daundelyon wrote:kenderleech wrote:When I saw that Sam was doing this, my first thought was "he's cutting back?"
I thought I had a pretty good idea of how many game books we have in the house. I was very, very wrong.
I may want to borrow your Doctor Who and Zoro books
YeatsMale Ysoki Mercenary Operative 1
CG Small humanoid (ysoki)
Init +4;
Senses darkvision 60 ft.;
Perception +5
DEFENSE SP 6 HP 8 RP 4EAC 14;
KAC 15
Fort +0;
Ref +5;
Will +2
OFFENSESpeed 40 ft.
Melee survival knife +3 (1d4 S; analog, operative)
Ranged tactical semi-auto pistol +3 (1d6 P; analog)
Offensive Abilities trick attack +1d4
STATISTICSStr 10 (+0);
Dex 16 (+3);
Con 10 (+0);
Int 16 (+3);
Wis 10 (+0);
Cha 14 (+2)
Skills Acrobatics +10 (1 rank), Athletics +6 (1 rank), Bluff (1 rank), Computers +6 (1 rank), Engineering +8 (1 rank), Culture +8 (1 rank), Perception +5 (1 rank), Profession: Mercenary +8 (1 rank), Sense Motive +5 (1 rank), Sleight of Hand +8 (1 rank), Stealth +12 (1 rank); (reduce the DCs of Culture and Profession [mercenary] checks by 5 when recalling knowledge about military procedures and personnel); (ghost specialization: +4 to Stealth checks to make trick attacks)
Feats Fleet, Skill Focus (Acrobatics, Stealth)
Languages Akitonian, Azlanti, Common, Draconic, Triaxian, Vesk, Ysoki
Other Abilities ghost specialization
Combat Gear mk 1 serums of healing (2), medpatch (2), Frag grenade I
Gear second skin, tactical semi-auto pistol with 30 small arm rounds, survival knife, everyday clothing, hygiene kit, personal comm unit, flashlight, fire extinguisher, toolkit (engineering), toolkit (hacking), toolkit (engineering), industrial backpack, credstick (30 credits)
SPECIAL ABILITIESCheek Pouches Can keep up to 1 cubic foot of items,
weighing up to 1 bulk, in his cheek pouches. He can transfer
a single item between his hand and a cheek pouch as a
swift action.
Darkvision Can see up to 60 feet in total darkness.
Moxie Can stand from prone as a swift action. When off-kilter, he does not take the normal penalties for that condition and is not flat-footed.
Scrounger Receive a +2 racial bonus to Engineering, Stealth, and Survival checks (already added to skills)
Trick Attack As a full action, can move up to 30 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, the operative attempts a Bluff, Intimidate, or Stealth check (whichever is better for the operative) with a DC equal to 20 + the target’s CR. If the skill check is successful, the attack deals 1d4 additional damage and the target is flat-footed against this attack.