Ratfolk Troubleshooter

jed "nibbler" scooter's page

53 posts. Organized Play character for OlSmokey.


Full Name

Jed "Nibbler" Scooter

Race

Male Ysoki Outlaw Ghost Operitive 1 EAC 15, KAC16 , Combat manuver AC24 hp 8, stamina 8, resolve 5 Fort +2, Ref +6, Will +2; Init +9; Senses Perception +5

Strength 9
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 10
Charisma 10

About jed "nibbler" scooter

Jed "Nibbler" Scooter
Male Ysoki
Outlaw Ghost Operitive 1
Init +9; Senses Perception +5
Speed 20 ft.

Defense

EAC 15
KAC 16
CMAC 24
Fort +2, Ref +6, Will +2

Offense

laser pistol azimuth lvl1 1d20+4(1d4 fire) crit burn 1d4 range 80ft

Statistics

Str 9, Dex 18, Con 14, Int 12, Wis 10, Cha 10
Base Atk +0
Feats
light armor
basic melee weapons
small arms
sniper weapons
skill focus(stealth)
skill focus(acrobatics)
improved initiative
Skills
acrobatics +12
athletics +0
Bluff +5
computers +6
culture +6
diplomacy +1
disguise +1
engineering +8
intimidate +5
medicine +6
perception +5
piloting +5
profession(electrician) +6
sense motive +1
sleight of hand +10
stealth +14
survival +3

Languages
Common

Combat Gear
second skin
laser pistol azimuth
battery
star sugar heartlove album

Special Abilities

CHEEK POUCHES
Ysoki can store up to 1 cubic foot of items
weighing up to 1 bulk in total in their cheek
pouches, and they can transfer a single object
between hand and cheek as a swift action. A ysoki
can disgorge the entire contents of his pouch onto
the ground in his square as a move action that
does not provoke an attack of opportunity.

DARKVISION
Ysoki can see up to 60 feet in the dark.

MOXIE
Ysoki are scrappy and nimble even when the
odds are against them. A ysoki can stand from
prone as a swift action. Additionally, when
off-kilter (see page 276), a ysoki does not take
the normal penalties to attacks or gain the
flat-footed condition. When attempting an
Acrobatics check to tumble through the space
of an opponent at least one size category larger
than himself, a ysoki receive a +5 racial bonus to
the check.

SCROUNGER
Ysoki receive a +2 racial bonus to Engineering,
Stealth, and Survival checks.

THEME KNOWLEDGE (1ST)
You are well connected to shadowy secrets and back-alley
deals, and you both know about key players and have handy
skills of your own. Reduce the DC of Culture checks to recall
knowledge about the criminal underworld by 5. Sleight of
Hand 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 Sleight of Hand checks. In addition, you gain an ability
adjustment of +1 to Dexterity at character creation.

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 (GHOST)
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 (see page 161) 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).
Associated Skills: Acrobatics and Stealth. When you use
Stealth to make a trick attack, you gain a +4 bonus to the skill
check.

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; 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. 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.