Rat King

_Rocket_'s page

490 posts. Organized Play character for Revvy Bitterleaf.


Race

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

About _Rocket_

Ace Pilot

THEME KNOWLEDGE (1ST)
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.

Small and furtive, the ysoki are often overlooked by larger races. Yet through wit and technological prowess, they’ve spread throughout the solar system, giving truth to the old adage that every starship needs a few rats.

Ysoki: +2 Dex +2 int - 2 str 2 HP

Ysoki are Small humanoids with the ysoki subtype.

Cheekpouches:
Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity.

Darkvision: Ysoki can see up to 60 feet in the dark

Moxie: Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter (see page 276), a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an Acrobatics check to tumble through the space
of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check.

Scrounger: Ysoki receive a +2 racial bonus to Engineering, Stealth, and Survival checks.

Str: 14 (14-2) +2
Dex: 21(15+1+2) +2 +1
Con: 15 (13) +2
Int: 14 (10+2) +2
Wis: 12 (12)
Cha: 10 (10)

Fort:+6 (+4, +2 con)
Reflex:+6 (+1, +5 dex)
Will: +5 (+4, +1 wis)

Resolve:8 (half lvl (6/2 = 3) +5 dex)
Stamina:45 (7+2)*6
Hit points: 37 (race 2 + 7*6)

Soldier:
SKILL RANKS PER LEVEL
4 + INTELLIGENCE MODIFIER
Acrobatics (Dex) Medicine (Int)
Athletics (Str) Piloting (Dex)
Engineering (Int) Profession (Cha, Int, or Wis)
Intimidate (Cha) Survival (Wis)

Piloting: +14 (+5 rank, +3 class, +5 dex, +1 theme)
Acrobatics: +13 (+5 rank, +3 class, +5 dex)
Athlectics: +6 (1 rank, +3 class, +2 str)
Engineering: +12 (+5 rank, +3 class, +2 int, +2 racial)
Survival: +7 (+1 rank, +3 class, +1 wis, +2 racial)
Athletics: +7 (+1 rank, +3 class, +3 str)
Medicine: +6 (+1 rank, +3 class, +2 int)
Mysticism: +1 (+1 rank)
Intimidate: +4 (+1 rank, +0 cha, +3 trained)
Computers: +3 (+1 rank, +2 int)
Stealth:+7 (0 rank, +5 dex, +2 racial)
Culture: +2 (1 rank, +1 int)
Sleight of hand +6 (1 rank, +5 dex)
Life Science +2 (1 rank, +1 int)
Perception +2 (1 rank, 1 wis)
(needs +5 ranks due to increase in int + bonus language)

To hit:
Ranged: +11 (BAB+6, +5 dex) (+1 with lasers, +1 with prof. weapons)
Melee: +8 (+6BAB, +2 str) (+1 with prof. weapons)

ARMOR PROFICIENCY
Light armor and heavy armor
WEAPON PROFICIENCY
Basic and advanced melee weapons, small arms, longarms,heavy weapons, sniper weapons, and grenades

The bombard fighting style emphasizes attacking multiple targets, often using grenades, and leverages substantial physical strength to control large weapons with significant recoil. At higher levels, you can use launchers, missiles, and other heavy weapons.

Grenade Expert (Ex) 1st Level
D You increase the range increment of your thrown grenades by 5 × your Strength bonus. In addition, you’re able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works).
Heavy Fire (Ex) - 5th Level
You can use your physical power to steady your weapon and make your attacks more dangerous. As a full action, you can make a single ranged attack that deals additional damage equal to your Strength bonus to all targets. You can use this ability in conjunction with the automatic, explode, or unwieldy special property

Toolkit (trapsmith’s tools (provides a +4 bonus to Engineering or Mysticism checks to arm or disarm traps) and engineering
Engineering kit (Engineering checks without one take a –2 penalty), hacking kit (required for most Computer checks; see page 137 for more information)
Integrated comm unit with Flashlight (15 fr cone) in armor + boot clamps
Fire Extinguisher
Serum of Healing MK1 (2*) (one in cheek pouch)
Battery
Starfinder Backpack (containing the other items)

Armor:
Second skin 1 250 +1 EAC +2 KAC +5 Max dex —0 armor check — 1 upgrade L - with jetpack (You gain a fly speed of 30 feet (average maneuverability). You can use this for “cruising flight” at a usage of only 1 charge per minute, but you are flat-footed and off-target while doing so. Changing from normal flight to cruising flight or vice versa is a standard action. A jetpack can’t lift you if you’re encumbered. This upgrade can be installed only in light or heavy armor. (charges 40, usage 2/round)

