Black Milk Mother

Ears's page

777 posts. Organized Play character for therealthom.


Full Name

Ears

Race

// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5

Classes/Levels

// Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Gender

Male Ysoki Xenoseeker Technomancer 6

bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.

Size

Small

Alignment

Neutral

Strength 8
Dexterity 16
Constitution 16
Intelligence 18
Wisdom 10
Charisma 13

About Ears

Sleekly brown-furred with a streak of white between his ears and over his jowls, the ysoki Ears always tries to present the best appearance possible.

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DEFENSE
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EAC 22; KAC 23
SP 48 HP 32 RP 7
Fort +5, Ref +5, Will +5

OFFENSE
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Speed Walk 30'

Attack rolls:

Ears primary plan is to cast supercharge weapon on high BAB allies. He seldom wants to cast it more than twice in a single fight.
[dice= knife, survival v KAC ] 1d20 +7 [/dice] ... [dice= damage]1d4+2 [/dice] , (critical -; Analog, operative)
[dice= arc pistol, static v EAC ] 1d20 +6 [/dice] ... [dice= damage] 1d6+3 [/dice] critical Arc 2; Stun)
[dice= semi-auto pistol, tactical v KAC ] 1d20 +8 [/dice] ... [dice= damage]1d6+3[/dice] critical -; Analog)
[dice= shock grenade i ] 1d20 -1 [/dice] ... [dice= damage]1d8, critical ; DC 13, Explode (1d8 E, 15 ft.))
[dice= frag grenade i ] 1d20 -1 [/dice] ... [dice= damage]1d6[/dice] critical ; DC 13, Explode (1d6 P, 15 ft.))
[dice= smoke grenade ] 1d20 -1 [/dice] critical ; DC 13, Explode (smoke cloud 1 minute, 20 ft.))

Technomancer Spells Known (CL 6th; concentration +10)
2nd(4/day)-flight(DC 16), hologram image(DC 16), invisibility(DC 16), see invisibility(DC )
1st(5/day)-detect tech, keen senses(DC 15), magic missile, supercharge weapon
0th(0/day)-detect magic, mending(DC 14), psychokinetic hand, telepathic message, token spell, transfer charge(DC 14)

(Spell cache flashlight; Energize spell provide opportunity for 2 extra spells /day.)

Feats:

1. Weapon Focus (small arms) (+1 to hit)
3. Improved Initiative Your quick reflexes allow you to react rapidly to danger You gain a +4 bonus to initiative checks
5. Spell Penetration Your spells break through spell resistance more easily than those of other spellcasters You gain a +2 bonus to caster level checks to overcome a creature's spell resistance

STATISTICS
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Str 8, Dex 16, Con 16, Int 18, Wis 10, Cha 13,
Base Atk +4; Grp-1
Feats Improved Initiative, Spell Penetration, Weapon Focus (Weapon Focus ~ Small Arms)
Skills Acrobatics +6, Athletics +2, Computers +15, Culture +7, Diplomacy +2, Engineering +15, Life Science +14, Mysticism +11, Physical Science +13, Piloting +8, Profession (Professor) +8, Stealth +8, Survival +4,
Languages Akitonian, Brethedan, Castrovelian, Common, Eoxian, Sarcesian, Vercite, Vesk, Ysoki
Combat Gear serum of healing mk 1 (3), field ration (per week), spell gem (comprehend languages),
Other Gear arc pistol, static (small), shock grenade i (small) (2), lashunta tempweave, advanced (small), clothing (environmental/cold climate), rounds, small arm, flashlight, comm unit (personal), tool kit (hacking kit), tool kit (engineering kit), battery (3), hygiene kit, cable line (titanium alloy/10 ft) (5), backpack (industrial), tool kit (profession (professor)), tetrad certified translator, computer (tier 2/miniaturization), knife, survival (small), semi-auto pistol, tactical (small), frag grenade i (small) (2), smoke grenade (small), tent (mass produced), lantern, clothing (profession (professor)) (2), clothing (profession (mathematician)), clothing (profession (musician)), clothing (profession (smuggler)), clothing (travel), 2349.0 gp

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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Ysoki are small humanoids with the ysoki subtype
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. 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. See page 263 for more information
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

