
therealthom |

I do believe KS is right. I think you're working on Iseph's first level stats, Bob. Ispeh's fourth level stats are below.
Iseph, 4th level OPerative
Init +6; Senses darkvision 60 ft., low-light vision; Perception +9 ; Sense Motive +0 //
SP 18/24 HP 26/28 RP 6/6 EAC 19; KAC 19 Fort +1; Ref +8; Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs) Defensive Abilities evasion //
Android ace pilot operative 4 //
Android ace pilot operative 4
NG Medium humanoid (android)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE SP 24 HP 28 RP 6
EAC 19; KAC 19
Fort +1; Ref +8; Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)
Defensive Abilities evasion
OFFENSE
Speed 40 ft., fly 30 ft. (jump jets, average)
Melee
dice= Survival Knife v KAC] 1d20 +7 [/dice] … dice= damage] 1d4+3 [/dice] … S; analog, operative)
Ranged
dice= tactical semi-auto pistol v KAC] 1d20 +7 [/dice] … dice= damage] 1d6+2 [/dice] … P; analog) or
dice= Static arc pistol v EAC] 1d20 +7 [/dice] … dice= damage] 1d6+2 [/dice] ...E, critical arc 2, stun) or
dice= incendiary grenade I[/dice] 1d20 +0 [/dice] … dice= damage] 1d6 + 1d4 [/dice] ...(explode [5 ft., 1d6 F plus 1d4 burn, DC 11])
Offensive Abilities
debilitating trick (target flat-footed or off-target for 1 round)
trick attack (small arms or operative weapon -- Stealth check v opponent's CR+20 gain 1d8 damage)
STATISTICS
Str 12 (+1); Dex 18 (+4); Con 10 (+0); Int 12 (+1); Wis 10 (+0); Cha 11 (+0)
Skills Acrobatics +14, Athletics +10, Bluff +9, Computers +10 (4 ranks), Disguise +9, Engineering +10 (4 ranks), Intimidate +9,
Perception +9, Piloting +14 (4 ranks), Sense Motive +0, Sleight of Hand +13, Stealth +14;
(reduce the DCs of Culture checks by 5 when recalling knowledge about starship and vehicle models and parts as well as famous hotshot pilots);
(ghost specialization: +1 to Stealth checks to make a trick attack)
Feats
Dive for Cover, Kip Up, Multi-Weapon Fighting, Skill Focus (Acrobatics, Stealth)
Languages Common, Shirren
Other Abilities ghost specialization
Combat Gear: mk 1 serums of healing (2), mk 2 serum of healing, incendiary grenade I, medpatch;
Other Gear: defrex hide (upgrade: jump jets), static arc pistol with 1 battery (20 charges), tactical semi-auto pistol with 30 small arm
rounds, survival knife, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, titanium alloy cable (40 ft.), toolkit (hacking), credstick (39 credits)
SPECIAL ABILITIES
Constructed For effects targeting creatures by type, Iseph counts as both a construct and a humanoid (whichever is worse for Iseph).
Darkvision Iseph can see up to 60 feet in total darkness.
Debilitating Trick (Ex) When Iseph hits an enemy with a trick attack, Iseph can choose to make that enemy either flatfooted or off-target until the beginning of Iseph’s next turn.
Dive for Cover When Iseph attempts a Reflex save against an area attack or area effect, they can choose to fall prone in an adjacent space in order to roll the saving throw twice, taking the better of the two results.
Evasion (Ex) If Iseph succeeds at a Reflex save against an effect that has a partial effect on a successful save, they instead suffer no effect.
Flat Affect The DC of a Sense Motive check attempted against Iseph increases by 2.
Kip Up Iseph can stand from prone as a swift action, rather than a move action.
Low-Light Vision Iseph can see in dim light as if it were normal light.
Multi-Weapon Fighting When Iseph makes a full attack with two or more operative melee weapons or small arms, reduce the penalty to each attack from –4 to –3.
Trick Attack As a full action, Iseph can move up to 40 feet and make a single attack with a small arm (or a melee weapon with the operative special property) as a trick attack. Just before making the attack, Iseph attempts a Bluff, Intimidate, or Stealth check (whichever is better for Iseph) with a DC equal to 20 + the target’s CR. If the skill check is successful, the attack deals an additional 1d8 damage and the target is flat-footed against this attack.
Uncanny Pilot (Ex) When Iseph attacks while driving a vehicle, they take only half the vehicle’s normal penalty to their attack roll. When in a chase, Iseph gains a +2 bonus to skill checks when attempting the evade or trick pilot actions.
Upgrade Slot Iseph has an internal quick-release sheath normally installed in armor as an upgrade. This can store a single one-handed weapon, which Iseph can draw as a swift action.
GEAR DESCRIPTIONS
Defrex Hide While wearing this armor, Iseph can close its environmental seals and survive in a vacuum (and other harsh environments) for up to 4 days. The armor has jump jets as an upgrade, allowing Iseph to fly up
to 30 feet as part of a move action. At the end of this flight Iseph must land or they fall. Iseph can do this 10 times before the jump jets’ battery must be recharged or replaced.
Medpatch Iseph can use this to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat drugs or poison task.
Mk 1 Serum of Healing Drinking a vial of this serum restores 1d8 HP.
Mk 2 Serum of Healing Drinking a vial of this serum restores 3d8 HP.
Static Arc Pistol This weapon fires a bolt of electricity. On a critical hit, it arcs and deals 2 electricity damage to a new target of your choice that is adjacent to your original target. As a move action, it can be set to deal nonlethal damage. It can be fired 10 times before its battery must be recharged or replaced.
Tactical Semi-Auto Pistol
This weapon fires physical bullets and can be fired nine times before it must be reloaded.
Titanium Alloy Cable This 40-foot-long cable is designed for climbing or securing loose cargo.
Background Born on Aballon, Iseph has spent a lifetime running from mysterious forces that want them dead. As a “retired” black ops agent, Iseph hires on with freelance adventuring crews as a pilot specializing in dangerous transport or exploratory missions. If those jobs require infiltration or a well-placed bullet from the shadows—well, that costs extra.

