"I should go out there too!" He says, smoothly. "There is a Foe out there, that I must Test my Abilities on!"
All of this was quite true, although the wily Merchant did not say precisely whose foe he was referring to!
He marched out to where the sounds of battle and the purple flashes were coming from.
Cross is incapacitated, and his "Daughter" is fighting Zerg by herself. I doubt that we will get a better chance than this! Thought Yasir, sending his thoughts into the sliver of the Warp that his Lord had granted him, the one where a Troop of fearsome Chaos Marines waited. The Gods of Chaos demand this Woman! Take her to them! He Mentally Commanded, Drawing them forth from the Warp!
Once they appeared, Yasir got within 60' of the angsty cyborg with rage issues, and used his Telepathy Graft to shout: "FROM BENEATH YOU, IT DEVOURS!" In a voice that he hoped sounded like that of Tzeentch, hoping to throw off her balance and make her easier prey for his Marines!
Actions: Call His Chaos Marines from The Warp.
-Second Action: Clever Feint against Vania (see below)
Dice Clever Feint - Bluff Check:
1d20+12
(5)+12
Total = 17
Dice CONVINCING LIAR (EX; BLUFF) Re-roll Check:
1d20+12
(8)+12
Total = 20
-Clever Feint (Ex)
As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isnt a standard check to feint, so Improved Feint and Greater Feint don't apply). Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies attacks until the end of your next turn. You can use clever feint against a creature that lacks an Intelligence score.
Set Up Shop: (Using These Rules)
Upgrade Masterwork Skill Rank 3 Small Merchant Business
Time: 1 week (1/7 Days completed)
Cost: 100 Credit/Skill Rank (125% of Cost to make it Masterwork) = 375 Credits (4 credits previously invested)
Recruit Rank 3 Assistant:
Days it takes to Recruit 1st Assistant: 9 (Day 1/9)
Bart startles awake, straining to amble himself upright. The ocular implants fire up as he searches the tank's cabin, his sight calibrating as he would pull himself towards the dull banging. Mayfield pulls down the hatch ladder, his tungsten reinforced boot stomping on the first rung before he hoists himself upwards. He grasps tight the handle of the hatch, the seal hissing as that round lid lazily flips over. Bart's head juts out from the top of the siege tank, a deep grimace on his face.
"What?! What's the commotion? I told y'all to mind the drink. I don't need to handle another drunken brawl, dammit!"
The chief groans in pain as he plants his palms on the hull of the tank, pulling himself up from the open hatch. Bart sighs, feeling the crack of his back and shoulders, the engineer rolling over and sitting on that massive warmachine, his legs dangling over the side. First the tanker looks to Rohdenberry, assessing his condition before glancing at the others. His eyes were small ivory pinpricks set in his dark, hardened face, reaching to his breast pocket a smoke as he looks over the rowdy assembly. He mutters to Rohdenberry but keeps himself facing in the direction of the group.
"What's happening here? They get to the good stuff? Got a snag with payroll?"