Weapon(s);
[Laser rifle, azimuth 1 425 1d8+6 F 120 ft. Burn 1d6 20 charges(+12 to hit) - owned but not carrying on body due to weight]
Tactical pike 1d8+7P, analog/reach (+8 to hit)
(underwater) Artillery laser, azimuth 1 425 1d10+6 F 120 ft. Burn 1d6 20 charges 2 3 Penetrating (+13 to hit) - with called fusion (A weapon with the called fusion can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon)
Arc pistol, static 2 750 1d6 E 50 ft. Arc 2 20 charges 2 L Stun (+12 to hit, 1d6+3 E damage - non-lethal option)

Railed Weapons+attachments:
: Railed weapons are longarms, heavy weapons, and sniper weapons, all of which have rails along
or near the weapon’s barrel that allow you to easily add
accessories to the weapon. A railed weapon has four rails
to which accessories can be added: one on top, one on the
bottom, and one on either side. Only one weapon accessory
can be added to each rail. Some accessories must be attached
to a specific rail, such as the top or bottom, as detailed in the
accessory’s description.

Grenadier Bracket - attached to called underwater artillery laser
Source Starfinder Armory pg. 59
Level 1; Price 400; Bulk —
Weapon Types railed weapon
Description
A grenadier bracket allows you to attach a modified grenade launcher or missile launcher of 3 bulk or less to the bottom rail of a railed weapon. The modifications reduce the capacity of the grenade launcher or missile launcher by 50%, to a minimum of 1 grenade or missile. These modifications can be made in 1 hour with a DC 15 Engineering check, though it is also possible to buy bracket-ready grenade or missile launchers that have been premodified for the same price as standard grenade and missile launchers. Such a modified grenade or missile launcher can still be fired as a separate weapon, and still uses proficiency in heavy weapons, even if fired from a rail on a longarm or other weapon. Attaching a grenade launcher to a grenadier bracket or removing it is a full action.
+
Foam Grenade
A foam grenade explodes on impact to release a burst of fire-suppressant foam akin to that from a fire extinguisher. This foam reduces the damage from the burning condition or from the corrode critical hit effect taken by creatures within the area by the listed amount each round; this ends the burning condition or corrode effect if it reduces the amount of damage to 0. This also ends any active fires within the affected area.
SFS Legal Foam Grenade, Mk 1
Source Starfinder Armory pg. 39
Level 3; Price 410
Damage —; Range 31 ft. ft.; Critical —
Capacity drawn
Bulk L; Special explode (10 ft.), extinguish
Loaded with:
Smoke Grenade
Source Starfinder Core Rulebook pg. 178
Level 1; Price 40
Damage —; Range 20 ft.; Critical —
Capacity drawn
Bulk L; Special explode (smoke cloud 1 minute; 20 ft.)
Description
A smoke grenade deals no damage; instead, it releases a cloud of dense smoke. Each character who inhales smoke must succeed at a Fortitude saving throw each round (DC = 15 + 1 per previous check) or spend that round choking and coughing; he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection from a suit of armor prevents this effect altogether.) Regardless of the armor a character wears, smoke obscures vision, granting concealment to anyone within it.
Foam Grenade
A foam grenade explodes on impact to release a burst of fire-suppressant foam akin to that from a fire extinguisher. This foam reduces the damage from the burning condition or from the corrode critical hit effect taken by creatures within the area by the listed amount each round; this ends the burning condition or corrode effect if it reduces the amount of damage to 0. This also ends any active fires within the affected area.
SFS Legal Foam Grenade, Mk 1
Source Starfinder Armory pg. 39
Level 3; Price 410
Damage —; Range 31 ft. ft.; Critical —
Capacity drawn
Bulk L; Special explode (10 ft.), extinguish

And most likely from Soldier feature a
Screamer Grenade, Mk 1
Source Starfinder Core Rulebook pg. 178
Level 4; Price 725
Damage 1d10 So; Range 20 ft.; Critical —
Capacity drawn
Bulk L; Special explode (1d10 So; deafened 1d4 minutes; 15 ft.)

