Cleric of Brigh

Xavier "Rover" Florin's page

337 posts. Alias of Critzible.

Full Name

Xavier "Rover" Florin




Human Operative[Spacefarer] N lvl 7 |Init:+8 Perception:+ 11| Fort:+3 Reflex:+9 Will:+6| AC:EAC:20 KAC:20 | Stamina:52/52 HP:46/46 Resolve:5/6|Unarmed+9(1d6+7)Knife+9(1d4+7) 2 Pistols+9(1d6+10)Azimuth Laser Pistol +9(1d6+10 F)



About Xavier "Rover" Florin

Xavier “Rover” Florin
Human Operative[Spacefarer] N lvl5
Init:+8 Perception:+ 11
Fort:+3 Reflex:+9 Will:+6
AC:EAC:20 KAC:20
Stamina:44 HP:40 Resolve:6
Str:10 Dex:20 Con:13 Int:14 Wis:12 Cha:10
Credits: 5
Offense: BaB:+4
Unarmed Strike +9 1d6+7b
Tactical Semi-Auto Pistol:+9 1d6+3P Range:30ft Bulk L Rounds9 Analog 260 creds w/Bayonet Mount
-Tactical Survival Knife:+9 1d4+7S Bulk:L Analog 95 creds
Tactical Semi-Auto Pistol:+9 1d6+3P Range:30ft Bulk L Rounds9 Analog 260 creds w/Bayonet Mount
-Tactical Survival Knife:+9 1d4+7S Bulk:L Analog 95 creds
Ammo:80 rounds
Azimuth Laser Pistol:+9 1d4+3 F Range:80ft. Bulk L Burn 1d4 Rounds 20
350 Credits
Ammo:2 batteries
Liquidator Disintegrator Pistol:+9 1d10+3A Range:15ft Bulk L Rounds 20
4500 Credits
Ammo:3 Batteries
Tactical Shirren Eye Rifle:+9 1d10+3 Range:70ft Bulk 1 Analog, Sniper(750ft) Unwieldy, 1 round 755 Credits w/Light Bipod
Ammo:75 rounds
Corona Lazer Pistol:+9 2d4+10F Range: Bulk1 Burn1d4 Rounds 20
Ammo: 2 batteries
Vest Brigandine 2 EAC:+5 KAC:+5 Max Dex:+5 Upgrade 2 Bulk L
Other Gear:
Pathfinder Backpack
Reconfigured Clothing(5)
-Everyday Clothing [Long Leather Jacket, Utility/worker pants, work boots, T-shirt]
-All Environs Travel Clothes[ Long Leather Jacket, BDU Pants, Flowery tropical Shirt, Military Boots]
-Formal Clothes[Black Tuxedo, with leather shoes]
-Party Clothes[ Leather Jacket, Mesh Burgundy/crimson Shirt, Deep Violet(near black) Bell Bottoms, Platform shoes]
-Athletic Clothes [ Light Grey Underarmor, Tight Underarmor pants, Athletic Shoes]
Hygiene Kit
Mass Produced Tent
Personal Comm Link
Toolkit [Engineering]
Toolkit[Thieves Tools]
Cableline Titanium 50ft
Gear Maintenance Kit
Field Rations [2/weeks]
Mk2 Enhancement Crystal [+2 Dex]
Iggy Pop [Tier 2 Computer Artifical Persona[Chelaxian, Friendly] Minituriazed[Palmsized], Hardened, Security Type 4, Average Secure Files, Planetary Connection, Firewall, Self Charging 2 weeks]
Hardness 10, DC 27 Sense Motive+2, Bluff +1, Diplomacy +1
Veskarium Sugar Whiskey(1 bottle)
Shobad Catus Liquor (1 bottle)
Old Absolum Stout (12 pack)
Shirren Gold Wheat (30 Pack)

Feats: Improved Unarmed Strike, Toughness, Quick Draw, Kip Up, Weapon Specialization*

Languages: Common, Castrovalian, Kasatha, Vesk, Ysoki, Shirren, Eoxian, Brethadan, Traxian, Vercite, Azlanti, Elven
Skills: 77(8+3(Int)

Acrobatics +17
Athletics +12
Bluff +13
Computers +15
Culture +18*
Diplomacy +5
Disguise +7
Engineering +5
Intimidate +11
Life Science +7
Medicine +11
Mysticism +6
Perception +12
Physical Science +8
Piloting +16
Sense Motive +13
Sleight of Hand +15
Stealth +16
Survival +16(+20)