As Yasir makes his mental call he earns the aire of the drugged teen as she drives a spike into a ultralisk standing atop a pile of zerg corpses and as she looks down at him he sees her leather jacket torn and tattered her human arm had several acid spines sticking out, her grey undershirt now sports a hole in the center of her cleavage a black hole now seen where skin should be as she draws a glowing combat stim from the hole "Hahahahah" she burts out laughing one hand to her head "IT TOOK YOU LONG ENOUGH KHORNE! and of all people a glorified merchant " she presses the stim to her neck her fiery psionic presence coming to bear coating her cyberarm fist in energy and her left eye burning purple the very flame made real as Vania fully finishes her adversary his marines arrive out of the warp armed with several weapons type ranging from a heavy plasma cannon to chainswords and most marvelous they bring with them is a hellbrute armed with a melta gun "OOOH I'm so scared of a hellbrute go back to your lord and save some lives for once" she draws a set of pistols from the hole "If not then the one left will be the mechant"and then the teen seemes to register the words that were spoken by Yasir and she glances down before leaping off the pile and landing on a marine who was charging her shooting him once ending his life "I estimate five bullets for the sword bearers and one for you ranged persons" she giggles at a joke not made before taking to nobody "of course we can't silly we arn't that cruel but we could be" as she ponders this she puts her guns away and the plasma cannon fires hitting her square in the chest as well as the remaining chaos marines charging her the smoke clearing to reveal that they cropped the bottom of her undershirt off and her skin restoring itself slowly from the burns as she takes several blows from roaring chainswords spilling blood and seeming to thrill the girl before she shakes them of and hitting one hard enough to dent their ceramite armor and the chaos librarian stood next to his leader invokes the warp healing the warrior and summoning several chaos spawn as the hellbrute unleashes a grenade barrage and lastly a heavy bolter roars sending a hail of supersonic lead at the teen
Yasir is at no personal risk here in fact this is so he can test his new items and combat will alternate with actions in posts no inshitave necessary
Cross is unparalyzed as of Vania killing the first marine and may act whenever
Mari looks at Mayfield "There ain't a snag with payroll just Cross's girl taking your boys tools and now knocking her father on his ass although it was rather fun--" she elbowed in the gut by Xel "Mari his intent was to lose even I can not compare to her. Mayfield Cross made breakfast how about we all go get some"
__________________
Your local Tech Priest of Cult Mechanicus
"Who better to strike a deal with, than a Merchant!" Came Abadard's mental reply, in the same tone as before.
That implant was handy, it allowed to to hold a conversation whilst doing other things, and what he was doing right now was running through the Tome of Erthron, whilst edging closer to the insane cyborg. "And Khorne does not not demand this reunion alone. TZEENTCH also sends his greetings!"
At the word "Tzeentch", Vania was engulfed in searing blue flames!
Yasir knew that spell caused damage over time, so was good opening gambit, and a fair test of his new abilities.
Yasir hoped that she would not be overpowered too quickly, there were several other powers that he wanted to test out first. "And when Tzeentch is done with you, Slaanesh and Nurgle would like a word too!"
Move Action: Move up to 30' away from Vania
Action: Cast Warp Flames at Vania
Dice 1st Round Warp Damage:
1d6
3
Set Up Shop: (Using These Rules)
Upgrade Masterwork Skill Rank 3 Small Merchant Business
Time: 1 week (1/7 Days completed)
Cost: 100 Credit/Skill Rank (125% of Cost to make it Masterwork) = 375 Credits (4 credits previously invested)
Recruit Rank 3 Assistant:
Days it takes to Recruit 1st Assistant: 9 (Day 1/9)
There is another giggle from the insane teen and she speaks in a shrill voice mixing with the giggling "This tickles are you really using warp magic or that flashy stuff those new people use"as the flames rage and burn her she reaches out grabbing a marine by the arm and ripping it off before shoving it down his throat killing him she then takes his sword and proceeds to eviscerate two more the blood covering her giving the flames a red hue and as she continues eviscerating the chainsword wielders Yasir's chaos librarian points out that her psionic energy is retrieving the slains gene seed keeping it pure but also desecrating it by harvesting it the wrong way "we must retrive their gene seed but the mission comes first please sir distract her and I will attempt a recovery"As the librarian proposes his idea Vania finishes with the last of the swordmen and moves onto fighting the chaos spwan as yet another hail of plasma, bullets and grenades pelt her with more insane giggling and yet more combat stims and a menagerie of drugs
__________________
Your local Tech Priest of Cult Mechanicus
For once the graft migraine was not an issue for Cross as he lay there propped up against the wall of the FOB, the issue was the severe pain radiating from everywhere else on his body. It had been a very long time since he had suffered a beat like that, his plan to get the girl to open up and express her emotions working a little too well and he had severely underestimated how fast she was, though if he was honest with himself it was more he had overestimated his own skills.
He opened his eyes to see Snowlily kneeling beside him crying, watching him with fear in her eyes, clearly wanting to hug him but afraid he was too hurt, that look in her face hurt him even more than the beating he had taken and with a soft smile he hid his pain as he opened his arms to the girl "Its ok little butterfly, no harm done..your sister and i were just sparing and i lost that's all"
Wrapping her in a hug he held Snowlily tight and rocked her as she cried and he felt the feeling returning to his legs, he would have to ask Vania where she had learnt that particular paralysing move. Outside he could hear the screams of Zerg, and the sounds of gunfire and shouting though he could not make out the words, the radios and electronics in the FOB were screaming bursts of static over and over, whatever was happening outside, clearly there was alot of warp manipulation going on which was a disconcerting thought.