THEME BENEFITS
Xenoseeker The thought of meeting alien life-forms excites you. The more different their appearances and customs are from yours, the better! you either believe they have much to teach you or you want to prove you are better than them. Of course, the only way to accomplish your goal is to leave the pact worlds and travel to the vast, where a virtually endless number of aliens await
Theme Knowledge You are trained to seek out, identify, and interact with alien life-forms. Reduce the dc to identify a rare creature using life science by 5. Life science 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 life science checks. In addition, you gain an ability adjustment of +1 to charisma at character creation

CLASS FEATURES:
Spell Cache (flashlight) As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don't need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you've expended all your spell slots for that spell's level. If your spell cache is damaged, it is restored to full hit points the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete
Magic Hack You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the dc is equal to 10 + half your technomancer level + your intelligence modifier. The list of magic hacks appears starting on page 120
Energize Spell Once per day as a move action, you can use a battery or a weapon's power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. You must cast the spell before the start of your next turn, or the charges are wasted with no effect
Fabricate Tech As a full action, you can expend an unused spell slot to temporarily construct a piece of technological gear from raw magic. You can create any single technological item with a level equal to or less than the level of the expended spell slot x 3, to a maximum of your caster level. The item appears in your hands or in an adjacent square. You can use fuse spells with this magic hack. The size of the item cannot exceed 10 bulk or medium size, and the quality of the item is average. Treat this as a spell of the same level as the expended spell slot. For example, at 4th level, you could expend a 1st-level spell slot to fabricate an item of up to 3rd level, or you could expend a 2nd-level spell slot to fabricate an item of up to 4th level. The item persists for a number of minutes equal to your technomancer level. At the end of this duration, the item disappears. You can't create armor, weapons, magic items, or items with limited uses or charges (such as batteries, drugs, or fuel) with this hack
Spell Focus You gain spell focus as a bonus feat
Techlore You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to computers and mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter
Weapon Specialization You gain the weapon specialization feat as a bonus feat for each weapon type this class grants you proficiency with

Boons and in-adventure transactions:

Ears SFS# 90661-702 , Acquisitives Faction.

Slotted
Ally:
Faction: Acquisitive Champion
Personal:
Promotional:
Social:
Starship: Solar Power Weapon System (+1 with "lasers", 1 RP for +4 )
Vanity:
Slotless: True Savior of Tasch

Available
Ally: Envar's Attention, Honorbound Allies
Faction: Acquisitive Champion
Personal:
Promotional:
Social: Friend of Ghibrani
Starship: Solar Power Weapon System (+1 with "lasers", 1 RP for +4 ), Honorbound Allies
Vanity, Slotless: Ghibrani linguist, Kadrical rises

XP: 2 Fame: 4 Reputation(Acquisitives): 4 Reputation(Wayfinders): 1 Infamy: 0

Shopping before chronicle 5.

Lashunta tempweave.

Cash before Chronicle 5 : 101

Stats Calcs:

Abilities : (base, race, theme, points) S 10-2+0+0 ; D 10+2+0+2 ; Con 10+0+0+4 ; I 10+2+0+4 ; W 10 +0+0+0 ; Ch 10 +0+1+0

Saves: F 2 = 0 class + 2 ability ; R 2 = 0 + 2 ; W 2 = 2 + 0
Init: 2 = 2 dex

KAC 3+2 dex ; EAC 1+2 dex ; HP 11 = 7 class + 4 race ; Stamina 7 = 7 class + 0 Con ; Resolve 4 = 1 class + 3 Str

Second Skin Armor EAC 1 KAC 2 Max Dex 5 ACP 0 Speed -0 Upgrade Slot 1 Bulk 0.1

Attacks: Melee -1 = 0 BAB - 1 Str + 0 Misc Mod ; Ranged 2 = 0 BAB + 2 Dex + 0 Misc Mod ; Thrown -1 = 0 BAB - 1 Str + 0 Misc Mod

