Full Name |
Darqen |
Race |
| SP 32/32 | HP 26/26 | RP 7/7 | EAC 20; KAC 20 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9, SM: +8 |
Classes/Levels |
| Blindsense (Scent) | Speed 30ft | Active conditions: None |
Gender |
N Male Ysoki | Operative 4 | Specialty (Hacker) | Theme (Dream Prophet) |
About Darqen Taabestuun
--
Male Ysoki Operative (hacker) 4
N Small humanoid (ysoki)
Init +7 (Dex +5, Operative’s Edge +2)
Blindsense (30 ft), Ysoki alternate racial trait replacing Darkvision
Darkvision via Infrared Sensors
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Theme: Dream Prophet, Mysticism class skill, Reduce the DCs of Mysticism checks to identify spells as they are being cast and to recall knowledge about arcane symbols and magic traditions by 5.
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DEFENSE
KAC 20 (Dex +5, Armor +5)
EAC 20 (Dex +5, Armor +5)
AC vs. CM 28
SP 32 = Lvl x (6 Operative + 2 Con)
HP 26 = Lvl x 6 Operative + 2 Ysoki
RP 7 = Half Lvl + Dex mod
Fort +3 (Con +2, Operative +1)
Ref +9 (Dex +5, Operative +4)
Will +4 (Wis +0, Operative +4)
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OFFENSE
Speed 30 ft.
Ranged:
- Azimuth laser pistol +8 (BAB +3, Dex +5, Weapon Focus +1), 1d4+3, (Crit: 1d4 Fire) Range 80ft
- Tactical Semi-Auto Pistol +7, 1d6+3, (Crit:-) Range 30 ft
- Frag grenade I +7 (1d6 / 15 ft.) Range 20ft
- Tactical baton +7 (1d4+3 / bludg.)
- Survival knife +7 (1d4+3 / slash.)
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STATISTICS
Str 8, Dex 20*, Con 14, Int 12, Wis 11, Cha 10 *Personal Upgrade Mk1
BAB +3
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Feats
Armor Proficiency (light)
Weapon Proficiency (basic melee, sniper, small arms)
Weapon Focus (Small arms)
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Skills 36(44 incl. Computer + Engineering due to specialization Hacker)
Acrobatics +14 (Rank 4, Class +3, Dex +5, Operative’s Edge +2)
Athletics +5 (Rank 1, Class +3, Str -1, Operative’s Edge +2)
Bluff +6 (Rank 1, Class +3, Cha +0, Operative’s Edge +2)
Computers +11 (free Rank 4, Class +3, Int +1, Skill Focus [Hacker Spec.] +3)
Culture +10 (Rank 4, Class +3, Int +1, Operative’s Edge +2)
Diplomacy +2 (Rank 0, Cha +0, Operative’s Edge +2)
Disguise +6 (Rank 1, Class +3, Cha +0, Operative’s Edge +2)
Engineering +13 (free Rank 4, Class +3, Int +1, Ysoki Scrounger +2, Skill Focus [Hacker Spec.] +3)
Intimidate +6 (Rank 1, Class +3, Cha +0, Operative’s Edge +2)
Medicine +7 (Rank 1, Class +3, Int +1, Operative’s Edge +2)
Mysticism +9 (Rank 4, Class +3, Wis +0, Operative’s Edge +2)
Perception +9 (Rank 4, Class +3, Wis +0, Operative’s Edge +2)
Piloting +14 (Rank 4, Class +3, Dex +5, Operative’s Edge +2)
Sense Motive +9 (Rank 4, Class +3, Wis +0, Operative’s Edge +2)
Sleight of Hand +11 (Rank 1, Class +3, Dex +5, Operative’s Edge +2)
Stealth +16 (Rank 4, Class +3, Dex +5, Ysoki Scrounger +2, Operative’s Edge +2)
Survival +9 (Rank 2, Class +3, Wis +0, Ysoki Scrounger +2, Operative’s Edge +2)
Languages Common, Ysoki (race), Vesk (home planet), Abyssal (Int), Celestial(Int), Aklo (Culture), Infernal (Culture), Azlanti (Culture)
Combat Gear:
Tactical Semi-Auto Pistol
Tactical baton
Survival knife
Azimuth laser pistol
Vesk Brigandine, II (Upgrade Slots: Infrared Sensor, Jetpack; Slots 2; Bulk L, 2,650 c)
Other Gear:
Personal comm unit
Engineering kit
Flashlight
Hacking kit
Basic medkit
Starstone compass
Starfinder backpack
Travel clothing
Field rations (3 weeks)
Hygiene kit
4 x Healing Serum Mk 1
Ability Crystal +2 Dex, MK 1 [1400 c]
Jetpack [3,100 c]
Infrared Sensor [200c]
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SPECIAL ABILITIES &
Trick Attack (Ex) - 1st:
Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed.
