Character Sheet

Molnvarg

Android · Ace Pilot · Operative 1
Alignment True Neutral

Ability Scores

STR
10
+0
DEX
18
+4
CON
11
+0
INT
16
+3
WIS
10
+0
CHA
8
-1

Health & Resolve

HP
10
SP
6
RP
5

Initiative

+5
= +4 Dex Mod + +1 Operative's Edge

Armor Class

EACEnergy Armor Class
14
= 10 Base + +0 Armor Bonus + +4 Dex Mod + +0 Misc Mod
KACKinetic Armor Class
15
= 10 Base + +1 Armor Bonus + +4 Dex Mod + +0 Misc Mod
AC vs. Combat Maneuvers
23
= 8 Base + 15 KAC
DR / Resistances

Saving Throws

Fortitude
+0
= +0 Base Save + +0 Con Mod + +0 Misc Mod
Reflex
+6
= +2 Base Save + +4 Dex Mod + +0 Misc Mod
Will
+2
= +2 Base Save + +0 Wis Mod + +0 Misc Mod

Attack Bonuses

BAB
+0
Melee Attack
+0
= +0 BAB + +0 Str Mod + +0 Misc Mod
Ranged Attack
+4
= +0 BAB + +4 Dex Mod + +0 Misc Mod
Thrown Attack
+0
= +0 BAB + +0 Str Mod + +0 Misc Mod
WeaponAttackDamageCriticalRangeSpecial
Knife, Survival+41d4 SMeleeAnalog · Operative · Thrown (20 ft.)
Shirren-Eye Rifle, Tactical+51d10 P70 ft.Analog · Sniper (250 ft.) · Unwieldy
Unarmed Strike+01d3 BMeleeArchaic, Nonlethal

Skills

Skill Ranks / Level 11
SkillAbilityTotal
AcrobaticsDex+11
AthleticsStr+5
BluffCha+4
ComputersInt+8
CultureInt+8
EngineeringInt+8
MedicineInt+8
PerceptionWis+5
PilotingDex+10
Sense MotiveWis+3
Sleight of HandDex+9
StealthDex+11
SurvivalWis+5

Feats & Proficiencies

Feats Skill Focus (Stealth) · Skill Focus (Acrobatics) · Weapon Focus (Sniper Weapons)

Languages

Known Common

Abilities

Race Traits

Constructed. For effects targeting creatures by type, androids count as both constructs and humanoids (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). 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 darkvision with a range of 60 feet and low-light vision.

Flat Affect. Androids find emotions confusing and keep them bottled up. 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.

Theme (Ace Pilot)

Theme Knowledge. You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you've ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Class Features

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. 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.

Specialization Ghost

Ghost. You can move from place to place without being noticed. When you use Stealth to make a trick attack, you gain a +4 bonus to the skill check.

Equipment & Credits

Credits Remaining 0 cr