Echo of Deskari

Jishka Zedhurcai's page

36 posts. Organized Play character for RePete.


Race

| SP 18/18 HP 19/19 | RP 4/4 | EAC 14; KAC 14 | Fort +2; Ref +3; Will +4 | Init: +6 | Perc: +2, SM: +1

Classes/Levels

| Spells: 1st 4/4 +1| Speed 20ft; Swim 30ft | Active conditions: None.

Gender

Wrikreechee Techno 3

About Jishka Zedhurcai

Slotted Boons:

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Ally: Collector and Examiner
Faction: Exo-Guardian Champion
Personal: Alien Archive Admittance
Promotional:
Social:
Starship:
Slotless: Scoured Stars Veteran - Rescued Starfinder

Chronicle Bits:

SFS # 126566-703
Experience 6
Slotted Faction
Wealth

Reputation 5 Fame, 7 Global Reputation
Reputation with Acquisitives:
Reputation with Dataphiles:
Reputation with Exoguardians: 7
Reputation with Second Seekers (Luwazi Elsebo):
Reputation with Wayfinders:


___________________________________________

==Jishka Zedhurcai==
Xenoarcheologist Technomancer 3
Wrikreechee; Monstrous Humanoid (Aquatic)
Init +6; Senses Perc +2, SM +1, Darkvision

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Spellcasting
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Level 0 --> 6 known DC 14

Detect Magic:
Energy Ray: 1d3 Acid/Cold/Electric/Fire Damage
Ghost Sound: Create Minor Sound
Psychokinetic Hand: Move item of up to 1 Bulk in weight
Token Spell:

Level 1 --> 4 Known, 4 Per Day, DC 15

Hold Portal:
Holographic Image:
Supercharge Weapon:

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Defense
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EAC 14, KAC 14 (+2 EAC, +2 KAC, +2 Dex)
SP 18 HP 19 RP 4
Fort +2, Ref +3, Will +4

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Offense
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Speed 20 ft., Swim: 30 ft
Melee
Tactical Baton +1 (1d4 B/x2) Analog, Operative

Ranged
Defraction Perforator Pistol +3 (1d4 So/1d4 Bleed) 20 ft Range, Penetrating - Usage 2

Space 5 ft.; Reach 5 ft.
SQ: Fabricate Tech, Sheltering, Snag

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Statistics
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Str 10, Dex 14, Con 12, Int 16, Wis 13, Cha 10
BAB: +2 CMB: +2; +6 Grapple Small or Smaller CMD: 22

Skills:
    (Rank+Class+Ability+Misc)
  • (0+0+2+0) Acrobatics +2
  • (0+0+0+0) Athletics:+0
  • (0+0+0+0) Bluff:+0
  • (3+3+3+2) Computers: +11
  • (0+0+3+0) Culture: N/A
  • (0+0+0+0) Diplomacy: +0
  • (0+0+0+0) Disguise: +0
  • (3+3+3+3) Engineering: +12
  • (0+0+0+0) Intimidate: +0
  • (2+3+3+0) Life Sceince: +8
  • (1+0+3+0) Medicine: +4
  • (3+3+1+0) Mysticisim: +7
  • (1+0+1+0) Perception: +2
  • (1+3+3+0) Physical Science: +7
  • (2+3+2+0) Piloting: +7
  • (3+3+3+0) Profession (Archeologist): +9
  • (0+0+1+0) Sense Motive: +1
  • (1+3+2+0) Sleight of Hand: +6
  • (0+0+2+0) Stealth: +2
  • (0+0+1+0) Survival: +1

Feats 1) Improved Initiative; 3b) Spell Focus (+1 DCs); 3b) Weapon Specialization (+ 1/2 level damage); 3) Skill Synergy (Computers/Engineering)

Languages Common, +3

Combat Gear: Tactical Baton, Defraction Perforator Pistol, Zeizerer Diffractor I Armor
Other Gear: Industiral Backpack, (2) Mark 1 Healing Serum, Hygiene Kit, Professional Clothes, Hacking Kit, Engineering Kit, 1 Week Field Rations, Standard Battery:: 6 Credits
Augmentations: Personal Upgrade Dex (+2)
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Specials:

Amphibious: Wrikreechees are able to breathe both water and air normally.

Cooperative: Wrikreechees spend much of their lives in close contact with one another, learning to predict their neighbors’ reactions and coordinate their actions. A wrikreechee gains a +2 bonus to skill checks for the aid another action and to attack rolls to provide harrying fire. A creature using the aid another action to assist a wrikreechee’s skill check gains a +2 bonus to her check.

**Magical 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

**-->Fabricate Tech (Sp)<--** 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 × 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.

Sheltering: A wrikreechee instinctively knows how to exploit sources of cover. When a wrikreechee is benefiting from partial cover, cover, or improved cover, the granted bonus to its AC and Reflex saves increases by 1.

Snag: Thanks to the feathery material lining its forelimbs, a wrikreechee is adept at grabbing small prey. A wrikreechee gains a +4 bonus to attack rolls when attempting to grapple a creature smaller than itself. As a full action, a wrikreechee can make two attempts to grapple a creature with a -4 penalty to the attack rolls.

**Spell Cache:** 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

Theme Knowledge: You have trained yourself to have few presuppositions about the foreign devices you uncover. Reduce the DC to identify rare, ancient, or alien tech by 5. Engineering 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 Engineering checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

**Class Abilities**

All My Boons:

==Ally==
-->Collector and Examiner: You have a growing relationship with a researcher among the Exo-Guardians. At the end of a scenario for which you’ve slotted this boon, you can return one, and only one, mostly intact cadaver of a defeated significant enemy (Starfinder Core Rulebook 242) for the ally to study. Mark the creature type (such as aberration, fey, or ooze) of the collected cadaver on your Chronicle sheet. While this boon is slotted, you gain an insight bonus to Engineering, Life Science and Mysticism checks to identify creatures corresponding to creatures of the types you have collected. The bonus is equal to the number of corpses of that creature type collected, up to a maximum of +3. The bonus represents your correspondence between you and your examiner ally, and it does not mean the examiner is physically present during the adventure.

==Faction==
-->Exo-Guardians Champion: This Faction boon allows the character to gain Reputation with the Exo-Guardians faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario.

==Personal==
-->Alien Archive Admittance (Tier 2; Personal Boon): You belong to a species known to have a strong and growing presence within the Starfinder Society. You may play a character of an uncommon race—either ryphorian or wrikreechee (Starfinder Alien Archive page 96 and 124)—beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Starfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed below to all sessions in which you play this character as if access to this race selection were granted by the Additional Resources list.

==Promotional==

==Social==

==Starship==

==Slotless==
-->Scoured Stars Veteran - Rescued Starfinder: You can start a new character who begins at 2nd level. This new PC ebgins play with 3XP, 2160 credits, 5 Fame, and 5 Reputation with the faction that character selects a faction boon for. You must keep a copy of this Chronicle sheet with the character.