Ratfolk Elder

Elene Berrnshaw's page

88 posts. Alias of Caro Cogitatus.


Full Name

Elene Berrnshaw

Race

Skills:
Acro +12 Athl +5 Bluff +8 Comp +11 Cult +11 Diplo +4 Disg +7 Engg +13 Intim +7 LifeSci +5 Med +8 Mystic +3 Perc +12 PhysSci +5 Pilot +12 SM +6 SoH +16 Stealth +14 Surv +10

Classes/Levels

Starship:
Pilot +12 Engr +13 Sci +10 Gun +7 Capt I+7/D+4/B+8

Gender

Female Akitonian Ysoki Outlaw Operative/4 (SP 28/28 HP 26/26 RP 5/5 | EAC:18 KAC:18 | F:+2 R:+7 W:+4 | Init:+5 | Perc:+12 Darkvision 60ft | Move:40ft) | HC 1/1 | TSER +6 (d10+4P/Anchor) SAP +6 (d6+2E/Arc2) Stun

About Elene Berrnshaw

Small Female Humanoid (Ysoki) Outlaw:

A grey-furred Ysoki woman of early adulthood, she carries herself with the swagger of a streetwise operator mixed with the wariness of someone with a price on her head.

Backstory:

Elene is wanted by several local law enforcement agencies on various small towns on Akiton. She insists she is innocent.

SP/HP/RP/Init/Move/Vision/BAB:

Max SP 28 ((6+1)x4) Max HP 26 (2+(6)x4) Max RP 5 (4/2+3) Initiative +5 Vision Darkvision 60ft Move 40ft BAB +3
Init=(Dex +3, Operative's Edge +2)

Classes/Alignment/Homeworld/Deity/XP/Fame/Infamy/Point Buy:

Classes Operative/3 Alignment Chaotic Good Homeworld Akiton Deity Lao Shu Pu XP 9 Fame 0 Infamy 0 Point Buy 10

EAC 18 KAC 18:

(Base +10, EAC +5, KAC +5, Dex +3, Natural Armor +0, Dodge +0, Deflection +0)
Armor Check -0 Max Dex +4 SR 0% DR -

Fort +2 Refl +7 Will +4:

Fortitude Base +1 Con +1 Magic +0
Reflex Base +4 Dex +3 Magic +0
Will Base +4 Wis +0 Magic +0

Skills/Languages:

+ Acrobatics +12 (DEX +3, Ranks +4, Class +3, Operative's Edge +2, Armor -0)
+ Athletics +5 (STR -1, Ranks +1, Class +3, Operative's Edge +2, Armor -0)
+ Bluff +8 (CHA +1, Ranks +2, Class +3, Operative's Edge +2)
+ Computers +11 (INT +2, Ranks +4, Class +3, Operative's Edge +2)
+ Culture +11 (INT +2, Ranks +4, Class +3, Operative's Edge +2) DC-5 Criminal Underworld
Diplomacy +4 (CHA +1, Ranks +1, Operative's Edge +2)
+ Disguise +7 (CHA +1, Ranks +1, Class +3, Operative's Edge +2)
+ Engineering +13 (INT +2, Ranks +4, Class +3, Scrounger +2, Operative's Edge +2)
+ Intimidate +7 (CHA +1, Ranks +1, Class +3, Operative's Edge +2)
Life Science +5 (INT +2, Ranks +1, Operative's Edge +2)
+ Medicine +8 (INT +2, Ranks +1, Class +3, Operative's Edge +2)
Mysticism +3 (WIS +0, Ranks +1, Operative's Edge +2)
+ Perception +12 (WIS +0, Operative Specialization +4, Class +3, Operative Skill Focus +3, Operative's Edge +2)
Physical Science +5 (INT +2, Ranks +1, Operative's Edge +2)
+ Piloting +12 (DEX +3, Ranks +4, Class +3, Operative's Edge +2)
+ Sense Motive +6 (WIS +0, Ranks +1, Class +3, Operative's Edge +2)
+ Sleight of Hand +16 (DEX +3, Operative Specialization +4, Class +3, Operative Skill Focus +3, Theme +1, Operative's Edge +2, Armor -0)
+ Stealth +14 (DEX +3, Ranks +4, Class +3, Scrounger +2, Operative's Edge +2, Armor -0)
+ Survival +10 (WIS +0, Ranks +3, Class +3, Scrounger +2, Operative's Edge +2) Navigator Kit +4 Orienteering
(* = Class Skill, + = Trained Only)

