply have in their possession), you recover 1 Resolve Point.
RACE FEATURES
Tiefling
Many kinds of extraplanar beings can infuse humanoids' bloodlines, whether as a side effect of powerful magic or the result of a tryst; those in whom extraplanar traits surface strongly are known as planar scions. Aasimars and tieflings, the mortal offspring of celestials and fiends, respectively, are the most common of these. Though planar scions resemble their humanoid kin, their appearance and demeanor bear supernatural touches. Tieflings might have horns, vestigial wings, or cloven hooves, while aasimars may have glowing eyes or a metallic sheen to their hair and skin.
Because of their innate curiosity, humans are more likely to dally with outsiders, and as a consequence, a significant percentage of planar scions living in the Pact Worlds are descended from humans. However, because humans are far less populous than in pre-Gap eras, planar scions descended from other humanoid races are now far more numerous. A planar scion might pass for a member of the humanoid parent's species, or the scion's otherworldly features could make their origin obvious to those who are familiar with the species' normal characteristics. Those whose outsider blood is evident still find acceptance in most major settlements across the Pact Worlds, where diverse beings coexist in peace. On Absalom Station, the hub of interspecies relations, few people bat an eye when they meet an aasimar or tiefling.
However, in insular or tradition-bound communities, any signs of plane-touched heritage can be a blessing—or a death sentence—depending on the dominant traditions. The demon-worshiping drow of Apostae see tieflings as a favor from demonic patrons, while the elves of Sovyrian on Castrovel are likely to banish children who bear such fiendish heritage. The Radiant Cathedral, on the other hand, trains aasimars to become beacons of the Sarenite faith, and also guides tieflings to a brighter future than their heritage suggests. Formians, shobhads, vesk, and other species with flexible morality view aasimars and tieflings, particularly those descended from their own kind, with both admiration and suspicion.
Planar scions are often outliers in their community, either put on a pedestal or ostracized because of their ancestry. The potent blood that courses through the veins of aasimars and tieflings also makes them ambitious; many choose a dangerous but rewarding profession, such as explorer, mercenary, spy, or pilot.
Size and Type: Planar scions are often Medium, and all are outsiders with the native subtype.
Darkvision: Aasimars and tieflings have darkvision to a range of 60 feet.
Deceitful: Tieflings gain a +2 racial bonus to Bluff and Stealth checks.
Fiendish Resistance: Tieflings have resistance 5 to cold, electricity, and fire.
Winged Scion: A planar scion with this alternate racial trait has a pair of fully developed wings sprouting from their back. Aasimars with angel wings and tieflings with bat wings are the most iconic, but by no means are these the only manifestations. A planar scion with this trait has an extraordinary fly speed of 30 feet with average maneuverability.
This replaces celestial radiance for aasimars or fiendish gloom for tieflings.
CLASS FEATURES
Operative
You're a shadow. You move swiftly, strike suddenly, and always have an escape plan. You're a consummate professional, and you always get the job done, whether it's scouting enemy lines, hunting down criminals, stealing and smuggling items, or assassinating key figures. As an operative, you're skilled in a wide variety of disciplines and specialties, and use speed, mobility, and your quick wits rather than relying on heavy weapons. You excel at the art of surprise, whether it's sniping targets from cover or striking while their backs are turned. Your cause may be righteous, but you have no problem fighting dirty—achieving your objective is all that matters.
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. 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). (Data Broker: You use your charm and technical know-how to gather intelligence on anyone and anything.)
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) 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 against your attack. 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.
| Level | 1 | 3 | 5 | 7 | 9 | 11 | 13 | 15 | 17 | 19 |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| Damage | +1d4 | +1d8 | +3d8 | +4d8 | +5d8 | +6d8 | +7d8 | +8d8 | +9d8 | +10d8 |
Sniper Proficiency: Operatives are proficient with sniper weapons.
INVENTORY
Unarmed Strike: An unarmed strike can be dealt with any limb or appendage. Unarmed strikes deal nonlethal damage, and the damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damage rolls.
Semi-Auto Pistol, Tactical: The semiautomatic mechanism of this pistol discharges spent cartridges and reloads fresh ones in the barrel, provided a cartridge remains in the magazine.
Stationwear Flight Suit: Many types of reinforced clothing afford protection without sacrificing comfort or fashion. The prevalence of this kind of light armor on Absalom Station has led to the colloquial term "stationwear". Stationwear ranges in style from casual wear to business suits and more formal garb. The usual environmental protections of armor are concealed in the design of these outfits. The grades of armor - business, casual, elite, and flight suit - refer to the quality of the garments, not the style.
Explosive, Rounds, Small Arms: Explosive ammo is used with projectile weapons and is available for most projectile weapons and other weapons that fire arrows and darts. A weapon firing explosive ammo deals its normal amount of damage, but half of this damage is fire damage and grants the weapon the knockdown critical hit effect. If the weapon already has a critical hit effect, the knockdown critical hit effect is added and considered part of the weapon's normal critical hit effect. If the weapon normally already has the knockdown critical hit effect, it instead gains the push (5 feet) critical hit effect in addition to knockdown, and this considered part of the weapon's normal critical hit effect.
Datapad: Datapads are among the most common handheld computers and are ubiquitous in homes, manufacturing settings, and offices. Datapads require at least one hand to use. Nearly all datapads also incorporate a comm unit (which includes a microphone and speaker) along with several other functions, such as infosphere connectivity and data storage. Datapads can record simple audio and video (though not in high enough resolution to serve as proof of recorded events in most courts of law), store thousands of hours of recordings, play games, track time and set time-based alarms, act as word processors, and perform numerous other minor data processing and entertainment functions.
All datapads have light bulk, and most are tier 1 computers with the miniaturization upgrade. Tier 2 and higher datapads are generally used only by the wealthy elites or technological sophisticates due to the additional miniaturization technology involved, but they are more powerful than many stationary computers while still fitting comfortably in one hand. Datapads can have computer modules and countermeasures installed at the usual additional costs. For example, most datapads in military or industrial use have the hardened upgrade.
Saboteurs and spies frequently disguise eavesdropping devices or explosives as ordinary datapads, knowing that the datapads' universal use means they won't raise suspicion.
Serum of Healing, Mk 1: This vial of medical serum quickly sets bones and repairs other physical damage. It restores 1d8 Hit Points when administered to a living creature.
Tool Kit (Hacking Kit): A hacking kit required for most Computer checks.
Tool Kit (Engineering Kit): A engineering kit is required for Engineering checks. Checks without one take a –2 penalty.
Tool Kit (Thieves' Tools): Thieves' tools grants a +4 bonus to Computers checks to hack a computer system that controls a door and a +4 bonus to Engineering checks to disable a mechanical or technological lock. When using a thieves' tools tool kit for its specialized purpose, you don't take the –2 penalty to Engineering checks if you don't have an engineering kit.
Tool Kit (Trapsmith's Tools): Trapsmith's tools grant a +4 bonus to Engineering or Mysticism checks to arm or disarm traps.