Ratfolk Caravan Guard

Fizz Duskfinder's page

65 posts. Organized Play character for Trscroggs.


Full Name

Fizz Duskfinder

Race

Ysoki Technomancer 7 | SP 0 / 49 | HP 28 / 37 | RP 8 / 9| Active conditions: None | EAC 22; KAC 22 | Fort +4; Ref +7; Will +6 |

Classes/Levels

Speed: 30ft / 30 ft fly(jump jets) | Spells 1st-Level 3/6 | 2nd-Level 1/5 | 3rd-Level 0/3 |

Gender

Male

Size

Small

Alignment

CG

Languages

Common, Yossik, Eoxiash, Kastha, Vesk, Ghibrani, Azlanti, Celestial, Abysal, Infernal, Elven, Dwarven, Draconic, Kiirinta

Strength 8
Dexterity 20
Constitution 14
Intelligence 22
Wisdom 12
Charisma 10

About Fizz Duskfinder

Stamina: 49/49
HP: 37/37
Resolve: 9/9
Spells 1st Level: 5/6 DC: 18
Spells 2nd Level: 5/5 DC: 19
Spells 3rd Level: 3/3 DC: 20

KAC: 22
EAC: 22

Fort Save: +4
Refl Save: +7
Will Save: +6

Size: Small
Speed: 30 ft Walk/ 30 ft Fly (Jumpjet)
Perception: +10 (Darkvision)

Weapon Stats:

Neutriad Pistol
To-Hit: +10
Damage: 1d6+3 Force Damage
Crit: Pulse 1d6
Ammo: 20/20 Battery
Range: 60 ft
Traits: Merciful Fusion; Nanofiber Grip. Manual Sight

Membrane Holdout Pistol
To-Hit: +10
Damage: 1d6+3 F
Crit: Burn 1d6
Range: 80 ft
Ammo: 20/20 Battery
Traits:

Semi-Auto Pistol, Tactical
To-Hit: +10
Damage: 1d6+3 P
Crit:
Range: 30 ft
Ammo: 9/9 Bullets with 19 in reserve
Traits:

baton, Tactical
To-Hit: +10
Damage: 1d4+3 B
Crit:
Ammo:
Traits: Analog, Opperative

Class Features:

Spell Cache (Su) - 1st Level
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.

Magic Hack - 2nd Level (Harmful Spells)
When you cast an instantaneous spell that deals damage, you can increase the spell’s damage by half your technomancer level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks (such as magic missile), the increased damage applies only to a single ray or missile. This increased damage doesn’t apply to ongoing damage from the spell (such as bleed or burn). This magic hack doesn’t increase ability damage or other spell effects, only damage to Stamina Points or Hit Points.

Techlore (Ex) - 3rd Level
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.

Spell Focus - 3rd Level
You gain Spell Focus as a bonus feat.

Weapon Specialization (Ex) - 3rd Level
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.

Magic Hack - 5th Level (Magical Negation)
As a standard action, you can spend 1 RP to temporarily suppress magic, as if using dispel magic. Choose either an ongoing spell or a magic item within 30 feet of you. The magical effects of the spell or magic item are suppressed for 1d4 rounds, and then they return. If the spell’s level is higher than you can cast or the item’s level is greater than your level, you can’t suppress it. If you target a spell affecting a creature, the creature can attempt a Will save to stop you from suppressing the spell.

Cache Capacitor (Su) - 6th Level (Currently: Keen Senses)
You expand your spell cache into a cache capacitor. As part of regaining your spells each day, you can cast a single spell into your spell cache and have it affect you continuously for 24 hours. The cache capacitor can hold any of the following spells: detect radiation, disguise self, keen senses, or unseen servant. You must know a spell to store it in your cache capacitor. When you cast the spell into your cache capacitor, you expend the spell slot normally and make any decisions required for that spell, but the duration doesn’t expire for 24 hours. If the spell in your cache capacitor is dispelled or dismissed, you can spend 5 minutes of uninterrupted concentration to reestablish it, keeping the same decisions you made when you cast it, and gaining whatever duration the spell had remaining. You can’t exchange the stored spell for another spell until you again regains your spells.

Racial Abilities:

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.

Feats:

Mobility
You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.

Spell Penetration
You gain a +2 bonus to caster level checks to overcome a creature’s spell resistance.

Combat Casting
You gain a +2 bonus to your Armor Class and saving throws against attacks of opportunity you provoked by casting a spell and against readied actions triggered by your spellcasting.

Agile Casting
As a full action, you can move up to your speed and cast a single spell with a casting time of one standard action or less at any point during your movement. If you have a supernatural ability that can be activated as a standard action or less, you can instead use that ability at any point during your movement.