Languages: Common, Akitonian, Eoxian, Gnome, Ysoki

=== Special Qualities ===
Trick Attack SoH +16 vs. DC20+CR = Flat-footed + 1d8 Damage
Uncanny Mobility Avoid AoO's from target of Trick Attack
Holographic Clone 1/day, 1d4 Mirror Images for 4 minutes
Vocal Modulator
Dive For Cover Reflex save roll twice by diving in a random direction
Nimble Moves 20ft Difficult Terrain; Guarded Step into Difficult Terrain
Treat Deadly Wounds 1/day, Medicine kit restores 1HP/lvl; exceed DC by 5+ to add IntMod to healing

=== Weapons === BAB +3 Str -1 Dex +3 Specialization Damage +4 or +2
Tactical Shirren-eye Rifle +6 (1d10+4 P/Anchoring) 70ft analog, sniper (250 ft.), unwieldy Glamered Standard action to disguise appearance; suppressed 1 min when used to attack; True Seeing required to bypass; does not radiate magic; Anchoring Critical Effect: Immobilize 1d4 rounds.
Static Arc Pistol +6 (1d6+2 E/Arc 2) 50ft L Stun Called Swift action to teleport to owner's hand.
Survival Knife +6 (1d4+2 S/—) L analog, operative
Unarmed Strike +2 (1d3+3 B) archaic, nonlethal

Ability Scores: STR 8 (-1) DEX 17 (+3) CON 12 (+1) INT 14 (+2) WIS 10 (+0) CHA 12 (+1)

Equipment:

Shirren-eye rifle, Tactical (1d10 P/— 1 round 1 1) 70ft analog, sniper (250 ft.), unwieldy Glamered Standard action to disguise appearance; suppressed 1 min when used to attack; True Seeing required to bypass; does not radiate magic; Anchoring Critical Effect: Immobilize 1d4 rounds.
Arc pistol, static (1d6 E/Arc 2) 50ft 20 charges 2 L Stun Called Swift action to teleport to owner's hand.
Computer, Tier1
Knife, survival (1d4 S/—) L analog, operative
Defrex hide (+5, +5, +4, –, –, 1, L)
Heat-resistant suit (+2 Fort vs. environmental heat)
Fire extinguisher (Hands 1, Bulk L, Capacity 20, Usage 1/round)
Tool kit, disguise (Hands —, Bulk L, Capacity —, Usage —) Required for Disguise checks
Tool kit, engineering (Hands —, Bulk L, Capacity —, Usage —) Removes -2 penalty
Tool kit, hacking (Hands —, Bulk L, Capacity —, Usage —) Required for Computer checks
Tool kit, navigator (Hands —, Bulk L, Capacity —, Usage —) +4 Survival for orienteering
Medkit, basic (Hands 2, Bulk 1, Capacity —, Usage —) Medicine DC25 deadly wounds
Hygeine kit 1
Frag grenade I Explode (1d6 P, 15 ft.) 20ft Drawn L
Frag grenade I Explode (1d6 P, 15 ft.) 20ft Drawn L
Vocal modulator
Fusion Seal Level 1, Glamered
Fusion Seal Level 1, Called
Fusion Seal Level 1, Anchoring
Serum of healing, mk 1 L 1d8 Hit Points
Serum of healing, mk 1 L 1d8 Hit Points
Serum of healing, mk 1 L 1d8 Hit Points
Serum of healing, mk 1 L 1d8 Hit Points
Serum of healing, mk 1 L 1d8 Hit Points
Serum of healing, mk 1 L 1d8 Hit Points
Battery — 20 —
Battery — 20 —
Rounds, longarm and sniper — 25 L
Rounds, longarm and sniper — 25 L (temporary, duration of mission only)
Credits 6

=== Feats ===
Dive For Cover When you attempt a Reflex save against an area attack or area effect, you can fall prone in an adjacent square and roll that Reflex save twice (taking the better result of the two). If you were in a threatened space, this movement provokes attacks of opportunity normally.
Nimble Moves You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a guarded step into difficult terrain.
Weapon Specialization Add your character level to damage with weapon types you are proficient with, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

=== Operative Class === HP 6; SP 6+CON; light armor, basic melee, small arms, sniper
Skills (8+INT/level) Acrobatics, Athletics, Bluff, Computers, Culture, Disguise, Engineering, Intimidate, Medicine, Perception, Piloting, Profession, Sense Motive, Sleight Of Hand, Stealth, Survival
Operative’s Edge (Ex) 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. Your specialization grants you the Skill Focus feat 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).
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) 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. 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 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 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. You cannot learn the same exploit more than once unless it specially says otherwise.
Quick Movement (Ex) 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) You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

=== Operative Exploits ===
Uncanny Mobility (Ex) When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement.
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.

=== Operative Specialization (Thief) ===
Associated Skills (Perception, Sleight of Hand) You can use Sleight of Hand to make a trick attack by concealing your weapons and motions.

