Vorrea Talminari

Velocity Fairweather's page

65 posts. Organized Play character for Edward Sobel.


Classes/Levels

Half-elf Ace Pilot Operative 1 | SP 6 HP 10 RP 4 | EAC 14 KAC 15 | F+0 R+5 W+4 | Init +4 | PER +11|

About Velocity Fairweather

Character stats:

Velocity
image 1
image 2
theme song

CG, Female, Half-elf
Ace Pilot, Operative 1
Init +4; Senses Darkvision 60ft, Low-Light Vision, Perception +11

--------------------
DEFENSE
--------------------
EAC 14 (10 +1 armor, +3 Dex, +0 Misc)
KAC 15 (10 +2 armor, +3 Dex, +0 Misc)
CMD 23 (08 +KAC)
Second Skin Armor: Max Dex +5

Stamina points 6 (+6 / level)
Hit Points 10 (+6 / level)
Resolve Points 4 (+1 character level +3 Dex)

Fort +0, Ref +5, Will +4

--------------------
OFFENSE
--------------------
Spd 30 ft.

Melee
. . Knife, survival +0 (1d4 S) (Crit: - / level: 1 / Special: Analog, Operative)

Ranged
. . Semi-auto pistol, tactical +3 (1d6 P) (Crit: - / level: 1 / range: 30’ / Special: Analog / Capacity/usage: 9 rounds / 1)

--------------------
STATISTICS
--------------------
Key ability: Int
Str 10 (+0)
Dex 16 (+2) (10 +3 points, +1 Ace Pilot, +2 half-elf)
Con 11 (+0) (10 +1 Points)
Int 10 (+0)
Wis 14 (+0) (10 +4 points)
Cha 12 (+1) (10 +2 points)

Base Atk +0; Melee attack +0; Ranged attack +3; Thrown Attack +0
Feats / Proficiencies
Light Armor, Basic melee weapons, small arms, Sniper Weapons Proficiency
Skill Focus (Perception) Thief bonus
Skill Focus (Sleight of Hand) Thief bonus
Skill Focus (piloting) Half-Elf bonus
Minor Psychic Power (psychokinetic hand 3/day) Level 1

Skills (skill points per level: 8)
*ACROBATICS +4 (+0 ranks, +3 Dex +1 Insight, -0 ACP)
*ATHLETICS +1 (+0 ranks, +0 Str, -0 ACP, +1 Insight)
*BLUFF +6 (+1 ranks, +1 Cha, +3 Class, +1 Insight)
*COMPUTERS +5 (+1 ranks, +0 Int, +3 class, +1 Insight)
*CULTURE +5 (+1 ranks, +0 Int, +3 class, +1 Insight)
DIPLOMACY +3 (+1 ranks, +1 Cha, +1 Insight)
*DISGUISE +2 (+0 ranks, +1 Cha, +1 Insight)
*ENGINEERING +5 (+1 ranks, +0 Int, +3 class, +1 Insight)
*INTIMIDATE +2 (+0 ranks, +1 Cha, +1 Insight)
*MEDICINE +5 (+1 ranks, +0 Int, +3 Class, +1 Insight)
*PERCEPTION +11 (+1 ranks, +2 Wis, +0 class, +3 class, +2 Race, +3 Insight)
*PILOTING +11 (+1 ranks, +3 Dex, +3 class, +3 Insight, +1 Theme)
*PROFESSION (GAMBLER) +10 (+1 ranks, +3 Class, +1 Cha, +1 Insight, +4 tools)
*SENSE MOTIVE +3 (+0 ranks, +2 Wis, +1 Insight)
*SLIEIGHT OF HAND +10 (+1 rank, +3 class, +3 Dex, +3 Insight)
*STEALTH +4 (+0 ranks, +3 Dex, -0 ACP, +1 Insight)
*SURVIVAL +3 (+0 ranks, +2 Wis, +1 Insight)
* = class skill
Languages: Common, Elven, Ysoki

Class / Theme Abilities
Theme Knowledge: (Piloting) : You are obsessed with starships and vehicles and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
OPERATIVE’S EDGE (EX): Your diverse training as an operative grant 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: (Thief) 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. Descriptions of the specializations appear on page 94. 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).
---- Thief: You specialize in acquisition, from quick swipes to complex heists.
• Associated Skills: Perception and Sleight of Hand. You can use Sleight of Hand to make a trick attack by concealing your weapons and motions.
TRICK ATTACK (EX): 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 above) 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.