Weapon Specialization (from Class)
Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

Spell Focus (from class)
The DC of spells you cast increases by 1.

Skills:

Acrobatics: +9
Computer: +18
Culture: +13
Engineering: +19 (have +2 Tools)
Life Science: +16 (+1 to identify average creatures)
Medicine: +9
Mysticism: +13
Perception: +10 (have +2 Tools)
Physical Science: +16
Piloting: +15
Profession (Archeology) +16 (have +2 Tools)(+1 Dayjob)

Equipment:

Neutriad Pistol (with Merciful Seal, Manual Sight, Nanofiber Grips)
Membrane Holdout Pistol
Semi-Auto Pistol, Tactical
Baton, Tactical
Yoski Refractor Suit (with Jump Jets)
Skill Tools (Engineering, Hacking, Perception, Profession(Archeology))
Field Rations (x7 days)
Personal Comm (Extra)
Flashlight (Extra)
Small Arm Ammo (x19)
Battery (x2) (plus one in each weapon)
Healing Serum, Mk 1 (x4)
Tetrad Certified Translator
Hygiene Kit
Tier 1 Computer - Miniturized, Spell chip reader
Spell Gem -- Flight(Level 1)
Spell gem -- Comprehend Languages (x2)
Backpack, Industrial
Personal Upgrade +2 (Dexterity)(Technology)
Personal Upgrade +4 (Intelligence)(Technology)

Main Computer:

Tier 3
Hack DC: 27
Size: 0
Bulk: L
AI Persona: Cheerio

Upgrades
Artificial Personality
Hardened
Miniaturized (x3)
Range (x3)
Security (x2)
Self Charging

Countermeasures
Alarm
Firewall
Lockout
Wipe

Modules
Secure Data, Large
Spell Chip 1st Level

0-Level Spells:

Energy Ray
Ray does 1d3+3 acid, cold, electricity or fire damage.

Detect magic
Detect spells and magic items with 60 feet.

Transfer Charge
Transfer charges from one power source to another of same type

Psychokinetic Hand
Move item up to 1 Bulk up to 15ft a round

Token Spell
Preform simple magical effects

Telepathic Message
Send a short telepathic message and receive reply

1-Level Spells:

Overheat
2d8+3 Fire damage to creatures in cone

Magic Missile
1 Missile deals 1d4+4, and 1 deal 1d4+1 force damage each. Full round for an additional 1d4+1 missile

Life Bubble
Targets up to level protected from enviromental hazards

Keen Senses
Grant target +2 Insight to Perception Checks, Low-Light Vision

2-Level Spells:

Mirror Image
Create 1d4 images. Pop on: hit, miss by 5, or miss chance miss

Invisibility
Target or 10 bulk object turns invisible. Breaks if target attacks

See Invisibility
See any invisible or ethereal objects or beings as if they were normally visible

Caustic Conversion
Roll attack versus EAC. On hit 4d4+3 Acid damage, 5 Acid on following 3 rounds

3-Level Spells:

Explosive Blast
Deal 9d6+3 fire damage to creatures in a 20-foot radius.

Slow
1 Target/Level is staggered and loses half its speed

Usual Boons:

Ally: Cedona (From Adventure Path 8)
Once per adventure you can cast one of the following as a level 5 caster. Augury, identify, lesser remove condition, mystic cure (2nd level). You must spend 1 RP to cast Augury.

Faction: Wayfinder's Champion
Once per adventure when you succeed at a Diplomacy or Survival skill check that is written into the adventure, you recover 1 Resolve Point, up to your Resolve Point total.

Personal: Jinsul Witness (From 1-34)
You gain a +1 to all saves made to resist the effects or spells cause by Jinsuls or the divine herald, Dhurus. In addition, if you fail the save, you may destroy this boon to treat the saving throw as a natural 20 instead.

Social: Enemy of Star Azlanti

Starship: Solar Powered Weapon (From 1-07)
Select a single starship weapon with the word 'Laser' in its title. You gain a +1 to all damage rolls with this weapon. Additionally the gunner may spend 1 RP to increase this damage to +4 for 1 round.

Unslotted: Mobile Translator
You acquire a Tetrad certified translator as if you had purchased it, but you do not need to expend any credits.

Unslotted: Rebuilding Nakondis (4 Checks) (From Adventure Path 7)
You can always attmept a Life Science check untrained to identify average creatures. If you have Life Science Trained, you instead fain a +1 bonus on all such checks to identify creatures.

Unslotted: Starfinder Insignia (From Into the Unknown)
Has a Satfinder Insignia which is also a hidden data storage device.