Feats: See above

**

Skills: _____Total = Rank+Ability+Class+Other
Acrobatics __ 2 = 0 +2 Dex + 0 Class - 0 ACP
Athletics ___ -1 = 0 -1 Str + 0 Class - 0 ACP
Bluff _______ 0 = 0 + 0 Cha + 0 Class
Computers ___ 7 = 1 + 3 Int + 3 Class
Culture _____ 0 = 0 + 3 Int + 0 Class
Diplomacy ___ 0 = 0 + 0 Cha + 0 Class
Disguise ____ 0 = 0 + 0 Cha
Engineering _ 9 = 1 + 3 Int + 3 Class +2 Ysoki
Intimidate ___ 0 = 0 + 0 Cha + 0 Class
Life Science _ 8 = 1 + 3 Int + 3 Class + 1 Xenoseeker
Medicine _____ 4 = 0 + 3 Int + 0 Class
Mysticism ____ 0 = 0 + 0 Wis + 3 Class
Perception ___ 0 = 0 + 0 Wis + 0 Class + 0 Race
Physical Sci. 3 = 0 + 3 Int + 3 Class
Piloting _____ 6 = 1 +2 Dex + 3 Class
Sense Motive 0 = 0 + 0 Wis + 0 Class
Sleight of Hand 2 = 0 +2 Dex + 3 Class - 0 ACP
Stealth _____ 4 = 0 +2 Dex + 0 Class - 0 ACP +2 Ysoki
Survival ____ 2 = 0 - 0 Wis + 0 Class +2 Ysoki

Profession (I,W,Ch) Tech consultant 7 = 1 + 3 Int + 3 Class

Boons, Cash, Fame, etc:

Slotted:

AbadarCorp Acquaintance (Social Boon): [Respect]

True Savior of Tasch (Slotless Boon; Limited Use): 1 of 5 complete

Friend of the Ghibrani (Social Boon): [Husk and Membrane]

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.

Honorbound Allies (Ally or Starship Boon): You will be told if this boon is important to a future scenario prior to slotting your boons.

Starship Roles:

Changing Roles
Source Starfinder Core Rulebook pg. 322
You can switch between roles (or assume a role if you don’t already have one), but this change must occur at the start of a round before the engineering phase. You can switch to the captain or pilot role only if that role would otherwise be vacant (or if the character in that role is unable to take actions).

Engineer Actions
Source Starfinder Core Rulebook pg. 323
As an engineer, you can take any of the following actions, depending on your ranks in the Engineering skill. These actions can be taken only during the engineering phase. Unless otherwise noted, each action can be performed only once per round, no matter how many engineers are on a starship.
Divert (Engineering Phase)
You can divert auxiliary power into one of your starship’s systems, giving it a boost. This requires a successful Engineering check (DC = 10 + 1-1/2 × your starship’s tier), and the results depend on where you decide to send this extra power. If you send it to the engines, your starship’s speed increases by 2 this round. If you send it to the science equipment, all science officers receive a +2 bonus to their crew actions this round. If you send it to the starship’s weapons, treat each damage die that rolls a 1 this round as having rolled a 2 instead. If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the starship’s power core (see page 296), up to the shields’ maximum value. You can distribute the restored Shield Points across the shields’ four quadrants as you see fit.
Hold It Together (Engineering Phase)
You can hold one system together by constantly patching and modifying it. If you succeed at an Engineering check (DC = 15 + 1-1/2 × your starship’s tier), you can select one system; that system is treated as if its critical damage condition were two steps less severe for the rest of the round (wrecked becomes glitching, and a malfunctioning or glitching system functions as if it had taken no critical damage). This check isn’t modified by penalties from critical damage to the power core.
Patch (Engineering Phase)
You can patch a system to reduce the effects of a critical damage condition. The number of actions and the DC of the Engineering check required to patch a system depend on how badly the system is damaged, as indicated on the table on page 324. Multiple engineers can pool their actions in a single round to effect repairs more quickly, but each engineer must succeed at her Engineering check to contribute her action to the patch. The number of actions required can be reduced by 1 (to a minimum of 1 action) by increasing the DC by 5. If you succeed at this check, the severity of the critical damage is unchanged, but it is treated as one step less severe for the remainder of the combat, until 1 hour has passed, or until the system takes critical damage again (which removes the patch and applies the new severity). This action can be taken more than once per round, and this check is not modified by any critical damage to the core.

