Ratfolk Caravan Guard

Critzs' Quig's page

64 posts. Alias of Critzible.


Full Name

Quig

Race

ysoki

Classes/Levels

Mechanic(Bounty HUnter) 4 |Init:+2 Per:+8 DV:60ft|SP:32 HP:26 RP:4|EAC:17 KAC:17|F:+3 R:+1 W:+3|Club+2(1d6+3B) Semi-Auto Pistol+4(1d6+2P)

Gender

male

Size

Small

Special Abilities

Energy Shield, Overcharge,Overload,AI,bypass, Cheek Pouches, Cusom rig,Moxie

Alignment

CN

Strength 8
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 12
Charisma 11

About Critzs' Quig

Male ysoki bounty hunter mechanic 4
CN Small humanoid (ysoki)
Init +2; Senses darkvision 60 ft.; Perception +8
DEFENSE: SP 32 HP 26 RP 5 EAC 17; KAC 17 Fort +3; Ref +1; Will +3 Defensive Abilities energy shield
OFFENSE: Speed 30 ft.
Melee club +2 (1d6+3 B; analog, archaic)
Ranged tactical semi-auto pistol +4 (1d6+2 P; analog) or frag grenade I +2 (explode [15 ft., 1d6 P, DC 12])
Offensive Abilities: overcharge, overload
STATISTICS: Str 8 (–1); Dex 14 (+2); Con 12 (+1); Int 16 (+0); Wis 12 (+1); Cha 11 (+1)
Skills: Acrobatics +6 (+10 to tumble through the space of a creature of Medium or larger size), Athletics +6, Computers +11 (4 ranks), Engineering +13 (4 ranks), Perception +8, Stealth +8, Survival +10 Feats: Barricade, Toughness
Languages: Akitonian, Brethedan, Common, Kasatha, Shirren, Ysoki Other Abilities: artificial intelligence, bypass, cheek pouches, custom rig, moxie, theme knowledge
Combat Gear: mk 1 serums of healing (2), spell ampoule of mending, detonator, explosives (flash I [2], stickybomb II [2], incendiary I), frag grenades I (2); Other Gear defrex hide, club, tactical semi-auto pistol with 30 small arm rounds, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, credstick (34 credits)
Special Abilities:
Artificial Intelligence: Quig has a flying drone he constructed himself. It acts after Quig’s turn each round. If Quig takes no actions to control the drone, it can take only a standard action to attack or a move action to move up to its speed. If Quig takes a move action to control it, the drone can take a standard and move action. If Quig takes a move and swift action to control his drone, it can take a standard, move, and swift action, or a full action.

Barricade: As a move action, Quig can stack and reinforce objects too small to provide cover normally into a single adjacent square of partial cover. (The GM can rule that particularly barren areas lack the material needed to
create a barricade.) If built in a square that already provided partial cover, the barricade instead provides cover. The barricade has hardness 9 and 9 Hit Points. If the barricade or a creature adjacent to it is hit by an attack, the barricade collapses 1d4 rounds later even if it has not yet been destroyed by damage. Normally there is not enough spare material to build a second barricade in the same square.

Bypass: Quig gains a +1 bonus to Computers and Engineering checks. This has been added to his skill bonuses above. Cheek Pouches Quig can keep up to 1 cubic foot of items, weighing up to 1 bulk, in his cheek pouches. He can transfer a single item between his hand and a cheek pouch as a swift action.

Custom Rig: Quig has a customized handheld toolkit he uses to hack systems and items. It functions as the appropriate tool for any Computers or Engineering checks he attempts. If it’s destroyed, he can build a new custom rig from any technological toolkit with 1 hour of work.

Darkvision: Quig can see up to 60 feet in total darkness.

Energy Shield: As a standard action, Quig can use his custom rig to grant himself an energy shield. It gives him 7 temporary Hit Points and lasts for 4 minutes or until its Hit Points are depleted. Once he has used it, he can’t activate it again until he takes a 10-minute rest to regain Stamina.