Operative Exploits - 2nd - Holographic Clone (Ex):
You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as mirror image. You can use this exploit an additional time per day at 6th level, and again at 10th level.
Evasion (Ex) - 2nd:
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.
Quick Cover (Ex) - 3rd:
You can crouch, minimize your profile, and otherwise maximize the cover you gain in an environment without taking the time to go fully prone or move to hide behind larger objects. By flipping a table to be on its edge, knocking over piles of boxes, spinning to keep your profile behind a light pole, or other actions, you gain cover from objects normally too small to provide cover. Objects that would normally offer no cover instead grant you partial cover, and objects that would normally offer partial cover instead grant you normal cover. This benefit lasts only until you leave your square or the beginning of your next turn, whichever happens first, and to gain the benefit again you must leave your current square. All other rules for determining if an object grants cover against a specific attack still apply. This ability cannot be used to gain improved cover or total cover. This replaces quick movement.
Weapon Specialization (Ex) - 3rd:
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Debilitating Trick (Ex) - 4th:
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.
Operative Exploits - 4th - Disarming Attack (Ex): For your debilitating trick, you can attempt to disarm the target. Choose an item the target is holding that would be subject to a standard disarm combat maneuver. The target must succeed at a Reflex save or drop that item. If the target gains a bonus to its KAC against disarm combat maneuvers it adds this bonus to its saving throw, and if it is immune to the disarm combat maneuver it is immune to this operative exploit. Once you have used this ability to attempt to disarm a creature, that creature is immune to your disarming attack for 24 hours.
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RACIAL TRAITS:
Cheek Pouches:
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.
Moxie:
A ysoki can stand from prone as a swift action. Additionally, when off-kilter, 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.
Reputation 0 Fame, 0 Global Reputation
Reputation with Acquisitives:
Reputation with Dataphiles:
Reputation with Exoguardians:
Reputation with Second Seekers:
Reputation with Wayfinders:
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Boons Slotted this Adventure:
Faction: Wayfinders Champion
Ally: ---
Persona Boon: Scoured Stars Survivor:
You survived the events of the Scoured Stars and they’ve impacted you.
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.
Promotional: ---
Social Boonl: [ ] / [ ] / [ ] Into the Veskarium (Limited-Use):
Your efforts in combating the Keepers of the Lie impressed several members of the Veskarium. When you slot this boon, you gain a +2 circumstance bonus to all skill checks made to interact with members of the Veskarium. In addition, once per session, you can check one of the boxes on this boon to reroll any single d20 roll while operating on any Veskarium-occupied world.
Starship Boon: Defender of the Fleet:
During the return to the Soured 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 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 starship (so you cannot upgrade past T14, S12, M12, L10, 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.
Slotless: Marked Field Agent: Starfinder Society Subdermal Graft:
This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder Society’s symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.
All My Boons:
Envar’s Attention (Ally Boon):
During your mission to the space station Brilliance, you managed to impress Arch Energy’s notorious chief procurement officer, Envar Tamm. How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with Envar Tamm—for good or for ill. You will be told if this boon is important to a future scenario prior to slotting your boons.
Solar Powered Weapon System (Starship Boon):
The files you retrieved from Brilliance also included blueprints for experimental innovations by the Arch Energy Consortium. When you slot this starship boon, select a single weapon on your starship with the word “laser” in its title; you gain a +1 bonus to damage rolls with that weapon. A gunner can spend a Resolve Point prior to firing the selected weapon to increase the bonus to 4 for 1 round. A starship weapon can be improved only by a single copy of this boon, but copies of this boon can be applied to different weapons.
▫ ▫ ▫ Faction's Friend (Social Boon; Limited Use): By assisting various factions of the Starfinder Society, you have proven yourself as a dependable asset. By slotting this boon, if you would fail to earn Fame at the end of an adventure by failing to fulfill a success condition, you can check one of the boxes on this boon. Doing so reminds your current championed faction of your past exploits, and you still earn 1 Reputation (but no Fame) with that faction as if you had successfully fulfilled the condition. You can use this boon only if you would also gain at least 1 XP for completing the adventure.
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Bot Me! / Tactics:
[dice=Computers for trick attack (DC20+target CR)]1d20+11+4[/dice] flat-footed if successful
[dice=Trick attack damage]1d8[/dice]
[dice=azimuth laser pistol attack (weapon focus)]1d20+8[/dice]
[dice=azimuth laser pistol flame damage]1d4+2[/dice]
[dice=CRIT? azimuth laser pistol critical burn damage]1d4+2[/dice]
[dice=tactical baton attack]1d20+7[/dice]
[dice=tactical baton bludgeon damage]1d4+2[/dice]
[dice=survival knife attack]1d20+7[/dice]
[dice=survival knife slash damage]1d4+2[/dice]