Family Reunion
Seeing Vania walking towards him, stalking would be more accurate though, he can tell she is angry and can see whats coming, seeing the lack of effort she is putting into the blow he is sure he could avoid it if he wanted too but he lets it happen, taking a backhand to the face without a word and letting her vent her frustrations, having been on the receiving end of her blows when she was trying this was barely a tap, not that he would ever admit to anyone that even that light tap hurt, especially in his condition.
Cross remained standing silently and looked at his eldest daughter as she ranted a little then left to collect the pending transport, he wasn't too surprised to see Ji'nara and the others, he was sure they were fulfilling their duties on the Phoenix admirably but they were "His" honour guard and they would have dropped those jobs in a heartbeat to keep their oath to their Praetor. The inclusion of his father in the transport was a surprise, an unpleasant one.
They had cleared the air and perhaps started the process of reconciliation between them but there was still a long way to go, his fathers presence was an unwelcome distraction he could do without right now and an influence around his children he did not want but for now he had to bite his tongue. Despite his concern for her welfare, Vania was right about Snowlily, she was more than capable of taking care of herself but that didn't stop his paternal instincts worrying.
It seemed that his status as Praetor, and father, had been made purely ceremonial and Vania assumed command of the Tank, which was for the best right now, entering a combat scenario when he was unfamiliar with the hardware would be a fatal mistake, the turret operations station was the only one he was familiar with so he made his way towards it, pausing briefly beside Vania and resting a hand on her shoulder, giving her a smile as she looked at him.
When he had her attention, he spoke in a soft quiet voice. "When this is over sweetheart, we need to have a conversation about your temper and how you let your frustrations out. I am not Beauford, I am not the Don's Son or the Tailor, that isn't how we do things in this family, we don't hurt each other, we do the opposite" His hand squeezed her shoulder gently as he gave her another smile before assuming his station.
As he ran diagnostic's and got the system online for what was to come, he resisted the urge to snarl at Garrett as he come over and leaned on Cross's chair, keeping his eyes on the consoles and readings, he kept his voice cold
"Now isn't the time Garrett, assume your station" After a moment, it was clear his father wasn't going to leave, perhaps he hadn't been assigned a station yet
Cross turned and looked up at the man standing beside him, letting out a sigh "Your granddaughters have a great deal more faith in you than i do, don't let them down Garrett" Like you did me, he thought but he left that unsaid but implied between them
"we will talk later"
Stat Block Nathan Cross
Neutral Good | Terran - Bounty Hunter | Operative (Level 4)/Soldier (Level 1)
Stamina: 26 / 53 | HP: 35 /35 | Resolve Points: 1 / 6
EAC: 20 | KAC: 22 | Initiative: +14
Speed: 50 | Base Attack Bonus: +4 (+3/+1)
STR 13(+1) | DEX 18 (+4) | CON 18 (+4) | INT 16 (+3) | WIS 14 (+2) | CHA 13 (+1)
Fort Save: +9 (Airborne Poison/Toxins +11. Cold/Heat +13)| Reflex Save: +8 | Will Save: +8
Weapons: Archaic, Sniper (2-handed).Range (70/1,000) +8 Ranged (2d6+4 Damage) Specialist Coil Rifle | Range(30) +8 Ranged (1d6+2 Damage) Tactical Semi Auto Pistol | +8 Attack (1d4+2 Damage) Survival Knife | +8 Attack (1D8+2 Damage, Cuts Through Tungsten) Daelaam Protoss Psi-Blade | Range (400/1,000) +8 Ranged (3d12+4 Damage), Payload 20/20 (8 Hour Recharge) Antimatter Rifle | +5 Attack 1D6+1 Lethal Damage, Threaten Adjacent Squares with AOO Unarmed Strikes
Features and Abilities: Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, Protoss (Probium), Orchish Languages | Armor: Light, Shields
Weapons: Simple, Basic & Advanced Melee, Small Arms, Long Arms & Sniper, Psi-Blade and Glaive Cannon, Grenades
Saving Throws: Dexterity, Constitution
Skills: Acrobatics: +14, Athletics: +11 (Leaping: +27), Bluff: +8, Computers: +10, Culture: +16, Diplomacy: +8, Disguise: +3, Engineering: +10, Intimidation: +7, Life Science: +8, Medicine: +13, Perception: +12, Physical Science: +7, Piloting: +11, Profession (Hunter): +12, Sense Motive: +12, Sleight of Hand: +11, Stealth: +14, Survival: +16Proficiencies
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 | 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 you Leadership | Your quick reflexes allow you to react rapidly to danger.
Benefit: You gain a +4 bonus to initiative checks. Improved Initiative | You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.
Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.
Improved Unarmed Strikes
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 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 | 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 Damage Feedback | 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 Area Psi-Storm
Soldier Traits: You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes. Primary Fighting Style - Blitz | At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet. Primary Style Technique - Rapid Response | You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.
This replaces the soldier’s proficiency with heavy armor and heavy weapons. Ascetic Warrior - Vazeal Zhakan-Kai / Hands of the Destroying Shadow