Gear (unencumbered: 5 / Encumbered 11 / Overburdened 12)
Semi-auto pistol, tactical (260, level 1, L {0.1})
Rounds (small arms) (40, Level 1, L {0.1}, Qty 30)
EJ Coverall, Utility (230, Level 1, L {0.1})
infrared sensors armor upgrade (200, Level 1, L {0.1})
Knife, survival (95, Level 1, L {0.1))
Personal Comm Unit (7, Level 1, L {0.1})
Personal Computer: (87 total cost)
-- Tier 1 Computer Level 1 / Hack DC 18
-- Miniaturization 2 (10 credits, Bulk = -)
-- Self-Charging (5 credits)
-- Security 1 (12 credits)
-- Secure data Average (10 credits)
Flashlight (1 credits, (increases the light level one step in a 15-foot cone)
Tool kit (profession gambler) (20, Level 1, Bulk L {0.1})
Tool kit (hacking kit) (20, Level 1, Bulk L {0.1})
Consumer backpack (3, Level 1, Bulk 1)
Hygiene Kit (3, Level 1, Bulk L)
Remaining Credits: 30.0
Total Bulk: 1

--------------------
TRACKED RESOURCES
Rounds (small arms) 0/30
--------------------
SPECIAL ABILITIES / ITEMS
--------------------

a bit of fluff:

-List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

• Learn to play a guitar and be the lead guitarist in a rock band in front of a huge audience. Not real applicable to the AP but it is a goal and it would be fun.
• Be the best dang pilot the Pact worlds has ever seen. (Well at least that is in her mind)
• Another goal just because, she really wants to make a difference in the universe but really just does not know how.
Biography & Personality: Velocity (she sometimes goes by the nickname “Vel”) Velocity has always been a regular “firecracker” She finds an exhilaration with getting into trouble. She was raised in an orphanage. She never knew her real parents. She believes that were killed by the Swarm. But what would she know (she was only an infant then? Though it really does not show, she has a trace amount of Drow blood in her. As well as a strange “gift”, at least that is what she calls it.
As a child, she was fascinated by the stars. She would sit at night gazing skyward hoping to one day fly across the vast universe. This led her to eventually learn to pilot. She read everything she could and practiced on anything that moved. She got pretty good, and into lots of trouble as she had usually had to steal things to “feed her dream”
She got rather good at piloting anything that moved, hoverbikes, interceptors, small freighters, Steward’s police vehicles.
After the orphanage, Velocity got involved with smugglers (her pilfered key card helped her get access to goods with ease, until she got caught by the Stewards).
After busting out of the Brig Velocity tried to go legit for a spell. That’s how she ended up working for EJ Corp. with a bit of forged resume.
-Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1 As little girl in the orphanage at Absalom station she would stare out into space mesmerized by the stars and all the possibilities that were out there. She would dream about flying through space pushing the limits of whatever ship she was piloting. She would get into trouble numerous times for this, as she was usually avoiding her chores or tricking others into doing them for her. As simple as this was, it is probably the most precious memory for her.
2 During her “rebellious” early teen years she snuck out of the orphanage and headed to a docking bay to get a close look at a real starship. She managed to get near the mining freighter docked there but was caught. She actually thought she was going to get sent to prison. She was escorted back to the orphanage and bumped into a dwarf that was there talking to the head mistress. She was quickly ushered off and was never formally introduced. But she didn’t get away empty handed. She did manage to pilfer a spare key card he was carrying. This key card would later be a source of several adventures.
3 Probably the most recent memory, Velocity was no longer in the orphanage and had already been getting into trouble. (Not like a rebellion sort of way but more like a petty thief). Like that one time she managed to make off with a hoverbike and took it out for a joyride, and those flashing lights on it were pretty cool as well.
Well, if you haven’t guessed it yet, Velocity didn’t exactly get away with that hoverbike theft, she was caught and ended up in the Brig aboard The Stewards flagship “The Steadfast”. From there, she was to be sent to a penal station for 5 years. But her sentence was cut short after escaping the brig with the help of a new friend by the name Xegas Xervanas, a young Steward who’d grown disenchanted with his career path. In conversations with you, Xegas became enthralled with the idea of the smuggler life; he broke you out of the brig and became a smuggler himself, under the codename Jinx. Although you’ve heard Jinx works as a transport pilot now, you haven’t seen him since.
After that run-in, Velocity was on the run, hoping from ship to ship across the Pact Worlds, looking for easy marks, pilfering credits, getting mixed up in gambling rings. Lots of stuff and never really staying in one place very long.
Eventually she managed to forge a resume to get into EJ Corp as a pilot. She is a relatively new hire only been with the company for maybe 3 years now but her new low profile was providing the cover she needed to stay under the Radar of the Stewards.