Reputation 0 Fame, 0 Global Reputation
Reputation with Acquisitives:
Reputation with Dataphiles:
Reputation with Exoguardians:
Reputation with Second Seekers (Luwazi Elsebo):
Reputation with Wayfinders:
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Gideon Stix Technomancer 1
N Medium humanoid (Elf)
Init +2; Senses Perc +3, SM +6,
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Defense
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EAC 13, KAC 14
SP 5 HP 9 RP 4
Fort -1, Ref +2, Will +2
The first two times you encounter an illusion per day, reduce the DC of the saving throw to disbelieve it by 2.
+2 racial bonus to saving throws against illusion spells
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Offense
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Speed 30 ft.
Melee Survival Knife +2 (1d4 S analog, operative)
Ranged Tactical Skipshot Pistol +2 (1d4 P, Teleportive, range 60 ft, -1 per range increment, critical: Bleed 2) or Survival Knife Thrown +2 (1d4 S analog, operative, range 20 ft.)
Space 5 ft.; Reach 5 ft.
Combat Dicebots:
[dice=Skipshot pistol, vs KAC]1d20 + 2[/dice] (range 60 ft, -1/range inc.)
[dice=Damage P]1d4[/dice]
Critical: Bleed 2 The target gains the bleeding condition. Target take the listed amount of damage at the beginning of turn each round until this condition ends. 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.
Rounds fired: 4/20
[dice=survival Knife thrown, vs KAC]1d20 + 2[/dice] (range 20 ft)
[dice=Damage, S]1d4[/dice]
[dice=Survival Knife, vs KAC]1d20 + 2[/dice]
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Statistics
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Str 10, Dex 14, Con 9, Int 18, Wis 10, Cha 13
BAB 0
Combat Gear mk I Serum
Other Gear second skin armor (EAC +1 KAC +2), survival knife, tactical skipshot pistol, clothing travel (sometimes changed by magic to other types of clothing), binoculars, engineering tool kit, hacking kit, grifter's kit, datapad, personal comm unit, medpatch. Credits: 88
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Special Abilities
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Technomantic Talents Illusion: As a constant effect, you automatically gain a saving throw to recognize illusions within 60 feet. The first two times you encounter an illusion per day, reduce the DC of the saving throw to disbelieve it by 2. Each subsequent time you choose this as a technomantic talent, reduce those DCs by an additional 2.
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.
Elven Skeptic
Source Character Operations Manual pg. 31
Elves were betrayed during the Gap and can be untrusting of others. These elves train to see through deceptions, and gain a +2 racial bonus to Sense Motive checks and saving throws against illusion spells. Once per day, they can roll a Sense Motive check twice and use the better result.
This replaces elven immunities.
Elven Magic
Elves receive a +2 racial bonus to caster level checks to overcome spell resistance. In addition, elves receive a +2 racial bonus to Mysticism skill checks.
Keen Senses
Elves receive a +2 racial bonus to Perception skill checks.
Low-Light Vision
Elves can see in dim light as if it were normal light. See Vision and Light on page 261.
Gear:
Second Skin
Source Starfinder Core Rulebook pg. 197
Level 1; Price 250; Category Light
EAC Bonus +1; KAC Bonus +2; Max. Dex Bonus +5
Armor Check Penalty —; Speed Adjustment —
Upgrade Slots 1; Bulk L
Description
This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a second skin matches the wearer’s skin tone, this type of light armor can be difficult to detect. A second skin can also accept upgrades, making it popular for celebrities, diplomats, and other individuals who want protection without appearing to wear armor.
Skipshot Pistol, Tactical
The maggedli of the Helfen-Thel system manufacture these firearms and imbue them with their magical expertise. Although the pistols use a clip of ordinary rounds, the pistol imbues teleportation magic into the ammunition as it’s fired. A skipshot pistol is a hybrid item.
Source Near Space pg. 150
Level 1; Price 105
Hands 1; Proficiency Small Arms
Damage 1d4 P; Range 60 ft.; Critical Bleed 2
Capacity 20 rounds; Usage 1
Bulk L; Special Teleportive
Teleportive
Source Near Space pg. 148
This weapon’s fired ammunition teleports a short distance after being fired. You take only a –1 cumulative penalty when attacking outside the range of this weapon.
Clothing, Travel
Source Starfinder Core Rulebook pg. 230
Category Personal Items (Clothing)
Level 1;Price 10; Bulk L
Description
A travel outfit offers additional comfort and support during overland travel. You add 2 miles per 8-hour day of overland movement while wearing a traveling outfit. You also gain a +1 circumstance bonus to Constitution checks to avoid taking nonlethal damage resulting from a forced march. See Overland Movement on page 258 for more details. [Note: using the Wardrobe Change spell, this can be converted to any other type of clothing.]
Binoculars
Source Pact Worlds pg. 199
Category Personal Items (Other)
Level 1;Price 50; Bulk L
Description
Often used by Starfinders and other explorers or scouts, this advanced optical device allows you to view distant objects. While using binoculars, you gain a +1 circumstance bonus to vision-based Perception checks against objects 30 feet or farther from you. In order to gain this benefit, you must continually adjust the binoculars’ magnification settings, which requires using two hands and a move action each round.
