| Full Name |
Prof. Lenik 'The Prof' Fleest |
| Race |
Ysoki |
| Classes/Levels |
Technomancer Scholar 2 SP: 12/12| HP: 12/12 |RP: 4/4 | EAC: 14 | KAC: 15 | CMAC: 23| Fort: +1 | Ref: +3| Will: +3 | Init: +3 | Perc: +1| Sense Motive: +0 | Speed 30ft | Spells 1st 3/3 |
| Gender |
Male |
| Size |
Small |
| Special Abilities |
| SP 7/7 HP 8/8 | RP 4/4 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +5 | Init: +1 | Perc: +7, SM: +7 Classes/Levels | Speed 40ft | Healing Touch 1/1 | Spells: 1st 3/3 | Active conditions: None. |
| Alignment |
CG |
| Languages |
Common, Ysoki |
| Occupation |
Professor |
| Homepage URL |
https://rpggeek.com/geeklist/154067/item/5598673#item5598673 |
| Strength |
8 |
| Dexterity |
16 |
| Constitution |
12 |
| Intelligence |
17 |
| Wisdom |
10 |
| Charisma |
10 |
About Lenik 'The Prof' Fleest
DESCRIPTION
INITIATIVE: +3 (=3 dex + + misc);
HEALTH AND RESOLVE
STA: 6/6 HP: 7/7 RES: 4/4
ARMOR CLASS
EAC: 14 (=10 +1 armor +3 dex +0 misc)
KAC: 15 (=10 +2 armor +3 dex +0 misc)
AC vs. CBM: 23 (=8 +15 KAC)
DR: Resistances:
SAVING THROWS
Fort: 1 (= 0 base +1 con +0 misc)
Ref: 3 (= 0 base +3 dex +0 misc)
Will: 2 (= 2 base +0 wis +0 misc)
ATTACK BONUSES
BAB: 0
Melee: -1 (= bab -1 str + 0 misc)
Ranged: 3 (= bab +3 dex + 0misc)
Thrown: -1 (= bab -1 str + 0 misc)
WEAPONS
Weapon: Azimuth Laser Pistol Level: 1 Attack: 4 Damage: 1d4 Fire
Critical: Burn 1d4 Range: 80ft Type: Small Arms Ammo/Usage: Capacity 20/Usage 1 Special:
Weapon: Tactical Baton Level: 1 Attack: 3 Damage: 1d4 B
Critical: - Range: Type: Basic Melee Ammo/Usage: Special: Analog Operative
ABILITY SCORES
(Format: Score, modifier, upgraded score, upgraded modifier)
Str: 8 (-1); ## (+#)
Dex: 16 (+3); ## (+#)
Con: 12 (+1); ## (+#)
Int: 17 (+3); ## (+#)
Wis: 10 (+0); ## (+#)
Cha: 10 (+0); ## (+#)
SKILLS
Skill ranks per level: 7
Class Ability Misc
Name of Skill Total Ranks Bonus Mod Mod
Acrobatics* (dex) 3 0 0 3 0
Athletics* (str) -1 0 0 -1 0
Bluff (cha) 0 0 0 0 0
Computers (int) 7 1 3 3 0
Culture (int) 3 0 0 3 0
Diplomacy (cha) 0 0 0 0 0
Disguise (cha) 0 0 0 0 0
Engineering (int) 9 1 3 3 2
Intimidate (cha) 0 0 0 0 0
Life Science (int) 7 1 3 3 0
Medicine (int) 3 0 0 0 0
Mysticism (wis) 4 1 3 0 0
Perception (wis) 0 0 0 0 0
Physical science (int) 8 1 3 3 1
Piloting (dex) 7 1 3 3 0
Profession: Prof. (int) 7 1 3 3 0
Sense Motive (wis) 0 0 0 0 0
Sleight of Hand* (dex) # 0 # # #
Stealth* (dex) 5 0 0 3 2
Survival (wis) 2 0 0 0 2
When you put a skill rank in a Trained Only skill, remove the [ i] [/ i] tags.
For Class Skills, add [ b] before the skill and [ /b] after the skill (without the spaces)
* = Armor check penalty applies
Skill notes:
ABILITIES
Spell Cache (SU):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 are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick Physical Science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
Cheek Pouches: store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity.
Darkvision (60ft): can see up to 60 feet in the dark.
Moxie: A ysoki can stand from prone as a swift action. Additionally, when off-kilter, a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an Acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check.
Scrounger: +2 racial bonus to Engineering, Stealth, and Survival checks.
FEATS AND PROFICIENCIES
Armor Proficiency (Light)
Weapon Proficiency (Basic Melee Weapons & Small Arms)
Weapon Focus (Small Arms)
LANGUAGES
Common, Ysoki
EQUIPMENT
Name Level Bulk
Second Skin 1 L
Tactical Baton 1 L
Aximuth Laser Pistol 1 L
Stickybomb Grenade 1 L
Personal Comm Unit 1 L
Mk1 Healing Serum 1 L
Consumer Backpack 1 L
Professional Clothing 1 L
Took Kit (Engineering) 1 L
Hygeine Kit 1 L
Society Subdermal Graft 1 L
Society Subdermal Graft Rests underneath skin of palm on one hand. Activate mentally as swift action. Rendition of Starfinder Society symbol to glow underneath skin. Increase light level within 5' by one step while active.
Credits: 739 Total Bulk: 2
Other Wealth:
CARRYING CAPACITY
Unencumbered: 0-4 Encumbered: 5-9 Overburdened: 10+
EXPERIENCE POINTS
XP Earned: 0 Next Level: 0
SPELLS KNOWN
0th Spells known: 4 - Dancing Lights, Daze, Detect Magic, Mending
1st Spells known: 2 Spells per day: 3 Spell slots used: 0 – Grease, Magic Missile
2nd Spells known: # Spells per day: # Spell slots used: # –
3rd Spells known: # Spells per day: # Spell slots used: # –
4th Spells known: # Spells per day: # Spell slots used: # –
5th Spells known: # Spells per day: # Spell slots used: # –
6th Spells known: # Spells per day: # Spell slots used: # –
HISTORY
TBA
BOONS
Faction's Friend(Social Boon;Limited Use): By slotting, if you would fail to earn Fame at end of adventure by failing to fulfill success condition, check one box on boon. Still earn 1 Rep (not Fame) as if successful. Can only use if you would also gain at least 1 XP.
Marked Field Agent: Receive Society Subdermal Graft for free
Star Sugar Heartlove!!: SOLD for 200 credits.
Society Contract(Slotless): Anytime play pregen, even if character credit not assigned to this character on this CS, you can reroll d20. 1 reroll/adventure. Can't slot another reroll boon. Alternatively, if play prefen and they die, you can cross this boon off CS to be returned to life as per raise dead. Takes 10 minutes.
Claimant to Salvation(Slotless): If bring this CS to adventure in which SFS continues exploring Salvation's End, you can qualify to receive a special boon at the end of the adventure. Don't need to play the same character listed on this CS to gain this bonus.