BAYONET BRACKET LEVEL 1 - not attached right now
A bayonet bracket allows you to attach a one-handed melee
weapon to the bottom rail of a railed weapon or a small arm. The
melee weapon cannot have the reach weapon special property.
Attaching a melee weapon to a bayonet bracket or removing it
is a full action. If the attached melee weapon deals bludgeoning
or slashing damage, you take a –2 penalty to attack rolls with
it while it’s attached. The type of bayonet bracket determines
which weapons you can use together.
D Light Bayonet Bracket (Level 1): A light bracket allows you
to fasten a melee weapon of light bulk to a longarm or sniper
weapon, or fasten an operative weapon to a small arm.
->D Heavy Bayonet Bracket (Level 1): A heavy bracket allows
you to fasten a melee weapon of 1 bulk or less to a longarm,
heavy weapon, or sniper weapon.
->Cryospike, personal 2 1,100 1d4 C — L Extinguish, integrated (2 slots), powered (capacity 20, usage 2)
(Extinguish
You can expend all remaining charges of this weapon (even if
it has only a single charge or use) as a swift action to remove
the burning condition from yourself or an adjacent creature,
or to quench the flames in 1 square. If the weapon affects an
area, it extinguishes all flames in that area (including ending
the burning condition for all targets fully within the
area). Extinguishing flames does not prevent the
area from catching fire again, especially if flames
survive nearby.)

SCOPE LEVELS 3–12
A scope is a telescopic sighting device with an incorporated
reticle that attaches to a small arm or railed weapon’s top rail. A
scope can’t be added to a weapon with a sight (see page 61). As
a move action, you can aim through a scope. This can be done
as part of the same move action required to aim a weapon with
the sniper weapon special quality, or as part of a sneak attack
where you do not take any movement even if you also aim a
sniper weapon as part of that action. Aiming through a scope
reduces penalties to attack rolls due to range as well as bonuses
to AC from cover.
In addition, a scope increases a weapon’s range increment for
determining penalties to attack rolls due to range. For small arms,
a scope increases the weapon’s normal range increment to 1-1/2
times its listed range for this purpose. For longarms and heavy
weapons, the increase is 4 times the normal range increment. For
sniper weapons, the increase is twice the range increment of the
sniper special property. The reduction in penalties due to aiming
with a scope applies only to the next attack roll you make with
the weapon before the end of your next turn. Scopes also confer
other benefits depending on their type.
You can also view distant objects through a scope as a
move action, which grants you a +1 circumstance bonus to
vision-based Perception checks against objects 30 feet or
farther from you. You can use a scope for this purpose when
it is not attached to or integrated with a weapon. A detached
scope does not provide improved accuracy.
D Sniper Scope (Level 3): A sniper scope reduces penalties due to
range and AC bonuses from cover by 2.

UNICLAMP LEVEL 1
This all-purpose accessory can hold a single handheld item of
up to 1 bulk, such as a fire extinguisher or flashlight, so you can
use the item while wielding the weapon. A uniclamp requires as
many rails to attach to a piece of equipment as the equipment
requires hands to operate. Attaching an item to a uniclamp or
removing it is a full action.
Unlike a gear clamp, which merely places an object in
some convenient location (such as on your armor or clamped
to a strut), but has no ability to activate or deactivate items
clamped to it, a uniclamp runs any necessary controls for the
item to the trigger or control mechanism for the weapon it is
attached to. This allows you to use the item as if manipulating
it with the same number of hands you have on your weapon,
while still wielding the weapon. For example if you use a
uniclamp to attach a beacon portable light onto a thunderstrike
streetsweeper, you can turn the beacon on and off while still
keeping two hands on your streetsweeper.
The GM can rule that some items are unsuited for use with
a uniclamp, that a uniclamp can be attached to only some
weapons, or that a uniclamp designed for particular items
doesn't work with anything else
- with attached fire extinguisher

Stormcaller, Ribbon:

Source Starfinder Armory pg. 48
Level 7; Price 7,700
Hands 2; Proficiency Heavy
Damage 2d8 E; Range 40 ft.; Critical —
Capacity 40 charges; Usage 5
Bulk 2; Special flexible line, living, unwieldy

To hit 1d20+12 vs EAC, 40 ft line 2d8+6 elec damage

Gear boost: Laser Accuracy (Ex)
You gain a +1 insight bonus to attack rolls with weapons in
the laser category.

WEAPON SPECIALIZATION (EX) 3rd Level
You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.