Critical Damage Condition Actions to Patch DC
Glitching 1 10 + 1-1/2 times your starship’s tier
Malfunctioning 2 15 + 1-1/2 times your starship’s tier
Wrecked 3 20 + 1-1/2 times your starship’s tier
Overpower (Engineering Phase, Push)
If you have at least 6 ranks in Engineering, you can spend 1 Resolve Point and attempt an Engineering check (DC = 15 + 1-1/2 × your starship’s tier) to squeeze more out of your ship’s systems. If you’re successful, this functions as the divert action, but you can send extra power to any three systems listed in that action. This action and the divert action can’t be taken in the same round.
Quick Fix (Engineering Phase)
If you have at least 12 ranks in Engineering, you can try to repair a system quickly by spending 1 Resolve Point and attempting an Engineering check (DC = 20 + 1-1/2 × your starship’s tier). If successful, you remove the critical damage condition from one system for 1 hour (allowing it to function as if it had taken no critical damage), after which time it must be repaired as normal.

Science Officer Actions
Source Starfinder Core Rulebook pg. 324
As a science officer, you can take any of the following actions, depending on your ranks in the Computers skill. These actions can be taken only during the helm phase.
Balance (Helm Phase)
You can balance the shields, redirecting power from one quadrant to protect another. With a successful Computers check (DC = 10 + 1-1/2 × your starship’s tier), you can shift Shield Points (SP) from the shield in one quadrant to the shield in another quadrant, including to depleted shields (after rebalancing, every shield must have at least 10% of the total current SP). Alternatively, you can add up the SP from all the remaining shields and evenly distribute them to all four quadrants, putting any excess SP in the forward quadrant.
Scan (Helm Phase)
You can scan a starship with your sensors to learn information about it. This action requires your starship to have sensors (see page 300). You must attempt a Computers check, applying any modifiers from the starship’s sensors. You can attempt this check untrained. The DC for this check is equal to 5 + 1-1/2 × the tier of the starship being scanned + its bonus from defensive countermeasures (see page 298). If you succeed at this check, you learn the first unknown piece of information on the following list. For every 5 by which you exceed the check, you learn another unknown piece of information. Subsequent checks reveal new pieces of information, continuing down this list.

1. Basic Information: Living crew complement and ship classification, size, speed, and maneuverability.
2. Defenses: AC, TL, total and current Hull Points, total and current Shield Points in each quadrant, and core PCU value.
3. Weapon: Information about one weapon, including its firing arc and the damage it deals, starting with the weapon that uses the most PCU. Repeat this entry until all the starship’s weapons are revealed.
4. Load: Information about how the starship’s expansion bays are allocated and any cargo the starship might be carrying.
5. Other: Any remaining ship statistics.
Target System (Helm Phase, Push)
You can use your starship’s sensors to target a specific system on an enemy starship. This action requires your starship to have sensors. You must attempt a Computers check, applying any modifiers from the starship’s sensors. The DC equals 5 + 1-1/2 × the tier of the enemy starship + its bonus from defensive countermeasures (see page 298). If you succeed, choose one system (core, engines, life support, sensors, or weapons). The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal. Your starship’s sensors can target only one system on a specific enemy starship at a time, though this action can be used to concurrently target systems on multiple starships.
Lock On (Helm Phase, Push)
If you have at least 6 ranks in Computers, you can lock your starship’s targeting system on to one enemy vessel. You must spend 1 Resolve Point and attempt a Computers check. The DC equals 5 + 1-1/2 × the tier of the target starship + its bonus from defensive countermeasures (see page 298). If you succeed, your starship’s gunners gain a +2 bonus to gunnery checks against the target for the rest of the round. This action can be taken only once per round.
Improve Countermeasures (Helm Phase)
If you have at least 12 ranks in Computers, you can try to foil enemy targeting arrays and incoming projectiles by spending 1 Resolve Point and attempting a Computers check. The DC equals 5 + 1-1/2 × the tier of the target starship + its bonus from defensive countermeasures (see page 298). If you’re successful, gunners aboard the target starship roll twice and take the worse result for gunnery checks during this round (including checks for tracking weapons).