Anthropomorphized Cricket

Johnny Rico's page

32 posts. Organized Play character for Pete H..


Race

| SP 9/9 HP 13/13 | RP 4/4 | EAC 14; KAC 15, CMD 23 | F/R/W +3/+3+3 (+4 Toughness stuff) | Init: +3 | Perc: +1 (Blindsense 30 ft), SM: +1

Classes/Levels

| Speed 30ft | Active conditions: None

Gender

Male TN Shirren Icon Soldier 1

About Johnny Rico

Scenario Notes: NA
To Buy: NA

Boons Slotted:
Faction, Acquisitives Champion: This Faction boon allows the character to gain Reputation with the Acquisitives 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.

Starship, Mining Laser Upgrade: You have acquired the technical blueprints to modify one of the weapons onboard your ship into a mining laser.
Benefit: When this boon is slotted, select one light weapon onboard your starship. Replace with weapon with a mining laser (Starfinder Pact Worlds 153). This new weapon must go in the same arc as the replaced weapon.
Special: You do not need to worry about the PCU and BP difference between the original weapon and this weapon when slotting this boon.

Ally, Placeholder: Placeholder
Personal, Placeholder: Placeholder

Ever since he became semi-famous (among mercenaries) from his valorous actions at the Battle of Kes-Vax he has been called “The Shirren Johnny Rico”. And other than finding out the name was of an ancient notable human warrior, he hasn’t really dug much deeper into the history. However, he decided the name was pretty cool and has embraced his fame... plus it doesn’t hurt that Johnny Rico is a lot easier to pronounce then Qaploxe Furklacx Onoyeabutia.

Starship Combat Cheat Sheet

Botting Instructions and other things of interest are spoiler-ed at the bottom.

DEFENSE
Armor Calculations EAC = 10 + 1 Armor + 3 Dex; KAC = 10 + 2 Armor + 3 Dex; CMD = KAC + 8
Save Calculations Class 2/0/2, Ability 1/3/1, Other 0/0/0

OFFENSE
Speed 30 ft BAB +1
Melee (All are 1 handed)
Assault Hammer +3 (1d6+2 B) analog
[dice=Assault Hammer vs. KAC]1d20+3[/dice] for [dice=Bludgeoning]1d6+2[/dice]
Unarmed +3 (1d4+2 B) archaic, non lethal
[dice=Unarmed vs. KAC]1d20+3[/dice] for [dice=NL/Bludgeoning]1d4+2[/dice]
Ranged (All are 1 handed)
Anchoring Tactical Semi-Auto Pistol +4 (1d6 P), Crit Immobilize, 30 ft, analog, 9/9
[dice=Tactical Semi-Auto Pistol vs. KAC]1d20+3[/dice] for [dice=Magic/Piercing]1d6[/dice]
Carbonedge Shuriken +3 (1d4+2 P), Crit bleed 1d4, 10 ft, thrown, quick reload, 10/10
[dice=Carbonedge Shuriken vs. KAC]1d20+3[/dice] for [dice=Piercing]1d4+2[/dice]

STATISTICS
Str 14 (+2); Dex 16 (+3); Con 12 (+1); Int 10 (+0); Wis 12 (+1); Cha 9 (-1)

Skills:
Starship Combat Skills Bolded
[dice=Acrobatics]1d20+7[/dice]
[dice=Athletics]1d20+6[/dice]
[dice=Bluff]1d20-1[/dice]
[dice=Computers (t)]NA[/dice]
[dice=Culture (t)]1D20+7[/dice] (-5 to DC of Mercenary Culture checks)
[dice=Diplomacy]1d20-1[/dice]
[dice=Disguise]1d20-1[/dice]
[dice=Engineering (t)]NA[/dice]
[dice=Intimidate]1d20-1[/dice]
[dice=Life Science (t)]NA[/dice]
[dice=Medicine (t)]NA[/dice]
[dice=Mysticism (t)]NA[/dice]
[dice=Perception]1d20+1[/dice] (Blindsense 30 ft)
[dice=Physical Science (t)]NA[/dice]
[dice=Piloting]1d20+3[/dice]
[dice=Gunner (BAB) + Dex]1d20+1+3[/dice]
[dice=Profession - Mercenary (t) + Profession Tool]1d20+6+4[/dice] (-5 to DC of Mercenary Profession checks)
[dice=Sense Motive]1d20+1[/dice]
[dice=Sleight of Hand (t)]NA[/dice]
[dice=Stealth]1d20+3[/dice]
[dice=Survival]1d20+1[/dice] (+4 when Orienteering)

