Daji

Krizen Longfur's page

298 posts. Alias of River of Sticks.


Full Name

Krizen Longfur

Race

Gosclaw

Classes/Levels

Mechanic 2 | SP: 5/12 | HP: 16 /16 | RP: 4/4 | EAC 19 KAC 18 Resist Fire 5 | INIT +3, F +3 / R +6 / W +0 | P: +5, DV 60', LLV

About Krizen Longfur

Krizen Longfur
Exocortex Mechanic (Death Touched) 2
CG Medium Humanoid (Gosclaw)
Initiative: +3 Perception: +5
Senses: Darkvision 60’, LLV

Languages:
Common, Vesk, Azlanti, Gosclaw, Ysoki

Background:

Not that many generations ago, dreaming of the stars above was all that a Gosclaw could do. In the current age of second-class citizenship, those Gosclaw who still dream of the stars can sometimes find a path to living among them. Not content to stay on Duren as most of his race did, Krizen Longfur happily gave in to his wanderlust and signed on as an engineer and repair specialist for the Azlanti military. While this certainly fulfilled Krizen’s hopes to travel the stars, it also created frequent situations where ingenuity and creativity were not exactly… appreciated… by the more rigid Azlanti. Iorsten, the Azlanti supervisor of the Engineering section, recognized talent and did his best to smooth these events over. When one of Krizen’s “creative improvements” ended with a senior ranking officer losing control of his ship during a simulated war game in front of his commanding office, even Iorsten could not find a diplomatic solution. In a rare show of generosity to a second-class citizen, Iorsten turned a blind eye to a deliberate security breach and pointed Krizen away from Azlanti space. Krizen took off in a battered ship that was scheduled to be scrapped for metal, squeaking through the breach just before Iorsten closed it.

The junker was barely able to fly a straight line; Krizen promptly named it the Leaky Life Bucket. It took all of his skill to keep the ship moving and the life support working. Eventually even that was not enough; faced with staying alive a few weeks longer and drifting endlessly, or cutting life support off and racing the clock to reach an inhabited system Krizen gambled on the latter. Three very cold, very long days later he was able to send a distress signal in range of a passing freighter, which picked him up from the remains of the Leaky Life Bucket.
Two years later and Krizen has found himself among the Pact Worlds. The chaotic nature of things took some getting used to after the Azlanti system of law and order, but the independent spirit and respect for individuals has been a completely new experience for this formerly second-class citizen. A recent temp job introduced him to the Acquisitives Faction of the Starfinder Society; while Krizen has the skills and self-reliance that they value, he isn’t sure that this particular faction of society is really the best fit for someone who originally left the gravity well to wander the stars, qualified and willing to keep his crewmates and ship in top shape no matter what they come across. Equipped with an open mind and his toolkit at the ready, Krizen is ready to see where life goes from here. 

Personality and Description:

Krizen is tall and lithe; he moves fluidly, and when an observer focuses on his movement it becomes apparent that his joints have more flex than a humans would. His fur is mostly a dirty blond-brown; not very attractive among the Gosclaw, but very handy for hiding dust from the day’s efforts. He has a tendency to ignore or gloss over difficulties in pursuit of a clever solution, and always appreciates creativity. Krizen doesn’t dislike order - it’s hard to have grown among the Azlanti without learning respect for it - but sometimes he thinks the circumstances of an event warrant more consideration than handling things “the proper way” would provide.

Krizen is always interested in learning new languages and going new places; his interest in languages began when the Azlanti instructors taught the Vesk Language as an elective course, due to the looming conflict the Veskarium.

Theme:

Death Touched: Theme Knowledge: Can use Perception in place of Mysticism to identify undead or recall knowledge about negative energy. Increase Con by +1. Perception is a class skill; if it already is, gain a +1 bonus. At 6th level, gain a +1 on saves for disease, poison, mind affecting, exhaustion, fatigue, sleep effects, stunning, and paralysis. At 12th gain cold resistance = Character Level; or half Character Level if there is another source. At 18th, gain 1 Resolve point the first time an intelligent creature dies within 10’ of you.