It took several minutes for Lily to calm down enough to let go of Cross, his tiny arms bruising his aching ribs even more but he didn't tell her that or try to move her before she was ready, he was in no hurry though as it also took several minutes before he felt well enough to move, which he did, standing slowly and barely restraining a groan of pain, it would take several more minutes of walking and movement to work out all of the aches and kinks in his body.
A particularly loud and long burst of warp static over the radio caught his attention, clearly something major was happening outside and with Vania's current mood he was sure it wasn't good and she was involved. Cross grabbed his Anti-matter rifle and headed outside, seeing the look on Snowlily's face he paused and offered her his hand "Come on princess, lets go see what trouble your big sister has gotten into this time"
Leaving the FOB and cresting the hill, towards the sound of the skirmish, Cross was shocked at what he say, barely able to comprehend what he was seeing, More Imperium Marines had somehow appeared and were making an attempt on his others daughters life now, though she seemed to be handling them easily, her body covered in blood and flame, from the state of her clothing clearly some of it was hers but she fought on. Standing off to the side was Yasir, his new modified armour on display, Axe in one hand and what looked like an old book in the other.
The Marines appeared to be ignoring the Merchant, as if they didn't see him as a threat, but Yasir's actions seemed off, he couldn't quite understand what was going on. If he didn't know the man he would have said he was in league with the marines but he couldn't be. But why wasn't he defending Vania? Why weren't the marines attacking Yasir, he was clearly a threat with that unholy axe so close to their flanks?
So for moment all Cross could do was stand and watch wide eyed, trying to figure out what in the White was going on and what he should do
Features and Abilities:Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), KasathaLanguages | Armor: Light Weapons: Simple Melee, Small Arms & Sniper, Psi-Blade and Glaive Cannon Saving Throws: Dexterity, Constitution Skills: Acrobatics: +13, Athletics: +10, Bluff: +7, Computers: +9, Culture: +14, Diplomacy: +6, Disguise: +2, Engineering: +9, Intimidation: +6, Life Science: +7, Medicine: +11, Perception: +9/+7, Physical Science: +6, Piloting: +11/+8, Profession (Hunter): +10/+8, Sense Motive: +8/+6, Sleight of Hand: +11, Stealth: +12, Survival: +14/+12Proficiencies 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 skillSkill Focus - Culture |You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throwsGreat 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 deprivationToughness |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 weaponFar 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 | You attract followers to your cause and a companion to join you on your adventures. This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist youLeadership
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 | When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.Debilitating Trick 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 advantageExplorer 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 bonusEfficient Forager | You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.Nightvision Protoss Graft Traits:During the Brood War, dark archons manipulated raw psychic energy to cause damage by turning the energy of a target against itself, By the Second Great War, the high templar learned to use this ability. As high templar are deeply attuned to the energy flows that surround them, through this psionic ability, these warriors can grasp the energy currents present in beings or machines, and drain them through a violent chain reaction. This backlash may cause grievous wounds to living beings, or massive structural damage to machines. If the target happens to bristle with energy, the powerful psionic Feedback may destroy it outright. At Will Psionic Ability Dealing 2D6 DamageFeedback | A psionic storm is a storm of raw psychic energy produced by a psionics user. Protoss who follow the Khala can produce such a storm by closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms, tearing apart their brains. Such storms can also damage vehicles and the landscape itself. Such is the power of a psionic storm that it can send shockwaves through the air around it. The storm is a physical display of a high templar's psionic power. It concentrates all the psionic energy over a given area, so overlapping storms have no greater effect than a single one. Usable Twice per Day, Inflicting 5D6 Damage to a 20ft AreaPsi-Storm
What the Warp is a Gene-seed? Wonders a bewildered Yasir, and then: "Distract her", how am I supposed to do that?
He considered the Spells in the Tome. I supposed that one MIGHT work! She seems pretty strong, so it could completely rebound and affect ME instead! I'll have to risk it and hope for the....wait!
