Zetara's page

433 posts. Alias of Zanbabe.

Full Name





Xenoarchaeologist Operative 3 | SP 12/18 | HP 22/22 | RP 2/4 | EAC 14 | KAC 15 | CMD 23 | Fort +1 / Ref +6 / Will +3 | Init +5 | Perception +8 | Low-light vision / Darkvision (black and white only) 60 feet | Movement speed 40 feet


Map NG Female






Neutral Good


Home: Absalom Station


Common, Akitonian, Azlanti, Shirren, Terran, Vesk (need one more)

Strength 11
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 10
Charisma 12

About Zetara

Xenoarchaeologist Operative 3 | SP 18/18 | HP 22/22 | RP 4/4 | EAC 14 | KAC 15 | CMD 23 | Fort +1 / Ref +6 / Will +3 | Init +5 | Perception +8 | Low-light vision / Darkvision (black and white only) 60 feet | Movement speed 40 feet

=== Basics ===

Strength 11 (+0) [+1 points]
Dexterity 16 (+3) [+4 points, +2 Racial]
Constitution 10 (+0)
Intelligence 14 (+2) [+1 point, +2 Racial, +1 Theme]
Wisdom 10 (+0)
Charisma 12 (+1) [+4 points, -2 Racial]

Theme: Xenoarchaeologist
Template: Stewards Infiltrator (Shh)
Operative Specialization: Spy (Shh)

BAB +2
Fort +1 / Ref +6 / Will +3
Initiative +5 [+3 Dex +2 Operative's Edge]
HP: 22 [+4 Android +12 (6/level) Operative]
SP: 18 [(6/level) Operative]
RP: 4 [+1 half of level +3 Dex mod]

=== Adjustments ===

--Reduce the DC to identify rare, ancient, or alien tech by 5. (Xenoarchaeologist)
--No need to breathe / fine in vacuum. (Constructed)
--DC tp sense my motives is at +2, since androids are hard to read. (Flat Affect)
--Can use Diplomacy rather than Intimidate to demoralize.
--Can use Culture rather than Life Science to identify humanoids/monstrous humanoids


Proficient in basic melee, small arms, sniper weapons.

=== Melee ===

Tactical Dueling Sword (Basic Melee)
Attack +5 (BAB +Dex) (can use dex rather than strength)
Damage 1d6+3 S
[L1 | 475 | Special: analog | Bulk L]

Weapon Specialization +level to damage, or half level for operative weapons

=== Ranged, Small Arms ===

Tactical Semi-Auto Pistol (Small Arms)
Attack +5 (BAB +Dex)
Damage 1d6+1 P
[L1 | 260 | Range 30 feet | Critical -- | Capacity: 9 rounds (Usage 1) | Special: Analog | Bulk L]

With Trick Attack (Full action (includes a full move action) with DC 20+Target's CR) +1d8 damage and target is flatfooted against my attack]

Weapon Specialization +half level to damage (for small arms)

=== Ranged, Sniper Rifle ===

Philosopher's Sting, Lead (Sniper)
Attack +5 (BAB +Dex)
Damage 2d6+3 B
[L2 | 950 | Range 80 feet | Critical Staggered | Capacity: 20 charges (Usage 5) | Special: Force, penetrating, sniper (500 ft.), unwieldy | Bulk 1]

Weapon Specialization +level to damage

=== Armor ===
Proficient in light armor.

Second Skin [+1 EAC +2 KAC]

AC = EAC 14 KAC 15 [10 +3 Dex +armor]
CMD = 23 [KAC + 8]

=== Augmentations ===

[none at present]

=== Feats ===

Minor Psychic Power (Telepathic Message)
Nanite Integration: Repairing Nanites (bonus feat) [Nanites responsible for maintaining your constructed body have been upgraded, and a subset of them has been reprogrammed to perform incredible feats. Repairing Nanites: Whenever you take Hit Point damage, you can spend 1 Resolve Point as a reaction to gain fast healing equal to one-quarter your character level (minimum fast healing 1) for 1 minute.]
Skill Focus: Bluff (bonus feat) [+3 insight bonus]
Skill Focus: Disguise (bonus feat) [+3 insight bonus]
Weapon Specialization (Combat) [Add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.]

