Catfolk

Duncan Sangster's page

383 posts. Alias of Clebsch73.


Gender

Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

About Duncan Sangster

Male Pahtra Roboticist (Gadgeteer) Operative 3
N Medium Humanoid (Pahtra)
Init +3; Senses darkvision 60 ft., low-light vision Perception +8 (Traps +10, automatic check when within 10 feet of a trap)

------------------------------
DEFENSE --- SP 18 HP 22 RP 3
------------------------------
EAC 14; KAC 15
Fort +1, Ref +5, Will +3
Defensive Abilities
Evasion: If a successful Reflex save would result in half-damage, it results in no damage instead.
Wary: +2 racial bonus against charm and compulsion effects

Save Dice:

[dice=Fortitude]1d20 + 1[/dice]
[dice=Reflex]1d20 + 5[/dice]
[dice=Will]1d20 + 3[/dice]

------------------------------
OFFENSE
------------------------------
Speed 40 ft.
Melee Called Dispelling carbon steel curve blade +3 (1d10 + 1, S, Critical Bleed, 1d6) or Sword Cane +4 (1d4 + 2, P, analog, operative, critical Bleed 1d3, trick attack) or Survival Knife +4 (1d4 + 2, S, analog, operative, trick attack) or unarmed strike +2 (1d3 + 4, S) or Taclash +3 (1d4 S, nonlethal, reach, disarm, trip)
Ranged Semi-Auto Pistol, Tactical +4 (1d6 + 1, P, analog, range 30 ft, trick attack) or Pulsecaster Pistol +4 (1d4 + 1, E, nonlethal, range 30 ft., trick attack) or Survival Knife, thrown +4 (1d4 + 2 S, analog, operative, range 20 ft., trick attack) or Tactical Diasporan Rifle +4 (1d8 + 3 F) Range 70 ft/250 ft with move action to aim or Holo Grenade Mk I +4 (ranged touch, 1st-level holographic image; caster level 3rd; duration 2 rounds)
Offensive Abilities Trick Attack (+1d8 Engineering +15 vs. DC 20 + target's CR)
Ammo:
Semi-auto: (64/64)
Pulscaster Battery: (19/20)
Sniper Battery: (8/10)
Updated 6/24/22

Combat Dice:

[dice=Trick Attack, Engineering using gadgets]1d20 + 11 + 4[/dice] [DC = 20 + target's CR]
Success = [dice=Trick Attack Damage]1d8[/dice] + target is flat-footed against the attack (-2 to AC).
[dice=Curve Blade]1d20 + 3[/dice]
[dice=Damage, S]1d10 + 1[/dice]
[dice=Critical Damage, S]2d10 + 2[/dice] + [dice=Bleed]1d6[/dice]
[dice=Sword Cane, vs KAC]1d20 + 4[/dice]
[dice=Damage, P]1d4 + 2[/dice]
[dice=Critical Damage, bleed]1d4 + 1 + 1d3[/dice]
[dice=Survival Knife, vs KAC]1d20 + 4[/dice]
[dice=Damage, S]1d4 + 2[/dice]
[dice=Unarmed Strike, vs KAC]1d20 + 2[/dice]
[dice=Lethal Damage, S]1d3 + 4[/dice]
[dice=Curve Blade]1d20 + 3[/dice]
[dice=Damage, S]1d10 + 1[/dice]
[dice=Critical Damage, S]2d10 + 2[/dice] + [dice=Bleed]1d6[/dice]
[dice=Taclash, S]1d4[/dice]
[dice=Semi-Auto Pistol, vs KAC]1d20 + 4[/dice] (range 30 ft.)
[dice=Damage, P]1d6 + 1[/dice]
[dice=Pulsecaster Pistol, vs EAC]1d20 + 4[/dice] (range 30 ft.)
[dice=Damage, E, nonlethal]1d4 + 1[/dice]
[dice=Survival Knife, Thrown, vs KAC]1d20 + 4[/dice] (range 20 ft.)
[dice=Damage, S]1d4 + 2[/dice]
[dice=Tactical Diasporan Rifle, vs. EAC]1d20 + 4[/dice]
[dice=Fire damage]1d8 + 3[/dice]

Bleed Critical Effect:
You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC 15 Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