Feats:
lvl 1: Improved initiative
Soldier lvl 2: Blind-Fight (Combat)
You are skilled at attacking opponents you can’t clearly see.
D Benefit: In melee, every time you miss because of concealment (see page 253), you can reroll your miss chance percentile roll one time to see if you actually hit (see page 243).
You aren’t flat-footed against melee attacks from creatures you can’t see, and you can withdraw from creatures you can’t perceive. You don’t need to attempt Acrobatics checks to move at full speed while blinded.
lvl 3: Weapon Focus (Combat)
Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type.
-> Heavy weapons
Soldier lvl 4: Versatile Focus (Combat)
Your accuracy applies to all weapons with which you
are proficient.
D Prerequisites: Weapon Focus (any).
D Benefit: The benefits of Weapon Focus extend to all weapons with which you are proficient
lvl 5: Enhanced Resistance (DR equal to BAB -> 6

Languages: Ysoki, Common, Vesk

scenario's played:

1-01 The Commencement
Quests: Into the Unknown
1-04 Cries from the Drift
Dead Suns AP: 1 (Incident at Absolom Station)
1-00 Claim to Salvation
1-08 Sanctuary of Drowned Delight
1-13 On the Trail of History
1-99 The Scoured Stars Invasion
1-25: The Beacon Code Dilemma
1-11 In Pursuit of the Scoured Past
1-15 Save the Renkroda's (not (correctly?) reported on the site)
1-23 Return to Sender

Fame: 23
Reputation: (Total; 28)
Exoguardians: 25
Wayfinders: 1
Second Seekers (Luzelia): 2

Boons::

Exo-Guardians Champion (Faction Boon)
You’ve declared your allegiance to the Exo-Guardians and dedicate
your missions to furthering the goals of that faction.
Prerequisites: Exo-Guardians Tier 0
Cost: 2 Fame
Benefit: This Faction boon allows the character to gain
Reputation with the Exo-Guardians faction. A character with this
boon slotted at the end of a successfully completed scenario gains
Reputation as detailed in the primary and secondary success
conditions of that scenario.
Normal: A character gains no Reputation unless she has a
Faction boon slotted.

Pact Worlds Defender (Social Boon)
You make no secret your desire to defend the Pact Worlds from
external threats.
Prerequisites: Exo-Guardians Tier 1
Cost: 1 Fame
Benefit: When you have this boon slotted, you and any
adjacent allies gain a +1 morale bonus to saving throws
against fear effects. This bonus increases to +2 if the source
of the fear effect is something that did not originate within the
Pact Worlds.

Defender of the Fleet (Starship Boon): During the return to the Scoured Stars, you partook in at least one starship combat mission to assist the evacuation of the stranded Starfinders. As a result, your name has spread throughout the engineers and dockmasters of the Starfinder fleet. Whenever you slot this boon, you can pick one of the following options:
Finest Computers: You can improve the computers onboard your starship by one step: from a mononode to a duonode, or from a duonode to a trinode. Alternatively, you can upgrade the computer’s bonus by 1 while this boon is slotted (to a maximum of +8).
Finest Engines: You can increase the speed of your thrusters by one step. For example, T6 thrusters become T8 thrusters. You cannot use this boon to upgrade beyond the fastest thrusters commonly available for your size of starship (so you cannot upgrade past T14, S12, M12, L10, H10, G8 or C8 thrusters.)
Finest Weapons: Each of the weapons on your starship is the best available in the Starfinder fleet. When you roll damage, you can reroll any damage dice with a result of 1 on the die; you must keep the second result.

Scoured Stars Survivor (Personal Boon): You survived the events of the Scoured Stars and they’ve impacted you, or you’ve passed this information onto someone who has learned from your experiences. If you already have a permanent boon in your Personal boon slot, such as a special race boon, then you can instead gift this boon to any other character you’ve created that does not already have a permanent Personal boon. If you pass this boon onto another character, keep a copy of this Chronicle sheet with that character.
When you slot this boon in your Personal Boon slot, once per day as a free action, you can reduce the number of Resolve Points required to stabilize by 1 (to a minimum of 0 RP.) When you use this ability to stabilize, you also immediately gain 1d6 Hit Points for every 2 character levels you have.

Personal augmentation +2 Dex - Synaptic Accelerators (Technology) ML1
Still need to update skills from stat (int) increase from lvl 5