Defense:
------------------------------ 
DEFENSE 
------------------------------ 

EAC 14 (10+3+1) 
KAC 15 (10+3+2) 
AC vs Combat Maneuvers 23 [8+KAC] 
Armor Upgrade Slot(s) 1 (Empty)
Resist Fire 5
Flexible Can move through half-size space without penalty, and quarter-size by squeezing.
Stamina Points 6
Hit Points 10
Resolve Points 4
Fort +2 / Ref +5 / Will +0
 

Offense:

------------------------------
OFFENSE 
------------------------------ 
Speed 30 ft. 
Burrow 10’; 5’ to leave a tunnel.
Ranged Semi-auto pistol +3 1d6 P, within 30’ 
Melee Survival Knife +3, 1d4 S


Statistics:

------------------------------ 
STATISTICS 
------------------------------ 
STR 10, DEX 16, CON 11, INT 16, WIS 10, CHA 10 
Height 6’ 2”,  Weight 156 lbs. 
Age 22
Base Attack +0 
Feats Jet Dash

Jet Dash: Run at 6x speed. Double the results of checks to jump. Does not gain the flat-footed condition when running.


Skills:

Skills (7 skill points) ACP is 0

Computers* +10 (1 Rank +3 Int +3 Class +1 Insight +2 Racial)
Engineering +10 (1 Rank +3 Int +3 Class +1 Insight +2 Racial) 
Intimidate +1 (1 Rank)
Medicine +4 (1 Rank +3 Class +0 Wis) 
Perception +6 (1 Rank +3 Class +0 Wis +1 Theme +1 Insight)
Physical Science +9 (1 Rank +3 Int +3 Class +2 Racial) 
Stealth* +7 (1 Rank +3 Dex +3 Insight) 

*ACP applies to these skills 

Class Features:

------------------------------ 
CLASS FEATURES 
------------------------------ 
6+CON Stamina 6 HP 
Key Stat Intelligence 
Armor Proficiencies Light Armor, Heavy Armor
Weapon Proficiencies Basic Melee Weapons, Small Arms, Grenades, Long Arms
Bypass +1 insight to Computers and Engineering
Custom Rig Brain, always counts as having appropriate tool kits for Computers or Engineering checks
Visual Processor: Add Bypass to Perception checks
------------------------------ 
EXOCORTEX FEATURES 
------------------------------ 
Memory Module Skill Focus Stealth (+3 Insight Stealth)
Memory Module Once per day, re-roll a failed skill check. 
Combat Tracking Move action to designate one creature as your target. Increase your BAB against that target to equal your Mechanic levels. 

Racial Features:

------------------------------ 
RACIAL FEATURES 
------------------------------ 
+2 DEX, +2 INT, -2 WIS 4HP 
Mechanical Talent +2 racial to Computers, Engineering, and Physical Science
Fire Resistance 5 points of fire resistance
Burrow 10' burrow speed. 5' to leave a tunnel
Flexible Can move in half his space without squeezing, or 1/4 while squeezing. 
Low Light Vision Can see in dim light as if it were normal light
Darkvision See up to 60’ in the dark. 


Equipment:

Technopathy Node (Throat): 220: communicate with creatures/computers within 100'
Morphic Skin (Skin): 370 Change basic appearance whenever resting for stamina
Pressurized Lungs (Lungs): 120, hold breathe up to 1 hour and immune to effects of vacuum
Second skin armor,  (L) 250
Semi auto pistol,  (L) 260 with Called fusion (120)
Small arm rounds (.2) 60, 80
100' of titanium cable, 50 creds
Tent,  (1) 2
Credstick,  624
Datapad, Tier 1 Computer with Miniaturization 1 (L, 55 credits)
Backpack, Industrial (25 creds, treat str as 2 higher for bulk):
1: 1 Hygiene Kit (1), 3 creds
2: 1 Week Field Rations (1), 1 creds
3: 2 changes of clothing (.2), 6 creds
4: 1 Flashlight (.1), 1 creds
5: 20 feet of line (.2), 10 creds
6: 1 Trapsmiths Toolkit (.1), 20 creds
7: 1 Medpatch (.1), 50 creds
8: Starstone Compass (.1), 3 creds
9: 1 Survival Knife with called fusion (.1), 120+90 creds
Nanite Thrower longarm, Deconstruct 1d10 on crit. Spend a resolve point to empower to 1d12.
Artifact Armor: Light mode (No ACP, +3 KAC/+4 EAC, max Dex +4) and Heavy mode (+5 KAC / +6 EAC, -1 ACP, Max Dex +3)

Dice Rolls:

[dice=Tactical Semi-Auto Pistol]1d20+4; 1d6[/dice]
[dice=Survival Knife]1d20+4; 1d4[/dice]
[dice=Nanite Thrower] 1d20 + 4; 1d8 [/dice]