------------------------------
STATISTICS
------------------------------
Str +1; Dex +2; Con +0; Int +2; Wis +0; Cha +2
Base Atk +2
Feats Skill Focus (Computers, Engineering, Sleight of Hand), Advanced Melee Weapons Proficiency, Weapon Specialization (Basic Melee, Small Arms, Sniper)
Skills Acrobatics + 7*, Athletics +5 *, Bluff +8, Computers +12 (ranks 3), Culture +10, Diplomacy +4, Disguise +4, Engineering +11 (ranks 3), Intimidate +8, Life Science +6, Medicine +9, Mysticism +4, Perception +8 (Traps +10, automatic check when within 10 feet of a trap), Physical Science +6, Piloting +4 (ranks 0), Profession (musician/dancer) +8, Sense Motive +6, Sleight of Hand* +11, Stealth* +7, Survival +6
ACP -3
*ACP has been applied to these skills.
Languages Azlanti, Akitonian, Castrovelian, Common, Vesk, Breneri
Skill Dice:

[dice=Acrobatics, ACP]1d20 + 10 - 3[/dice]
[dice=Athletics, ACP]1d20 + 8 - 3[/dice]
[dice=Bluff]1d20 + 8[/dice]
[dice=Computers]1d20 + 12[/dice]
[dice=Culture]1d20 + 10[/dice]
[dice=Diplomacy]1d20 + 4[/dice]
[dice=Engineering]1d20 + 11[/dice]
[dice=Intimidate]1d20 + 8[/dice]
[dice=Life Science]1d20 + 6[/dice]
[dice=Medicine]1d20 + 9[/dice]
[dice=Mysticism]1d20 + 4[/dice]
[dice=Perception]1d20 + 8[/dice]
[dice=Detect Traps]1d20 + 10[/dice]
[dice=Physical Science]1d20 + 6[/dice]
[dice=Piloting]1d20 + 4[/dice]
[dice=Profession (Musician/dancer)]1d20 + 8[/dice]
[dice=Sense Motive]1d20 + 6[/dice]
[dice=Sleight of Hand, ACP]1d20 + 11 - 3[/dice]
[dice=Stealth, ACP]1d20 + 10 - 3[/dice]
[dice=Survival]1d20 + 6[/dice]

------------------------------
SPECIAL ABILITIES
------------------------------
Natural Weapons (Alternate racial trait)
Source Near Space pg. 133
Pahtras can develop especially deadly claws that rake and rend with startling effectiveness. A pahtra with this alternate racial trait has natural weapons that function like those of vesk, except the pahtra’s natural weapons deal slashing damage.
Vesk Pahtras can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. Vesk Pahtra gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for this unarmed strike (instead of just adding their character level, as usual).
This replaces talented.

Nimble (racial trait)
An off-kilter pahtra doesn’t gain the flat-footed condition or take the normal penalty to attacks, and she can steady herself as a swift action instead of a move action.

Operative’s Edge (Ex) - 1st Level
Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.

Specialization - 1st Level
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. Descriptions of the specializations appear on page 94. Your specialization grants you the Skill Focus feat (see page 161) 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).

Gadgeteer
Source Starfinder Armory pg. 151
You rely on your quick wits and a healthy dose of paranoia to always have the right device at hand.
Associated Skills: Engineering and Sleight of Hand. You can attempt an Engineering check with a +4 bonus to make a trick attack by using a customized device to momentarily distract your enemy.

Gadgeteer Trick Attack Devices details:
Pending GM approval: I envision the trick attack distraction using gadgets as follows. Duncan has small gadgets that detect his deployment of his various weapons and use simple programs to time a somewhat random response designed to distract an enemy just as Duncan makes an attack. The devices are in different places on his armor and clothing, are very small and lightweight, and have minimal power needs. These are minor effects that are not capable of any other game effect. Some devices make lights flash, cause low power lasers to shine various directions, or generate simple holographs of a different weapon in his other hand or a small drone flying around him. Some emit noises, etc. When the trick attack roll beats the DC, it means the distraction worked and the target is flat-footed and takes extra damage if the attack hits. He also has a gadget that links to his musical instrument, a synth pipe, which he can play while in battle using a device something like musicians use to play harmonicas while also using their hands for other activies. In this case the harmonica-like device translates movements of air through different channels to synthesize melodies, chords, percussion, and the like. Playing as he attacks can be distracting to those not expecting it.

Trick Attack (Ex) - 1st Level
You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) 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 against your attack. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

Evasion (Ex) - 2nd Level
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.

Operative Exploit - 2nd Level
As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. 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. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise.

Trap Spotter (Ex) (2nd Level)
You double your operative’s edge bonus to Perception checks to notice traps. Additionally, you automatically receive a Perception check to notice a trap when you pass within 10 feet of it.

Quick Movement (Ex) - 3rd Level
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.

Weapon Specialization (Ex) - 3rd Level
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency (Basic melee weapons, small arms, sniper weapons). You add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons.