He could hear something approaching from the rear, so he looked to identify this potential, new threat. More Zerg....? No, worse! It's Cross and Vania's adopted sibling. I can't let him get involved!
Thinking quickly, Yasir mentally called out. "Stay back, Cross! A Great Threat has escaped from The Warp..." Not a lie, either the Chaos Marines Or Vania were a threat, depending on your point of view! "...I am trying to contain it..." Again, not a lie. "...Vania is perfectly capable of looking after herself right now!" Perhaps the most truthfully accurate thing that the wily Merchant had just said!
Concentrating, Yasir broke several Laws of Physics and called forth his Granted Sliver of his Lord's Domain, forming AROUND himself, the Chaos Marines, and Vania!
Action: Form his Domain as above
Dice 2nd Round Warp Damage:
1d6
6
Dice Bluff Check - To sound convincing to Cross:
1d20+12
(18)+12
Total = 30
Dice Expertise Roll to add to above Bluff check:
1d6
3
Set Up Shop: (Using These Rules)
Upgrade Masterwork Skill Rank 3 Small Merchant Business
Time: 1 week (1/7 Days completed)
Cost: 100 Credit/Skill Rank (125% of Cost to make it Masterwork) = 375 Credits (4 credits previously invested)
Recruit Rank 3 Assistant:
Days it takes to Recruit 1st Assistant: 9 (Day 1/9)
Yasir folds space and time moving them all to his personal domain but rather than fear Vania laughs "You fool your master fears me and you bring me here where I have more power than him he wants me incapacitated so he can stop me from keeping my earned strength" she reaches in side the void of her chest drawing out a Khaydarin crystal but it's color is off rather than blue it's a deep black and metal orbits it forming a disc with twelve points and twelve glyphs the collected gene seed stowing away in the void of her chest she then clasps her hands together dispelling the chaos spawn and the flames prematurely. as the flames fade she sets her hands on her hips and her clothes are all but destroyed "tch these were my favorite leathers and nets" she waves her hands and a new outfit replaces it this time a cropped t-shirt styled to draw attention to the hole in her chest, cropped jean shorts are highlighted by a chain set from one pocket to the other wrapping around her backside,n her new look is rounded out by a curtain of black hair with specks of ever shifting color all throughout the crystal and it's apparatus sharing the same starry void look the last pice of the outfit is a set of thigh highs that mimic her hair heeled boots finishing the look. "Much better now that I'm dressed lets finish this" she claps and three quarters of his remaining force die instantly thier gene seed being collected by her psionic energy "also we should hurry before my dear adopted father decides to intervene here but as previously stated before my dear merchant you won't die but may question your allegiances"
Cross crests the hill and before he knows a blood red dome is now present but every instinct he has tells him to walk through though his training tells him otherwise but he takes that critical step forward and finds himself and lily stood of to the side of the fight bound in place (make the check to be freed)
to those who saw the original post that was meant to be a sort of place holder for that moment while i waited for Yasir as i responded to his question a bit late a night for me but he responded much quicker tha i thought kudos to you buddy
__________________
Your local Tech Priest of Cult Mechanicus
Cross heard the merchants words, something had escaped the warp and he and Vania were fighting it, clearly whatever it was had brought the Marines with it to cause chaos and mayhem but from the brief glance he had Yasir and Vania were making short work of the soldiers. But stay back? while his child was in danger? clearly the merchant underestimated his paternal instincts.
After the beating he had just taken, he was clearly aware of just how capable Vania was of dealing with any threat but that didn't mean she should have to deal with it alone, neither should Yasir. But before Cross could even take a step towards the others, the air in front of him shimmered and warped, his headache flaring and his radio screaming static as a huge blood red dome coalesed and appeared before of him and Snowlily, dropping over the battlefield and his other daughter without warning.
He knows intellectually that entering the dome is foolish, down right dangerous but his body moves without listening, his every instinct pulling him forward, his eyes tell him that the dome is impenetrable but he ignores them, he knows he can get inside, a fact proved right as he feels little resistance as his body pushes through the outer surface of the dome as if it was water, or more disconcertingly accurately as if it was warm blood.
