Infiltrator's Onyx

Kizzot's page

No posts. Organized Play character for BretI.


Race

| SP 10/10 HP 16/16 | RP 3/3 | EAC 16 KAC 17 | Fort +0; Ref +4 Will +3 | Init: +4 | Blindsense (Vibration); Perc: +5, SM: +0

Classes/Levels

| Speed 30’ | Active conditions: None.

Gender

Male NG Shirren Guard Technomancer 2

About Kizzot

Kizzot
Shirren Guard Technomancer 2
NG Medium Humanoid (Shirren)
Init +4; Senses Blindsense (Vibration); Perc +5, SM +0
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Defense
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EAC16, KAC 17
SP 10 HP 16 RP 3
Fort +0, Ref +4, Will +3

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Offense
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Speed 30 ft.
Melee +5 Called Survival Knife (1d4 S)
Ranged +6 Ominous Static Arc Pistol (1d6 E)
.. or +6 Called Tactical Semi-Automatic Pistol (1d6 P)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities

Technomancer Spells: Caster Level 2
0: DC 12 Detect Magic, Transfer Charge, Mending, Token Spell, Psychokinetic Hand
1 (3/day): DC 13 Grease, Overheat, Supercharge Weapon

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Statistics
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Str 11, Dex 18, Con 10, Int 14, Wis 10, Cha 10

Skills
Acrobatics (untrained) +4, Computers +7, Engineering +7, Life Science +6, Mysticism +5, Perception +5, Physical Science +6, Piloting +9

Skill notes:
+2 insight bonus to Bluff, Diplomacy, Intimidation, and Sense Motive if communicating telepathically with a creature
Guard Theme: Reduce the DC for Engineering checks to identify technology and Mysticism checks to identify a magic items by 5, provided the item is a security system, surveillance equipment, or trap.
Starship-Combat Version of Skills
Gunnery +5

Feats Weapon Focus (Small Arms)
Bonus Feats: Psychic Insight
Languages: Common, Shirren, Lashunta, Ignan
Magic Hacks: Selective Targeting

Other 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 flat-footed 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.

Linguistic Acculturation
Shirrens quickly adapt to new languages they encounter, because doing so enables them to communicate their thoughts with new people and learn from them in turn. Shirrens with this trait gain a +2 bonus to Culture checks and learn two languages for each skill rank they have in the Culture skill.

This replaces cultural fascination.

Limited Telepathy
Shirrens can communicate telepathically 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 speak.

Psychic Insight
Telepathic contact gives you social insight.
Prerequisites: Limited telepathy or telepathy.
Benefit: You gain a +2 insight bonus to Bluff, Diplomacy, Intimidation, and Sense Motive checks against creatures you are successfully communicating with using your limited telepathy or telepathy.

Selective Targeting (Ex)
When you cast an instantaneous spell with an area effect, you can shape the spell so it doesn’t affect one of your allies. Choose one 5-foot square within the spell’s area to be unaffected by the spell. At 5th level, you can spend 1 Resolve Point to exclude any number of squares with this ability.

Combat Gear Freebooter I Armor, Ominous Static Arc Pistol, Called Tactical Semi-Auto Pistol, Called Survival Knife, Standard Battery x2, Small Arms rounds (30)

Other Gear
Industrial Backpack, Travel Clothes, Hygiene Kit, Personal Comm, Hacking Kit, R2E Rations (14 days), Radiation Badge

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Special Abilities
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Skill details:

4+2 ranks per level

Acrobatics +4 = +0 Rank +4 Dex
Computers +7 = +2 Rank +3 Class +2 Int
Engineering +7 = +2 Rank +3 Class +2 Int
Life Science +6 = +1 Rank +3 Class +2 Int
Mysticism +5 = +2 Rank +3 Class +0 Wis
Perception +5 = +2 Rank +3 Class
Physical Science +6 = +1 Rank +3 Class +2 Int
Piloting +9 = +2 Rank +3 Class +4 Dex

Class skills
Computers (Int)
Engineering (Int)
Life Science (Int)
Mysticism (Wis)
Perception via Guard Theme (Wis)
Physical Science (Int)
Piloting (Dex)
Profession (Cha, Int, or Wis)
Sleight of Hand (Dex)

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Boons Slotted this Adventure
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Ally: None
Faction:
Personal: Psychic Studies
Promotional: Promotional Reroll (Messenger bag)
Social:
Starship:

All My Boons:

Ally
Faction Acquisitives Champion
Personal
Promotional
Promotional Reroll (Messenger bag)
Social Savior of Asanatown
Starship
Slotless

Bot Me!:

SFS # 709
Wealth and Reputation: See ITS

Backstory: