
Grumbaki |

Starting a campaign tomorrow. Lvl1, 10 points for stats, 1,000 credits. Mind looking over my build before I sit down with it?
Name: Lodric (real name: EAX752)
Str (10) Dex (16) Con (12) Int (16) Wis (11) Cha (8) SP (7) HP (10) RP (4) Initiative (+4) EAC (14) KAC (15) Saves (1/5/2)
Combat Shooting (80ft)
* To Hit: +4
* Damage: 1d4
* Trick Attack: Stealth at +14. (20+target CR) for +1d4 damage and target is flat footed (-2 AC)
Race: Android
* Constructed (For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. 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 Effect (They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2)
* Upgrade Slot (Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.)
Class: Operator (1)
* Operator'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. 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).)
* 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) 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.)
Theme: Outlaw
* Theme Knowledge (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.)
Feats
Lvl 1 Class: Skill Focus (Sleight of Hand)
Lvl 1: Weapon Focus (small arms)
Skills (8 class, 3 intelligence, 2 specialization)
* Stealth: 1 skill point (+10) 1+3+3+3
* Acrobatics: 1 skill point (+10) 1+3+3+3
* Sleight of Hand: 1 skill point (+8) 1+3+3+1
* Acrobatics: 1 skill point (+8) 1+3+3+1
* Engineering: 1 skill point (+8) 1+3+3+1
* Medicine: 1 skill point (+8) 1+3+3+1
* Computers: 1 skill point (+8) 1+3+3+1
* Culture: 1 skill point (+8) 1+3+3+1
* Perception: 1 skill point (+5) 1+3+0+1
* Athletics: 1 skill point (+5) 1+3+0+1
* Bluff: 1 skill point (+4) 1+3-1+1
* Intimidate: 1 skill point (+4) 1+3-1+1
* Sense Motive: 1 skill point (+3) 1+3-2+1
Equipment:
* Second Skin (250)
* Azimuth Laser Pistol (80ft range, 1d4 damage)
* Survival Knife (1d4 damage)
* 305 credits
Feat Plan
Lvl 3 feat: toughness
Lvl 5 feat: technomatic dabbler
Lvl 7 feat: connection inlking
Lvl 9 feat: versatile focus
Lvl 11 feat: mystic strike
Lvl 13 feat: quick draw
Lvl 15 feat: improved initiative
Lvl 17 feat: far shot
Lvl 19 feat: penetrating attack
Stat Plan
Lvl 5: +2 Dex (18) +2 Con (14) +2 Int (18) +2 Wis (13)
Lvl 10: +2 Str (12) +2 Con (16) +2 Wis (15) +2 Cha (10)
Lvl 15: +1 Dex (19) +2 Con (18) +2 Wis (17) +2 Cha (12)
Lvl 20: +2 Str (14) +1 Dex (20) +1 Wis (18) +2 Cha (14)
Str (14) Dex (20) Con (18) Int (18) Wis (18) Cha (14)

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* To Hit: +4
This was the only thing I couldn't tie back. How do you get a +4 to hit with ranged weapon at 1st level? +3 from Dex Mod. Operative is not a full BAB class so not bonus from that.
I would suggest getting a backup battery just in case.
Some other gear is good like rope, grappling hook, personal communicator, healing serums, med patch..

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The Ghost +4 on Trick Attack is almost certainly in error and likely to be removed, and soon. That doesn't make Ghost a bad specialization at all but you should be aware of it.
As a minor note, your Sleight of Hand should be +9 due to Outlaw.
Mechanically, you're likely better off going Dex 18 and either Con 10 or Int 14. Dex is everything to an Operative on a mechanical level...and Con in particular isn't as useful or necessary as it is in Pathfinder. And a point of Resolve is a better durability enhancer than +1 Stm pretty much always.
For those reasons, personally, I'd go Con 10 and grab Great Fortitude as your 1st level Feat (likely replacing Toughness at 3rd level with Weapon Focus, and replacing Mystic Strike with Toughness at 11th level...making weapons magic is cheap and easy).
Beyond that, looks good to me, though a rank in Pilot instead of, say, Intimidate might be a good call. Pilot is a very handy skill and one you'll be exceptional at, whereas you're only ever gonna be mediocre at best at Intimidate.