Serum of Healing, Mk 1
Source Starfinder Core Rulebook pg. 222
Level 1; Price 50; Bulk L
Type Healing
Mk 1 1d8 Hit Points
Tool Kit
Source Starfinder Core Rulebook pg. 219
Level 1; Price 20
Hands —; Bulk L
• engineering kit (Engineering checks without one take a –2 penalty)
• hacking kit (required for most Computer checks; see page 137 for more information)
Tool Kit, Akinzi Resources
Source Tech Revolution pg. 50
Level 1; Price 200
Hands 2; Bulk L
• grifter’s kit (grants a +4 bonus to Sleight of Hand checks made to entertain and pick pocket)
Datapad
Source Starfinder Armory pg. 100
Level 2; Price 55
Capacity 20; Usage 1/hour
Hands 1; Bulk L
Description
Datapads are among the most common handheld computers and are ubiquitous in homes, manufacturing settings, and offices. Datapads require at least one hand to use. Nearly all datapads also incorporate a comm unit (which includes a microphone and speaker) along with several other functions, such as infosphere connectivity and data storage. Datapads can record simple audio and video (though not in high enough resolution to serve as proof of recorded events in most courts of law), store thousands of hours of recordings, play games, track time and set time-based alarms, act as word processors, and perform numerous other minor data processing and entertainment functions.
All datapads have light bulk, and most are tier 1 computers with the miniaturization upgrade. Tier 2 and higher datapads are generally used only by the wealthy elites or technological sophisticates due to the additional miniaturization technology involved, but they are more powerful than many stationary computers while still fitting comfortably in one hand. Datapads can have computer modules and countermeasures installed at the usual additional costs. For example, most datapads in military or industrial use have the hardened upgrade.
Saboteurs and spies frequently disguise eavesdropping devices or explosives as ordinary datapads, knowing that the datapads’ universal use means they won’t raise suspicion.
Comm Unit, Personal
Source Starfinder Core Rulebook pg. 219
Level 1; Price 7
Capacity 80; Usage 1/hour
Hands 1; Bulk L
A personal comm unit is pocket-sized device that combines a minor portable computer (treat as a tier-0 computer with no upgrades or modules) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range (see page 272). A personal comm unit also includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres). You can upgrade a personal comm unit to function as some other devices (such as full computers and scanners) by spending credits equal to 110% of the additional device’s price.
Medpatch
Source Starfinder Core Rulebook pg. 219
Level 1; Price 50
Capacity 1; Usage 1
Hands 1; Bulk L
Description
A medpatch is a simple, all-in-one, disposable medical device designed to be slapped onto a wound or area of concern (such as a clearly diseased or poisoned section of the body) with little skill required. A medpatch allows you to attempt a Medicine check untrained with a +10 circumstance bonus, but only for the first aid, long-term stability, treat disease, and treat drugs or poison tasks.
Stix is not much of a fighter, so in combat he will try to avoid melee, preferring to use ranged attacks with his spells or small arms or thrown knife.
[dice=Spell, Shrapnel Shot, vs KAC]1d20 + 4[/dice]
Hit: [dice=Damage, P]1d10[/dice]
Hit or miss: [dice=Splash Damage]1d4[/dice] in 10-ft. radius burst, DC 15 Reflex Save for half damage
[dice=Skipshot Pistol]1d20 + 2[/dice]
[dice=Damage, P, vs. KAC]1d4[/dice]
(range: 60 ft., -1 per range increment, teleportive, Critical: Bleed 2)
[dice=Survival Knife melee Vs. KAC]1d20 + 2[/dice]
[dice=Damage, S]1d4[/dice]
If a holographic illusion can be helpful in combat in any way, cast the spell Holographic Image
Background:
Gideon Stix was born on a starship and spent his formative early years far from the Elven homeworld of Castrovel. His parents were crew of an Elven starship chartered for exploring the vast beyond the Pact Worlds looking for potential worlds for exploitation
and trade as well as researching for information about the Gap and clues to who betrayed the elves during that forgotten time. His birth name was a typical multislyabic lyrical Elven set of names. When he became a forlorn elf early in his adult life, he choose the name Gideon Stix as a mark of his rejection of traditional Elven culture.
His mother did not intend to start a family on this starship voyage but once she realized she was pregnant, the ship was too far from the Pact Worlds to allow her to return to Castrovel to give birth in traditional fashion. Gideon spent many years on the startship and at the various places it explored, which taught him an early love of the natural universe. At ports, he interacted with the sentient races and enjoyed the diversity after the austere isolation of the Elven ship culture. His parents and the other elves on the ship tried to instill in him their own dislike of the non-elves of the vast, but it did not take. Gideon enjoyed meeting non-elves and learning about other cultures.
Eventually, the ship returned to Castrovel and he began to be taught the ways of the elves, but his early exposure to the rest of the vast left him yearning to know more than just the elven lineages and traditional literature and arts of his people. He began to resent the isolation that the other elves found so comforting. He also took a shine to technology and began his study of technomancy.
He gravitated strongly to the attitudes of the forlorn and when he came of age and could choose his course in life, he got on the next starship bound for Absalom Station and never looked back. He worked a variety of jobs and found it easy to ingratiate himself to Pact Worlders with disarming patter and a willingness to sample the pass times and vices of the station. He needed a steady income to support his love of travel and was just as loath to settle into a steady job and save up for his vacation time as he was to stay on Castrovel. So his life as a grifter began.
He found early on universities and trade schools good places to spend time as there were opportunities to earn scholarships and grants and living quarters were often spare but cheap. He used the time to learn useful skills, such as computer programming and engineering, while he practiced the subtle arts of lying, reading people's body language, and sleight of hand techniques, aided by magic that could fool people into parting with their credits. He developed various scams that he practiced away from campus, worked out places he could hide if his marks tried to locate him for their credits back, and developed connections with fixers, money laundering, loan sharks, and other criminals.
Once he had secured some funds, he invested his credits and began to live off the interest, gaining enough to travel and expand his options for grifting to other places in the Pact Worlds.
He got drawn into the Starfinders after the Drift Crisis began to limit his grifting options. He saw the Starfinders as a way he could travel on someone elses credstick and make some cash in the process. So he looked forward to his first mission while he continued to take advantage of the more obnoxious and easily fooled of the refugees flooding the station.