Moxie: Quig can stand from prone as a swift action. When off-kilter, he does not take the normal penalties for that condition and is not flat-footed.

Overcharge: As a standard action, Quig can use his custom rig to overcharge and fire an energy weapon (or melee weapon with the powered special property) in his possession, or as a move action he can overcharge a touched weapon (which is then overcharged for its next attack made before the end of Quig’s next turn). An overcharged weapon’s attack deals an additional 1d6 damage and uses three times as many charges as a typical attack with the weapon.

Overload: As a standard action, Quig can overload an adjacent technological item, such as a powered weapon or armor upgrade (though not a creature, or an object larger than Medium size). The item does not function for 1 round. If the item is in a foe’s possession, that creature can attempt a DC 15 Reflex save to negate this effect. Once a device is overloaded, a static charge prevents the object from being overloaded again for 1 minute.

Theme Knowledge: Quig can select a specific sentient creature that he can identify by name, alias, or specific identity to be his mark. He reduces the DC of Culture or Profession (bounty hunter) checks by 5 to recall knowledge about his mark, as well as about law enforcement individuals and practices. If he knows his mark by an alias, he can recall only knowledge associated with that alias.

Toughness: Quig gains a +4 bonus to many Constitution checks to avoid damage or negative consequences from harsh environments.

GEAR DESCRIPTIONS:
Club: This archaic weapon deals 5 less damage to foes unless they are unarmored or in archaic armor.

Defrex Hide: While wearing this armor, Quig can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 4 days.

Detonator: A detonator can be wired to an explosive in 1 minute, and set to detonate the explosive within 500 feet with the push of a button (no action if done on Quig’s turn, or a reaction), a command code (a move action) or a complex action such as a retinal scan (a full action). The detonator can be used 5 times.

Explosives: Quig has a number of explosives designed to work with his detonator. These have the some cost, weight, and effect as grenades, but must be activated with a detonator rather than thrown. He has two stickybomb II explosives (explode [15 ft., entangled 2d4 rounds, DC 13]), two flash I explosives (explode [5 ft., blinded 1d4 rounds, DC 12]), and one incendiary I explosive (explode [5 ft., 1d6 F plus 1d4 burn, DC 12).

Mk 1 Serum of Healing Drinking: a vial of this serum restores 1d8 HP.

Spell Ampoule of Mending: Quig can inject this spell ampoule into Scout (or another construct) to restore 1d4 Hit Points to it.

Tactical Semi-Auto Pistol: This weapon shoots physical bullets and can be fired nine times before it needs to be reloaded. Quig has 30 rounds of small arm ammunition, which can reload this gun or Scout’s pistol.

SCOUT (QUIG’S DRONE)
Drone 4
N Tiny construct
Senses: darkvision 60 ft., low-light vision; Perception +8
DEFENSE: HP 40 EAC 17; KAC 17 Fort +1; Ref +6; Will +0
OFFENSE: Speed 30 ft., fly 30 ft. (Ex, average)
Ranged tactical semi-auto pistol +7 (1d6+2 P; analog)
STATISTICS Str 6 (–2); Dex 17 (+3); Con —; Int 6 (–2); Wis 9 (–1); Cha 6 (–2)
Skills: Acrobatics +10, Perception +8
Feats: Mobility, Weapon Focus (small arms)
Languages: Common, Ysoki
SPECIAL ABILITIES:
Mobility: Scout gains a +4 bonus to its AC against attacks of opportunity it provokes by leaving a threatened square.
DRONE MODS:
Camera: As long as Scout is within range of Quig’s custom rig (2,500 feet), Quig can see through Scout’s senses (in addition to whatever a typical human can see).
Enhanced Senses: Scout gains low-light vision and darkvision, which also function through its camera.
Flight System: Scout has a flight system included in its chassis. This grants it the flight listed with its speed.
Weapon Mount: Scout has a tactical semi-auto pistol, which can be fired nine times before Quig must reload it with small arm rounds.