(Future):

Specialization Exploit Holographic distraction
Contingency Plan (Ex) At 11th level, you’ve performed enough heists to realize that things never go exactly as you had planned. When something unexpected happens during a heist or infiltration, you can spend 2 Resolve Points and specify a contingency plan that you had set up in advance for this eventuality, either having the right prop (such as an ID or a computer file, but not a particularly valuable item), having the right information, or having hired a confederate to perform a single task at the right time. You then attempt a skill check. The appropriate skill and the DC are at the GM’s discretion, with a higher DC for a more elaborate or unlikely contingency (see Skill DCs for more information on setting skill DCs). If you succeed, you have the item or knowledge, or the confederate performs the task as specified. If you fail, either you don’t have what you need or your plan fails.

=== Augmentations ===
Vocal modulator (Throat) A vocal modulator includes a series of miniature actuators built specifically to reshape your voice box, along with miniature hyper-resonant chambers that dynamically close or open. This allows you to change the pitch, timbre, and tone of your voice. You can more easily imitate accents or pronounce alien languages. When using Disguise to change your appearance, you gain a +2 circumstance bonus if the change in your voice also helps your disguise (at the GM’s discretion).

=== Racial Qualities ===
Ysoki Small Humanoid (ysoki); STR -2, DEX +2, INT +2; 2HP; Cheek pouch (1 cu ft): Swift action single object, Move action all contents; Darkvision 60ft; Moxie: Swift action stand from prone, no penalty Off Kilter, +5 Acrobatics to tumble through larger opponent's square; +2 Engineering, +2 Stealth, +2 Survival
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.
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, 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 (Outlaw) ===
Theme Knowledge +1 DEX; +1 Sleight Of Hand (class skill); +5 Culture (criminal underworld)

=== Boon Slots ===
Ally
Faction
Personal Scoured Stars Survivor (1/day reduce RP needed to stabilize by 1, and gain 1d6/2 lvls HP when you use this)
Promotional
Social AbadarCorp Respect
Starship Defender of the Fleet - Finest Computers (Upgrade computer one step, mono->duo or +1 bonus)

=== Starship Combat ===
Captain Intimidate +7 Diplomacy +4 Bluff +8
Demand Intim DC(15+1.5*T), +4 bonus
Encourage Diplo DC15 or (Relevant Skill) DC10, +2 bonus
Taunt (Push) Bluff or Intim DC(15+1.5*ET), -2 penalty 1d4 rds for 1 phase (Eng/Helm/Gun), -4 if Push; 1 per ship per combat
Pilot Piloting +11
Fly (Helm) Pilot auto-success, move full speed, turns as normal
Maneuver (Helm) Pilot DC(15+1.5*T) move full speed, turns -1 hex/turn
Stunt (Helm, Push) Pilot DC(varies) Back Off, Barrel Roll, Evade, Flip & Burn, Flyby, Slide, Turn In Place
Engineer Engineering +13
Divert (Engineering) Eng DC(10+1.5*T) choose Engines (speed +2) or Science (science +2) or Weapons (damage nat 1's are 2's) or Shields (restore PCU*.05 to shields, evenly distributed)
Hold It Together (Engineering) Eng DC(15+1.5*T) one system two steps better 1 rd (Wrecked->Glitching, Malfunctioning/Glitching->Unharmed)
Patch (Engineering) Eng DC(varies) improve critically damaged system
Science Computers +11
Balance (Helm) Comp DC(10+1.5*T) Shift shields from one quadrant to another or evenly distribute all quadrants
Scan (Helm) Sensors required; Comp DC(5+1.5*ET+Countermeasures) learn: (crew, classification, size, speed, manueverability), (AC, TL, total/current HP, total/current SP each quadrant, core PCU), (one weapon, most powerful first), ..., (expansion bays, cargo), (anything remaining); more info for each +5 exceeds by
Target System (Helm, Push) Sensors required; Comp DC(5+1.5*ET+Countermeasures), choose from core/engines/life/sensors/weapons, Critical Hit on 19-20 and affects that system; one per ship, multiple ships possible
Gunner Gunnery +7 ((BAB +3 or Piloting Ranks +4) + Dex +3)
Shoot (Gunnery) Fire a weapon
Fire At Will (Gunnery, Push) Fire two weapons at -4 penalty

=== Meta ===

Bot me if:
If you're motivated enough to find this and I'm holding up the game, go ahead and bot me. Feel free to use any consumables (serums, spells, daily abilities, etc.) that you feel are necessary to get the job done.

Starfinder Society:

Player: Caro Cogitatus
Character: Elene Berrnshaw
SFS#: 106336-704 (for credit)
Faction: Acquisitives
Day Job: (none)
Homeworld: Akiton

Defender of the Fleet - Finest Computers (Starship) Upgrade computer one step (mono->duo or +1 bonus)
Scoured Stars Survivor (Personal) 1/day reduce RP needed to stabilize by 1, and gain 1d6/2 lvls HP when you use this