Cross
Cross was having a good day. A long exhausting day but a good one. the contract for the Mining Conglomerate was done for now and no one had been lost this time. The hours were long and cold but for once the White had blessed him and he hadn't had to fire more than a warning shot to keep the workers safe this time and even more miraculously he had been paid on time and without any runaround so he had a fresh new credstick burning a hole in his pocket as he rolled into town on the Cat.
A warm shower and a warmer bed called to him but first a stop at Xel's for a well deserved drink. The spines on his boots kept him steady as he hopped down and pulled his Breather mask free before he reached the door, the extreme cold air biting at his face for a moment before he crossed the threshold of the Bar, perking him up after a very long day in the White. Folding the mask into its compact form and stowing it in his jacket as he entered, a man doesn't keep his hat on in Xel's after all.
Cross loved this place, the whole atmosphere of the place a comfort to the boy inside him who grew up on Old Earth Cowboy Vid's, Raising his chin in greeting to the Orc behind the Bar, Xel, Cross found himself a seat, surprisingly few available today, the Bar more packed than usual. Familiar faces mixed in the crowd with others he didn't know. Finding a seat he sits with a weary groan, stretching out like a cat, his neck cracking as he twists and stretches. A smile crossing his face as he see's Mira approaching, raising back to his feet "Ma'am, Black coffee please, Strong and thick enough i can use it in the cat outside" making his usual order with a smile, in all his travels of Servain, Only Mira seemed to have the knack for making it the way he liked
Cross was taking his first heavenly sip of the thick dark brew when Xel stepped out to make his announcement, Cross sinking into his seat further to avoid the Large Orcs searching eyes Oh come on Xel, I've just got back At the mention of the Defender of Adun though he knew he would be volunteering, and he knew Xel would know it too. it was stubborn of him, and yes it was childish but Cross didnt raise with the others but he knew Xel would be watching and he raised his coffee mug as Xel locked eyes with him and raised an eyebrow, giving the Orc a nod. He should have stood but he knew Xel would add his name to the List anyway. One of the things he both loved and hated about the man, he might take advantage at times but he hadn't steered him wrong yet so if Xel thought he should go then he would trust his friend and accept
Following the others into the room, Cross was very surprised to see the Protoss Executor there, his interest piqued. in another situation Cross would have gone over and greeted his friend properly but he could tell this wasn't the time or place, so as the Protoss governor sweep his eyes across the room he gave him a smile and a silent formal greeting gesture of respect from his place at the back of the room, before leaning back against the wall and savouring his Hot Coffee, listening to the Executor make his announcement, His mind a whirl as he focused on the image of the terrain around the zerg hive, trying to place it in his mind and access the best routes to reach the survivors of the crash quickly, though if that Zerg hive was still active then the chance of there being any was very slim.
When their was a lull in the announcement, Cross spoke up, calling out to Executor Ynorich in Khalani from habit, before repeating himself in Terran for some of the others in the room giving him confused looks "Executor, How many Crew were onboard the shuttle?"
Stat Block
Nathan Cross
Neutral Good | Terran - Bounty Hunter | Operative (Level 3)
Stamina: 30 |
HP: 22 |
Resolve Points: 5
EAC: 20 |
KAC: 22 |
Initiative: +6
Speed: 40 |
Base Attack Bonus: +2
STR 13(+1) |
DEX 18 (+4)
| CON 16 (+3) |
INT 14 (+2) |
WIS 12 (+1) |
CHA 11 (0)
Fort Save: +6 (Airborne Poison/Toxins +8. Cold/Heat +10)|
Reflex Save: +7 |
Will Save: +4
Weapons: Archaic, Sniper (2-handed).Range (70/1,000) +6 Ranged (2d6+3 Damage) Specialist Coil Rifle |
Range(30) +6 Ranged (1d6+2 Damage) Tactical Semi Auto Pistol |
+3 Attack (1d4+2 Damage) Survival Knife |
-1 Attack (1D8 Damage, Cuts Through Tungsten) Daelaam Protoss Psi-Blade
Features and Abilities: Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim) Languages |
Armor: Light
Weapons: Simple Melee, Small Arms & Sniper
Saving Throws: Dexterity, Constitution
Skills: Acrobatics: +12, Athletics: +9, Bluff: +2, Computers: +9, Culture: +13, Diplomacy: +2, Disguise: +2, Engineering: +9, Intimidation: +6, Life Science: +6, Medicine: +10, Perception: +9, Physical Science: +6, Piloting: +11, Profession (Hunter): +9, Sense Motive: +8, Sleight of Hand: +11, Stealth: +12, Survival: +13Proficiencies
Feats: You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill Skill Focus - Survival |
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill Skill Focus - Culture |
You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throws Great Fortitude |
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point.
In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation Toughness |
You remain accurate at longer ranges.You take only a –1 penalty per full range increment between you and your target when using a ranged weapon Far Shot |
You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades. Weapon Specialization
Bounty Hunter Traits: Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias,or specific identity to be your mark. Reduce the DC of Culture
or Profession (bounty hunter) checks to recall knowledge aboutyour mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5.
If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any
other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark.
You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week.
Survival 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 Survival checks. Theme Knowledge - Bounty Hunting
Operative Traits: Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks. Operatives Edge +2 |
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). Specialisation |
You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon.
If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter.
You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking. Sniper +1D6 |
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move Evasion |
As you gain experience, you learn special tricks called operative
exploits. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier.
If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier Operative Exploit |
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet Quick Movement |
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. Weapon Specialisation
Operative Specialisation: You’re an expert in scouting out dangerous locations using your knowledge and survival skills -Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a sniper attack by using your surroundings to your advantage Explorer
Operative Exploit: You can attempt Survival checks in place of Life Science checks to identify animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to live off the land, and your successful check provides food and water for an additional number of creatures equal to your operative’s edge bonus Efficient Forager