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]
=== Adjustments ===
--Reduce the DC to identify rare, ancient, or alien tech by 5. (Xenoarchaeologist)
Proficient in basic melee, small arms, sniper weapons.
=== Melee ===
Tactical Dueling Sword (Basic Melee)
Weapon Specialization +level to damage, or half level for operative weapons
=== Ranged, Small Arms ===
Tactical Semi-Auto Pistol (Small Arms)
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)
Weapon Specialization +level to damage
=== Armor ===
Second Skin [+1 EAC +2 KAC]
AC = EAC 14 KAC 15 [10 +3 Dex +armor]
=== Augmentations ===
[none at present]
=== Feats ===
Minor Psychic Power (Telepathic Message)
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.]
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.]
4th Level -- Debilitating Trick (Replaced due to archetype)
[Refer to class / archetype page for anything after 4th.]
=== Skills ===
30 skill points [8 class + 2 Int = 10 per level]
+Acrobatics +10 |+3 Dex +2 rank +3 class skill +2 Operative's Edge
* = Trained Only
Batteries (extra) (2) [120 credits] (Bulk --)
Current Wealth: 57 credits
Total Starting Wealth: 1,000 credits
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)
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
Zethelred’s lockbox contains a spell gem of junk
(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:
brown force field armor upgrade
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.