Feats 1) Toughness, 1b) Opening Volley
Languages Common, Shirren, Castrovelian (culture)
Race & Class Abilities Limited Telepathy, Blindsense (30), Communalism

Race, Class & Theme Ability Details:

Race Abilities
Blindsense Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flatfooted against attacks from creatures it can’t see.
Communalism Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.
Cultural Fascination Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.
Limited Telepathy Shirren can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.

Class Abilities
Opening Volley (Ex) - 1st Level
You gain Opening Volley as a bonus feat. If you already have this feat, choose a bonus combat feat instead. At 9th level, you can use Opening Volley on both your first and second turns in combat.
Nimble Fusillade (Ex) - 5th Level
When you make a full attack, you can also either take a guarded step or move up to half your speed. This movement can come before, between, or after your attacks, but it can’t be split up.
Duck and Weave (Ex) - 9th Level
When you move or make a ranged attack, you can spend 1 Resolve Point to avoid provoking attacks of opportunity from that movement or ranged attack.
Elusive Target (Ex) - 13th Level
On any turn in which you move, you gain a +1 insight bonus to your AC until the start of your next turn.
Harrying Shot (Ex) - 17th Level
As a full action, you can make one attack and give the benefit of harrying fire (see page 247) against any creature you hit with that attack. If you use a blast weapon or automatic weapon, the benefit applies against all targets hit. You can also take your nimble fusillade movement before or after this attack.

Theme - Icon
Theme Knowledge (1st Level)
Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, decrease the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes 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 Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Celebrity (6th Level)
You are famous enough that pretty much everyone has either heard of you or can quickly find information about you (it’s a DC 10 Culture check to recognize your name and a DC 20 Culture check for someone to recognize you out of context from your appearance alone). Among those who follow your iconic profession, you’ve built up both fans and detractors due to your celebrity. If you’re looking for a generic person like “a doctor who can treat this disease,” you can almost always find one who’s a fan and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM’s discretion, fans might give you services (although not goods) for a discount or even for free.
Megacelebrity (12th Level)
Your reputation grows to the point that your name is ubiquitous. The DC of Culture checks to recognize you is reduced to 5 (or 10 to recognize you out of context from your appearance alone) and it takes only 1d4 hours to find a fan who meets a generic description. In addition, fans give you a 10% discount on purchased goods.
Master Icon (18th Level)
Up to twice per day, you can interact with the public about your profession (usually during a performance, such as a concert, but sometimes in a press conference afterward if your profession requires no audience) for a total of at least 10 minutes to recover 1 Resolve Point.

Combat Gear MK 1 Serum of Healing, Second Skin armor, Anchoring Fusioned Semi-Auto Pistol, Assault Hammer, Medpatch, Carbonedge Shuriken (10)
Other Gear Everyday Clothing, Field Rations (1 week), Flashlight, Hygiene kit, Personal Comm Unit (aka cell phone), Toolkits for Disguise, Profession (Mercenary) & Navigation, Mass Produced Tent, Consumer Backpack, 80 ft Adamantine Alloy Cable, Credstick (621 credits)
Carrying Capacity Encumbered starts at 7 bulk. Currently carrying 6 bulk.