Racial Features:

Constructed [For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.]
Exceptional Vision [Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only.]
Flat Affect [Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.]
Impersonation Matrix [Although most androids stand out as artificial beings, some have intricate personality matrices and physical alterations that downplay their constructed nature. Androids who have this alternate racial trait don’t take any penalty to Disguise checks to change their appearance to a creature of a different race or type if they are disguising themselves as a human. This replaces the +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep from the constructed trait. The android retains all the other features of the constructed trait.]
Nanite Upgrade [Specialized nanites maintain an android body, but they can be upgraded to perform additional tasks. Androids who have this racial trait gain Nanite Integration as a bonus feat, ignoring the feat’s prerequisites. This replaces upgrade slot.]

Class Features:

Diplomatic Training (archetype) [You gain Culture and Diplomacy as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, you learn to speak and read a new language. In addition, you can use Diplomacy in place of Intimidate for checks to demoralize and Culture for Life Science checks to identify humanoids and monstrous humanoids. When you fail a Diplomacy check to change a creature’s attitude, the creature’s attitude worsens only if you fail the check by 10 or more.]
Quick Movement [+10 feet]
Specialization (Spy) [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).]
Spy [You can steal or adopt new identities as easily as most people change clothes, allowing you to infiltrate nearly any circle. Associated Skills: Bluff and Disguise. When you use Bluff to make a trick attack, you gain a +4 bonus to the skill check.
Specialization Exploit: Master of Disguise.
Fool Detection (Ex): At 11th level, whenever you succeed at a saving throw against a spell, technological device, or ability that would provide information about you (such as detect thoughts), instead of negating the effect, you can provide false information that matches your cover identity. If such an effect has no saving throw, you can attempt a Bluff check opposed by the Sense Motive check of the caster or user, and provide similar false information on a success.]
Theme Knowledge [You have trained yourself to have few presuppositions about the foreign devices you uncover. Reduce the DC to identify rare, ancient, or alien tech by 5. Engineering 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 Engineering checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.]
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 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 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.]
Weapon Specialization

4th Level -- Debilitating Trick (Replaced due to archetype)
4th Level -- Infiltrator Training (archetype)
4th Level -- Operative Exploit

[Refer to class / archetype page for anything after 4th.]

=== Skills ===

30 skill points [8 class + 2 Int = 10 per level]
(+1 free rank in both bluff and disguise each level makes it 12)

+Acrobatics +10 |+3 Dex +2 rank +3 class skill +2 Operative's Edge
+Athletics +7 |+1 Str +1 rank +3 class skill +2 Operative's Edge
+Bluff +12/+16 |+1 Cha +3 rank +3 class skill +3 Skill Focus +2 Operative's Edge [+4 when using to make a trick attack]
+*Computers +10 |+2 Int +3 rank +3 class skill +2 Operative's Edge
+*Culture +9 |+2 Int +2 rank +3 class skill +2 Operative's Edge
+Diplomacy +9 |+1 Cha +3 rank +3 class skill +2 Operative's Edge
+Disguise +11 |+1 Cha +2 rank +3 class skill +3 Skill Focus +2 Operative's Edge
+*Engineering +11 |+2 Int +3 rank +3 class skill +1 Theme Knowledge +2 Operative's Edge
+Intimidate +3 |+1 Cha +2 Operative's Edge [can use Diplomacy rather than Intimidate to demoralize]
*Life Science +4 |+2 Int +2 Operative's Edge [can use Culture rather than Life Science to identify humanoids/monstrous humanoids]
+*Medicine +8 |+2 Int +1 rank +3 class skill +2 Operative's Edge
*Mysticism +1 |+0 Wis +2 Operative's Edge
+Perception (Wis) +8 |+0 Wis +3 rank +3 class skill +2 Operative's Edge
*Physical Science +4 |+2 Int +2 Operative's Edge
+Piloting (Dex) +9/+11 |+3 Dex +1 rank +3 class skill +2 Operative's Edge [+2 Starstone Compass (within Pact Worlds)]
+*Profession: Xenoarchaeologist +7 |+2 Int +1 rank +3 class skill +2 Operative's Edge
+*Profession: Spy +10 |+2 Int +3 rank +3 class skill +2 Operative's Edge
+Sense Motive +6 |+0 Wis +3 rank +3 class skill -2 Flat Affect +2 Operative's Edge
+*Sleight of Hand +8 |+3 Dex +1 rank +3 class skill +2 Operative's Edge
+Stealth +11 |+3 Dex +3 rank +3 class skill +2 Operative's Edge
+Survival +6 |+0 Wis +1 rank +3 class skill +2 Operative's Edge

