Black Milk Mother

Ears's page

660 posts. Organized Play character for therealthom.

Full Name



// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 5/6 EAC 17 KAC 17 // F +4 R +4 W +4


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


Male Ysoki Xenoseeker Technomancer 5

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





Strength 8
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 10
Charisma 11

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.

EAC 17; KAC 17
SP 40 HP 27 RP 6
Fort +4, Ref +4, Will +4

Speed Walk 30'
Melee knife, survival (small) +6 (1d4+1 , critical -; Analog, operative)
Ranged arc pistol, static (small) +6 (1d6+2, critical Arc 2; Stun)
Ranged Perforator pistol, tactical (small) +6 (1d4+2, critical bleed 1d4; Sonic, penetrating Analog)

Ranged semi-auto pistol, tactical (small) +6 (1d6+2, critical -; Analog)

Technomancer Spells Known (CL 5th; concentration +9)
2nd(3/day)-flight(DC 16), hologram image(DC 16), invisibility(DC 16)
1st(5/day)-comprehend languages(DC ), detect tech, 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.)


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

Str 8, Dex 16, Con 16, Int 18, Wis 10, Cha 13,
Base Atk +3; Grp-2
Feats Improved Initiative, Spell Penetration, Weapon Focus (Weapon Focus ~ Small Arms)
Skills Acrobatics +5, Athletics +2, Computers +13, Culture +6, Diplomacy +2, Engineering +14, Life Science +13, Mysticism +9, Physical Science +12, Piloting +8, Profession (Professor) +8, Stealth +7, Survival +4,
Languages Akitonian, Brethedan, 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), perforator pistol, diffraction (small), clothing (travel), lashunta tempweave, basic (small), 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)), 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)), 9152.0 gp

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

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

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.

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

Ally: Envar's Attention, Honorbound Allies
Faction: Acquisitive Champion
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:


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.