Once passed the surface, Cross could see the battle playing out still on the other side, now cast in a red hue, Vania waving her arms and somehow manipulating the warp like she is some old earth fairy tale wizard, the flames surrounding her disappearing along with some hellish warp creature, standing practically naked for the briefest moment before another wave of her hands conjures up new clothes.
Her and Yasir appear to be talking to each other, but Cross finds he is unable to make out their words, something is holding him in place and everything is muffled and muted. He strains his body against whatever force is holding him but he is stuck fast and can do nothing more than fight against the hold this strange red place had on him as he watched Vania wave her hands and several of the Marines dropped to the floor, clearly dead as something was ripped from their chests by tendrils of psychic energy emanating from Vania and the void Black Crystal floating by her side.
Beside him Snowlily also appears to be bound in place, having followed him through the dome to rescue her sister, or to give her a beating in retaliation for the one Vania gave Cross he wasn't sure, for now though all he can do is watch the nightmare scene before him and scream out to his child
Features and Abilities:Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), KasathaLanguages | Armor: Light Weapons: Simple Melee, Small Arms & Sniper, Psi-Blade and Glaive Cannon Saving Throws: Dexterity, Constitution Skills: Acrobatics: +13, Athletics: +10, Bluff: +7, Computers: +9, Culture: +14, Diplomacy: +6, Disguise: +2, Engineering: +9, Intimidation: +6, Life Science: +7, Medicine: +11, Perception: +9/+7, Physical Science: +6, Piloting: +11/+8, Profession (Hunter): +10/+8, Sense Motive: +8/+6, Sleight of Hand: +11, Stealth: +12, Survival: +14/+12Proficiencies 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 skillSkill Focus - Culture |You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throwsGreat 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 deprivationToughness |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 weaponFar 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 | You attract followers to your cause and a companion to join you on your adventures. This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist youLeadership
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 | When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.Debilitating Trick 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 advantageExplorer 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 bonusEfficient Forager | You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.Nightvision Protoss Graft Traits:During the Brood War, dark archons manipulated raw psychic energy to cause damage by turning the energy of a target against itself, By the Second Great War, the high templar learned to use this ability. As high templar are deeply attuned to the energy flows that surround them, through this psionic ability, these warriors can grasp the energy currents present in beings or machines, and drain them through a violent chain reaction. This backlash may cause grievous wounds to living beings, or massive structural damage to machines. If the target happens to bristle with energy, the powerful psionic Feedback may destroy it outright. At Will Psionic Ability Dealing 2D6 DamageFeedback | A psionic storm is a storm of raw psychic energy produced by a psionics user. Protoss who follow the Khala can produce such a storm by closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms, tearing apart their brains. Such storms can also damage vehicles and the landscape itself. Such is the power of a psionic storm that it can send shockwaves through the air around it. The storm is a physical display of a high templar's psionic power. It concentrates all the psionic energy over a given area, so overlapping storms have no greater effect than a single one. Usable Twice per Day, Inflicting 5D6 Damage to a 20ft AreaPsi-Storm
Yasir had cut Cross off from assisting Vania and put her in reach of his Master...or had he?
If anything, Vania's power seemed to INCREASE! "You have "More power" than him here? How can that be? This is HIS Domain...isn't it?"
The damage he had done previously was little more than to her, and seemed to have been healed by her transformation. Ok, desperate measures!
Reaching out with the powers of The Warp, he attempted to hold her in place!
Hopefully, it wouldn't rebound and hold him in place instead!
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Either way, he telepathically asks her: "Why would I question my Allegiance? Just who, or what, ARE you Vania?"
Action: Cast Warp Hold on Vania
-hold any creature with at least 1 hit dice less than you if it has more than 2 hit dice than you you are held by the spell
Set Up Shop: (Using These Rules)
Upgrade Masterwork Skill Rank 3 Small Merchant Business
Time: 1 week (1/7 Days completed)
Cost: 100 Credit/Skill Rank (125% of Cost to make it Masterwork) = 375 Credits (4 credits previously invested)
Recruit Rank 3 Assistant:
Days it takes to Recruit 1st Assistant: 9 (Day 1/9)