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Grumbaki wrote:* To Hit: +4This was the only thing I couldn't tie back. How do you get a +4 to hit with ranged weapon at 1st level? +3 from Dex Mod. Operative is not a full BAB class so not bonus from that.
He's got Weapon Focus.
I would suggest getting a backup battery just in case.
Some other gear is good like rope, grappling hook, personal communicator, healing serums, med patch..
All good advice.

Lodric Aegilson |

Thanks for the advice everyone.
So...
some more useful gear (will just need to look up what they do and their cost), and;
Str (10) Dex (18) Con (10) Int (16) Wis (11) Cha (8) SP (6) HP (10) RP (4) Initiative (+5) EAC (15) KAC (16) Saves (2/6/2)
Feat Plan
Lvl 1 feat: Great Fortitude
Lvl 3 feat: weapon focus
Lvl 5 feat: technomatic dabbler
Lvl 7 feat: connection inlking
Lvl 9 feat: versatile focus
Lvl 11 feat: toughness
Lvl 13 feat: quick draw
Lvl 15 feat: improved initiative
Lvl 17 feat: far shot
Lvl 19 feat: penetrating attack
Stat Plan
Lvl 5: +1 Dex (19) +2 Con (12) +2 Int (18) +2 Wis (13)
Lvl 10: +1 Dex (20) +2 Con (14) +2 Wis (15) +2 Cha (10)
Lvl 15: +1 Dex (21) +2 Con (16) +2 Wis (17) +2 Cha (12)
Lvl 20: +1 Dex (22) +2 Con (18) +1 Wis (18) +2 Cha (14)
Str (10) Dex (22) Con (18) Int (18) Wis (18) Cha (14)

Kalderaan |

The Ghost +4 on Trick Attack is almost certainly in error and likely to be removed, and soon. That doesn't make Ghost a bad specialization at all but you should be aware of it.
Curious, but do you think the +4 is due to the severe penalty for moving more than 1/2 move when using stealth?

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Deadmanwalking wrote:The Ghost +4 on Trick Attack is almost certainly in error and likely to be removed, and soon. That doesn't make Ghost a bad specialization at all but you should be aware of it.Curious, but do you think the +4 is due to the severe penalty for moving more than 1/2 move when using stealth?
That penalty does not apply to Trick Attack. Trick Attack is a specific usage of skills different from all other uses and does not apply penalties from other usages.
It appears to be a simple error.

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Lodric EAX752 wrote:Connection Inkling requires 15 Wisdom.Lvl 7 feat: connection inlking
Actually...assuming he gets a +4 Dex upgrade around then (a reasonable plan) and goes Wis for his +2 upgrade, that works.
I assume that to be the plan anyway. If it's not, he should just swap it with Toughness, I suppose.

Lodric Aegilson |

Just wanted to throw in a quick update on how this worked out. Lodric is dead.
We were on the cusp of hitting lvl 2, when we got into a fire fight. Our party consisted of:
(1) Lodric, the android operative
(2) A ysoki mechanic
(3) A human mystic
(4) A halfling envoy
We were in a dumping ground when we fought...
(3) Three men who were wearing light armor, had rifles, and were slightly banged up
(2) Two men in power armor
We ambushed their group. A mixture of a flame thrower lighting all three light armor enemies on fire, and the fact that we had cover (and surrounded them) while they did not, meant that we were doing all right. SPs were going down from all of the bullets flying at us, but +4 AC from being in cover really does help.
The three men in light armor died. One of the power-armored enemies was near death, and the other was banged up. My operative, deciding that his hand-held flame thrower wasn't going to cut it, decided to charge out of cover and punch the near-death enemy in the face.
This wasn't totally crazy, given that Lodric had a custom-bionic fist which made it pretty deadly (1d8 damage, operative, can't do attacks of opportunity).
So, Lodric ran up...and missed. He got shot point blank in return, losing all of his SPs.
I think to myself...fine. All right. I can do this. Lodric misses again. This time the power-armored enemy punches Lodric, and he goes down to 4HP.
The party mystic melts the mind of the power armored enemy. The party is unloading on the last foe, who is just about down. Lodric takes cover behind the body of the power-armored foe who was killed. I say to the GM "He fights defensively."
The near-dead, final enemy, has always been shooting at the nearest PC. Who happens to be Lodric. The GM picks up the die, and I say confidently "He's in cover and fighting defensively. He has 22 KAC!"
The GM rolled a 20. Sixteen points of damage later, and Lodric's head had exploded.
And thus died my operative.
Thank you to everyone who helped me put him together. He was fun while he lasted!