Theme: Spacefarer
+1 Constitution

Theme Knowledge (1st)
You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science 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 Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
Eager Dabbler (6th)
In your journeys, you’ve picked up quite a few Tricks about all sorts of things, even if you haven’t formally studied them, and you can often use this logic and intuition to your advantage. You gain a +2 bonus to skill checks if you don’t have any ranks in that skill. This ability does not allow you to attempt checks for trained-only skills.
Jack of All Trades (12th)
You can do just about anything if you put your mind to it, and you never let lack of formal instruction stand between you and a task that needs handling. You can use all skills untrained, even if you could not normally do so, and when you roll a natural 20 while attempting a skill check for a skill in which you don’t have ranks, your bonus from eager dabbler increases to +4.
Master Explorer (18th)
Scientifically noting the even tiniest details about a new place—including everything from apparent colors and incline grades to barometric, seismic, and other delicate readings—is absolutely invigorating to you. Up to twice per day while on an unexplored planet, you can spend 10 minutes exploring, mapping, and documenting a new geographical feature to recover 1 Resolve Point; this doesn’t count as resting to regain Stamina Points.

Armor-light; Weapons-basic melee weapons, small arms, sniper weapons

Class Skills: Acrobatics (Dex), Athletics ( Str), Bluff (Cha), Computers ( Int), Culture (Int), Disguise ( Cha), Engineering (Int), Intimidate ( Cha), Medicine (Int), Perception ( Wis), Piloting (Dex), Profession ( Cha, Int, or Wis), Sense Motive ( Wis), Sleight of Hand (Dex), Stealth ( Dex), Survival (Wis)

Skill Points: 8 + Intelligence modifier [11(8+2+1)]

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.
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).
You’re an expert in scouting out dangerous locations using your knowledge and survival skills.
Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a trick attack by using your surroundings to your advantage.
Specialization Exploit: Ever vigilant.
Into the Unknown (Ex): At 11th level, you gain a +4 bonus to Culture and Survival checks. While you’re outside both the Core Worlds and your home star system (if different), you gain a +2 bonus to initiative checks. At the GM’s discretion, in games centered around a different star system than the Core Worlds, replace the Core Worlds with that star system.

TRICK ATTACK (EX) +4d8 dmg
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. 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.

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.

You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

You become so confident in certain skills that you can use them reliably even under adverse conditions. When attempting a skill check with a skill in which you have the Skill Focus feat, you can take 10 even if stress or distractions would normally prevent you from doing so.

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. You cannot learn the same exploit more than once unless it specially says otherwise.
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.
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Your ranged attacks with small arms do not provoke attacks of opportunity.
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.
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
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.
You gain your specialization’s listed exploit as a bonus operative exploit, even if you don’t meet the prerequisites.
You’ve been on enough solo missions to know that you can’t let your guard down, even while sleeping. You take no penalties to Perception checks for being asleep, though you still can’t succeed at purely visual Perception checks while asleep. You can always act on the surprise round, though if you choose to do so when you would otherwise be surprised, you use your initiative result or the initiative result of the first creature that would have surprised you – 1, whichever is lower.

Background: Xavier was raised in the city of Cuvacara on the planet of Verces. His parents were kind and his sibling's well siblings. Xavier was a crafty fellow throughout his youth playing games of chance and grifting to get money for things here and there. This was a disappointment to his Mother a Steward and his Father an AbadarCorp representative was taken aback. Eventually, the youthful rogue was sent to Absalom station supposedly to attend some of the best schools as his test scores, credentials, and references opened a variety of doors. Unfortunately for his parents, he joined the Starfinder Society.

As a Starfinder he did a variety of Deep Space missions as he was trained to live in harsh environments while doing his job. Rough and rugged form his many missions the man began to call himself Rover as he lost teammates, ships, loves, and gods know who else in his short seven years with the Starfinders. His last mission left him stranded in Near space until he finally was able to make it back to Absalom station. There the grim yet roguish bastard was given the word to meet up with some new recruits. He made arrangements and now heads to Castroval to meet them up at there last know report. Basically their ship, which seemed a bit worse for wear. Still, he was there waiting, smoking and drinking what he can so he can finish this mission watch them die and move on to the next hopeless bunch.

Many would ask why he would even continue after all that death, but the prospect of adventure and unknown knowledge is too much of a tantalizing thrill that he remains with a near success record of information and/or resource recovery