Gear Details:

Anchoring Fusion A weapon with the anchoring fusion has a chance to immobilize its targets. The weapon gains immobilization as a critical hit effect. If the weapon already has a critical hit effect, choose each time whether to apply the weapon’s normal critical hit effect or the immobilization effect. A target affected by the immobilization critical hit effect is unable to move from its space under its own power for 1d4 rounds. It cannot use any form of movement, including teleportation effects, to change its position. If the target is entirely contained in a mobile object (such as a starship or large vehicle), the target is immobile relative to its location within that object. Other creatures and forces can move the target normally.
Assault Hammer Assault hammers have heavily weighted metal heads and relatively light aluminum or polycarbonate grips. Hammer heads can be custom-made with designs or logos imprinted on the surface. Comet, gravity well, and meteoric hammers have weighted or pneumatically driven heads that deliver accelerated blows.
Consumer Backpack When wearing a properly fitted consumer backpack, you treat your Strength score as 1 higher for the purpose of determining your carrying capacity.
Everyday Clothing Clothes designed for everyday wear come in a dazzling array of colors and styles, many of which are tailored to specific cultures or planets. Most characters choose their everyday wear based on their personal preferences.
Field Rations A field ration is prepackaged food that can easily sustain you but lacks flavor and visual appeal. Field rations generally consist of chewy, brownish blocks of processed nutrients, which contain enough moisture to provide a day’s worth of water intake. While it is possible to survive for weeks on nothing but field rations, it’s not a pleasant experience.
Flashlight Increases the light level by one step in a 20-foot cone. It can be used for 10 hours before its battery needs to be recharged or replaced.
Hygiene Kit This kit contains all of the tools and products needed to practice good grooming and hygiene. Kits designed for specific races include supplies (such as scale-care products for vesk or antennae grooming for lashuntas or shirrens) that are of less use to other creatures.
Mass Produced Tent A mass-produced tent is insulated, sturdy, and capable of ventilating to prevent overheating or stuffiness without sacrificing protection. It allows characters within to treat extreme cold weather as severe cold weather, treat severe cold weather as typical cold weather, and ignore the effects of typical cold weather. It adjusts the severity of hot weather in a similar fashion. See page 400 for more information on cold dangers and page 402 for more information on heat dangers. A mass-produced tent does not protect against smoke, catching on fire, lava, radiation, or other environmental hazards.
Medpatch Can use this to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat poison task.
Mk 1 Serum of Healing Drinking a vial of this serum restores 1d8 Hit Points.
Second Skin 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. While wearing this armor, you can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 24 hours.
Tactical Doshko the doshko is composed of one to four triangular blades arranged in a row and attached to a long haft. Ideal for devastating overhand blows and catching and parrying enemy weapons, its use is a highly respected art form in traditional vesk society, but it also sees use by creatures of other races as a variant axe.
Tool Kits A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks. The types of tool kits you have are: disguise kit (required for Disguise checks to change appearance), navigator’s tools (grants a +4 bonus to Survival checks when orienteering), & professional’s tools (provides a +4 bonus to Profession checks for one profession).

Botting Instructions:

In combat
Move to get a clear shot, or shoot and then move into melee. Try to take advantage of opening volley. Primary weapons are SA Pistol over 15 ft, Carbonedge Shurikens at 10 ft and Assault Hammer in melee at low levels.

Starship Combat
Gunnery is by far the best role and will scale very well, though may not be the top dog if someone maxed dex to +4.
Pilot or Captain are technically able to be done, though are not very high bonuses.

Out of Combat - Super outgoing and chatty.

Boons Unslotted:

Starship, Placeholder: Placeholder
Ally, Placeholder: Placeholder
Personal, Placeholder: Placeholder

Chronicle Information:

Player: Pete H.
Character Name: Johnny Rico
PFS #: 123584-703
Primary Faction: Acquisitives
Day Job: See skills for roll
Fame: 2
Reputation: Acquisitives (2)
Infamy: 0
XP: 1