Advanced Melee Weapon Proficiency (Combat)
You know how to use advanced melee weapons.
Prerequisites: Proficiency with basic melee weapons.
Benefit: You gain proficiency with advanced melee weapons.

------------------------------
GEAR/POSSESSIONS
------------------------------
Freebooter Armor, I, Survival Knife, Sword Cane, Tactical, Semi-auto pistol, tactical, Pulsecaster Pistol, Small Arm rounds (64), Holo Grenade Mk I, Standard Battery (x2), Engineering Kit, Hacking Kit, thieves’ tools, Industrial Backpack, Travel clothing, Canteen, Hygiene Kit, Lighter, Sleeping Bag, mass produced tent, Field Rations (2 weeks), Personal Comm Unit, Synth Pipes (basic musical instrument), Called Dispelling Carbon Steel Curve Blade, healing serum Mk 2, healing serum Mk 1 (5), biotech augmentation pressured lungs, flashlight, lantern.
Carrying Capacity 7
Current Load Carried 5.4

Money 117 Credits

Background:

Duncan was born and raised on the Pahtra homeworld of Pulonis (designated Vesk-6 by the Veskarium), a lush lovw-gravity world where his race is the predominant intelligent species. Duncan inherited his people's love of music and battle, but his real passion is devising mechanical devices and gadgets. The planet has a strong EM field that disrupts most technology, so he worked out ways to use non-electronic replacements for common devices. Blessed with a bright mind, an extroverted personality, and a graceful physique, he won a scholarship to study in the Pact Worlds. He was glad to escape the oppression of the Vesk ruling over his people and developed a healthy passion for defending himself and others from various kinds of repression by cultural and governmental entities. He went to various schools, worked various jobs, and generally kept moving while he was young and idealistic. Now he has matured a bit, but still is young at heart and eager to explore the universe generally, looking for adventure and perhaps wealth and fame as well.

His specialty remains devices that work in environments with challenging electromagnetic properties. That is what drew him to the colony on Nakondis. The charges in the atmosphere require special technology. In addition to the charge contained in the ever-present mists and fogs, the colony tin miners encountered problems automating their mining operations since the ore tends to hold excess charge and short out devices. Either he was one of the original colonists, or he was hired to work there as a mechanical engineer until they had their colony devices running reliably. However long he has been on the colony, he has gotten to know all of the colonists, including the android scholar, Cedona. He was not in Madelon’s Landing when the Azlanti arrived, working in one of the tin mines. Since losing communications with the colony base, he has been making his way back to investigate what is going on.

I have chosen as one of Duncan's languages, Azlanti, since it's on the list of languages a PC can select. I'm not sure how he would have learned it, perhaps picking it up as an ancient language while studying in a university in the Pact Worlds. If so, he probably doesn't know exactly how to pronounce words properly and may not recognize the modern dialect, but presumably he can piece together meaningful sentences when needed.

Appearance and Personality:

Duncan is 5'6" tall, weighing 150 lb, but he looks taller than he is due to having the lean pahtra frame. His race has light fur. His fur is white with dark stripes and rosettes, similar to a snow leopard. His eyes are gold in color, with a vertical pupil slit. Most find him attractive. He is an extrovert, enjoying interactions with others and being the center of attention. He loves to tell stories, sing songs (ballads, bawdy love songs, and other traditional folk songs), plays the synth pipe, and is a good dancer. He even performs for extra cash when he can. The synth pipes translates breath movement through the mouthpiece into sounds like woodwinds or brass instruments, which play from the speaker connected to the pipe. He has also devised a modified mouthpiece that looks and functions much like a harmonica but can produce a wide range of sounds depending on the settings which he controls with his free hands on the console connected to the speakers. He likes to play music that mimics the bagpipes played by some clans on his home world, although some say that music is an acquired taste. When he's in the field or expecting possible confrontations, he attaches various gadgets to his clothing and armor. Some of these are on his wrists or ankles, some on his torso, some around his neck. They are capable of creating light, sound, and holographs that appear without warning when he is fighting to create distractions.

Religion:
While Duncan is not highly religious, he has been drawn to Triune, particularly the trinity's Brigh aspect. In pursuing his studies of engineering and technology, he's interacted with more than a few other followers of Triune and appreciates their no-nonsense approach to religion. He keeps an emblem for Brigh in his personal effects and refers to her when he wants to invoke a higher power. He doesn't expect miracles from her, but when he's challenged with a difficult innovation or gadget, he sometimes half-seriously requests her aid and inspiration. He respects androids and the achievements of the Aballonians. If he knows of a center of worship near him, he'll attend, mostly to meet like-minded people.

Starship Control Sheet