* = Trained Only
+ = Class Skill


Batteries (extra) (2) [120 credits] (Bulk --)
Blanket [3 credits] (Bulk 1)
Bottled Water (3 extra snaked from the fridge in Riddle's shop)
Canteen [1 credit] (bulk L)
Comm Unit [7 credits]
Consumer Backpack [3 credits]
Engineering Tool Kit [20 credits; removes negatives to skill]
Environmental Clothing (Radiation) -- Save vs radiation at +1
Field Rations (2 weeks) [2 credits]
Second Skin [250 credits; +1 EAC / +2 KAC]
Hacking Kit [20 credits; allows hacking]
Hygiene Kit [3 credits]
Serum of Healing (Mk. 1)
Skipshot Pistol [105 credits]
Pocket Linguist [75 credits]
Professional Clothing [5 credits]
Sleeping Bag [10 credits] (Bulk 1)
Starstone Compass [3 credits, +2 to piloting skill within Pact Worlds]
Tactical Baton [90 credits]

Current Wealth: 57 credits

Total Starting Wealth: 1,000 credits
Total Starting Gear: 508 credits

Party Loot:

x2 Flight Suit Stationwear [Level 1; Price 95; Category Light; EAC Bonus +0; KAC Bonus +1; Max. Dex Bonus +6; Armor Check Penalty —; Speed Adjustment — ; Upgrade Slots 0; Bulk L]
x1 Tactical Semi-auto Pistol (each with 9 small arm rounds) [Level 1; Price 260; Hands 1; Proficiency Small Arms; Damage 1d6 P; Range 30 ft.; Critical —; Capacity 9 rounds; Usage 1; Bulk L; Special analog]
x1 Survival Knife [Level 1; Price 95; Hands 1; Proficiency Basic Melee; Damage 1d4 S; Critical —; Bulk L; Special Analog, operative, thrown (20 ft.)]

(from the tire stack)
Under some of the tires you find a consumer backpack hidden under some junk camouflage. Inside the backpack you find a stash of the following useful items: one medpatch, one flashlight, one set of binders, a spell ampoule of disguise self, 2 cover seeds, and 4 days of R2E's. All of this is found in the CRB except the cover seeds (ARM). The junk camouflage is also reusable (see slide 13)

Among the bones of several small animals (likely small lizards, for the most part), it appears that there is some sort of large case half buried at the bottom of the hole.

In it you find a small fortune in UPB's. 4,000 to be exact.

A light rubbish cannon is propped against the vesk’s
bed, and a suit of golemforged plating II hangs from an armor
stand next to it.

Zethelred’s lockbox contains a spell gem of junk
armor, a spell gem of junk barricade, and a spell gem of junk

Zethelred's Datapad

(on the ikeshti) 2 suits of freebooter armor I, 2 survival knives, and one arc pistol with a full battery.

Both ikeshti are wearing some sort of holy symbol.

DC 12 mysticism check:
These are the holy symbols of Zon Kuthon, the god of darkness, loss, and pain.

brown force field armor upgrade

harmonic coil

five fragmentation grenades mk. 2 (junk golem area)

old credstick with 3,000 credits and a keycard (from spaceship in junkyard, keycard opened an inner area)


Zetara is a former android slave who was freed by the Stewards. Many of her memories from before that time she has voluntarily wiped, although she kept enough to remind her why she did it (world wiped out by swarm, "rescued" by scavengers who sold her to slavers), and has the full archive stored in case it is needed for legal reasons at some point.

She sometimes has unusual emotional reactions to things... mostly related to slavery, but sometimes she doesn't know why... old code from past experiences perhaps... but mostly does not, remaining coolly logical unless she's been reviewing missing memories or someone radically violates her personal space.

She agrees with most of the tenets of the Android Abolitionist movement, but dislikes many of their methods which she feels unnecessarily endanger other sentients. She isn't overly obsessed with legality (after all, her job is to use extra-legal means to enforce the law), but feels that there is a proper way to approach change, and that the Android Abolitionists are dangerously close to becoming outlaws themselves.

She chose to join the Stewards, and works undercover to root out underground android slavery rings. She purposely places herself in ultra-poor areas where all sentients are more easily taken advantage of, and gathers information, reporting back on her findings and typically leaving an area before any type of sting is set in motion, so as to preserve her cover as an out-of-work / job-hopping Xenoarchaeologist, trying to scrape the money together to go on her next expedition.