TK423 |

Well he just got a whole lot stronger.

therealthom |

Hey, everybody,
Monday I was handed a boatload of work. I'm going to be flat-out for about three weeks.
I think we only have a few posts left on the current game, and I will do my best to finish it out for you.
After that I think I'll find a little time between now and then to set up the new game, but not enough time to run it.
Let me tentatively set a start date of Feb 15th. I will keep you posted on any changes.
TT

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Greetings all. I posted interest in this game back in the initial recruitment but not in time to be selected. However, I just was informed by therealthom that some openings exist. I have been invited to join.
My preference in SFS characters is the alias I'm using for this post, but I could switch to someone else. Stell is the first SFS character I ran and would like to play her and get her up some levels.
At 2nd level, she is a 1st level envoy and a 1st level operative (spy). I'm not sure which of the two classes I will focus on.
Stell is a musician trying to gain a following, but she has been diverted into SFS by a desire to find her parents, who disappeared as part of the Scoured Stars debacle.
Feel free to look over her profile. I'll be reviewing the adventure so far and getting to know the current PCs.
If anyone wants to suggest a different class, I'm open to suggestions and have a number of other SFS characters, although most are low level.
I'm looking forward to running.

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WElcome! I will be glad to gather larger team!
I've got Stellifera- Operative (Spy), 2 lvl.
SHe is funny to play and I am thinking about switching.
If Kuozar come back, he will cover technical expertise, right?

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It sounds like you've got both an envoy and an operative (spy). If there are gaps that need to be filled, let me know. I'm not married to playing Stell, although she would be my first choice all other things being equal.

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Hey guys, I am right here and recently thought about adventure.
If you do not mind I will bring to the game stellifera. I enjoy playing her a lot.
Check the introduction in charsheet.
She has 5 exp though. Which is a lot for present situation.
So if you are fine with this - I will take Shcuka to upcoming adventure.
Of you not fine - I will stay with Thundergun.

therealthom |

Here's the new game play thread.
KS, I'm fine if you would rather play another character, but disparities in level may cause future issues like playing out of tier or worse. In the event of such conflicts I will favor the PCs originally rolled for the adventure.

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Seriously, I thought we were doing Yesteryear's Truth and Protectorate Petition came later. I don't wanna miss part of the story!

therealthom |

Don't worry. The First Mandate is the starting scenario. I want to get you to level 2 before you play that one so that you crush it. Neither Yesteryear's Truth or The Protectorate Petition are on the story arc, but are good filler to raise your level. I am thinking that we will avoid Yesteryear's Truth because some players have already done it. IF it turns out we do play it, there's no problem because those two stories can be played in any order.

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Okay, Protectorate Petition WAS on my "want to play" list anyway, I was just surprised you went for that one right away!