Bristle Billie

Pátrat Tulgarst's page

46 posts. Organized Play character for Anxa.


Full Name

Pátrat Tulgarst

Race

Dwarf | Colonist |

Classes/Levels

Mechanic (Exocortex) 1| SP: 0/7; HP: 9/12; RP: 5/5 | BAB: 0; EAC: 12; KAC: 15; CMD: 23 | F+3; R+1; W+3 | Init: +1; Perc: +8; Spd: 20' | Darkvision 60;

Gender

Male

Size

Medium

Age

43

Alignment

LN

Deity

Torag

Languages

Common, Dwarven, Aklo, Goblin, Terran, Ysoki

Occupation

Contractor

Strength 12
Dexterity 12
Constitution 13
Intelligence 18
Wisdom 12
Charisma 8

About Pátrat Tulgarst

Pátrat Tulgarst
SFS#: 2352348-709
XP 0 | Fame 0/0
Faction Rep: Wayfinders - 0

Dwarf | Male | Colonist | Mechanic (Exocortex) 1
LN | Medium | Humanoid (Dwarf) | 43 years old | Ht: 4'1” | Wt: 168lbs
Init +1; Perception +8; Sense Motive +1

DEFENSE
Armor: Reinforced EVA Suit I (Max Dex: 1; Armor Pen: -3; Speed Adjust: 0)
KAC 15 | EAC 12 | CMD 23
HP 7 | Stamina 12 | Resolve 4
SAVES: Fort +3 | Ref +1 | Will +3

OFFENSE
BAB: +0 | Base Speed: 20' | Adjusted Speed: 20'
Melee
- Welder, Utility (lvl 1; Adv Melee; 1-Handed; Dam: 1d4 E&F; Crit: - ; Special: Powered (20c/1min), Prof(Contractor))

Ranged
- Rifle, Hunting (lvl 1; Longarms; 2-Handed; Dam 1d8 P; Rng: 90ft; Crit: - ; Special: Analog, Ammo-25rnds (6c/1 shot))

STATISTICS
Str 12(+1), Dex 12(+1), Con 13(+1), Int 18(+4), Wis 12(+1), Cha 8(-1)

FEATS
Armor: Light, Heavy;
Weapon: Basic melee, Grenades, Small Arms, Longarms
Memory Module: Skill Focus (Perception)
Skill Synergy (Culture & Life Science class skills)

SKILLS:
Skill + Mod (Ranks)
Acrobatics -2
Athletics -2
Bluff -1
Computers +9 (1)
Culture +0
Diplomacy -1
Disguise -1
Engineering +9 (1)
Intimidate -1
Life Science +8 (1)
Perception +8 (1)
Physical Science +8 (1)
Piloting +5 (1)
Profession (Contractor) +12 (1)
Sense Motive +1
Stealth -2
Survival +5 (1)

LANGUAGES
Common, Dwarven, Goblin, Aklo, Ysoki, Terran

SPECIAL ABILITIES
Race: DWARF
- Darkvision: Dwarves can see up to 60 feet in the dark.
- Slow but Steady: Dwarves have a land speed of 20 feet, which is never modified when they are encumbered or wearing heavy armor. They also gain a +2 racial bonus to saving throws against poisons, spells, and spell-like abilities, and when standing on the ground they gain a +4 racial bonus to their KAC against bull rush and trip combat maneuvers.
- Stonecunning: Dwarves gain a +2 bonus to Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
- Traditional Enemies: Dwarves still train to fight their ancient enemies. A dwarf gains a +1 racial bonus to attack rolls against a creature with the goblinoid or orc subtype and a +4 racial bonus to AC against an attack from a creature with the giant subtype.
- Weapon Familiarity: Dwarves are proficient with basic and advanced melee weapons and gain specialization with those weapons at 3rd level.

Theme: COLONIST
- Theme Knowledge: Reduce the DC to identify average creatures using Life Science by 5. Survival 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 Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

Class: MECHANIC (Exocortex)
-Bypass (Ex): Gain a +1 insight bonus Computers and Engineering. At 5th, every 4 levels thereafter, and at 20th, increases by 1.
-Custom Rig (Ex): Installed as upgrade slot on your armor. Always count as having appropriate tool or basic kit for Computers or Engineering. Can as personal comm unit. Can use rig to communicate over an encrypted channel with drone to issue commands, directly control at range of 2,500 feet. If rig is damaged, destroyed, lost, or stolen, can kit bash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring materials into rig with 1 hour of work.
-Artificial Intelligence (Ex): Excocortex;
* Combat Tracking (Ex) - Grants proficiency heavy armor and longarms. 3rd, gain weapon specialization longarms. As move during combat, can designate foe to track. As long as target is in sight, allow attacks against target with BAB equal to mechanic level. Designating new target immediately lose bonus against previous target.
* Memory Module (Ex) - 1/day, reaction while not in combat, can reroll failed skill check to recall knowledge. Grants Skill Focus feat as bonus feat. Can’t use memory module while combat tracking activated. Gain mechanic level, can replace Skill Focus skill.

GEAR/POSSESSIONS:
- Reinforced EVA Suit I (Heavy Armor, 2 Bulk)
- Rifle, Hunting (Longarms, 1 Bulk,)
- Ammo: Longarms (25; L Bulk)
- Welder, Utility (Adv Melee, L Bulk)
- Comm Unit, Personal (Combines a minor portable computer (tier-0) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range. Includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres); L Bulk)
- Backpack, Industry (+2 Str for Bulk calc; 0 Bulk worn/1 Bulk carried)
- Clothing (L bulk each): Travel (+2mi per 8hr overland movement. Gain a +1 circumstance bonus to Con to avoid taking nonlethal damage forced march.); Professional (+1 circ bonus Prof: Contractor; L Bulk)
- Sleeping Bag, Mess Kit, Canteen, Lighter (Total Bulk 0.3)
- Starstone Compass (+2 insight Piloting astrogating throughout Pact Worlds system; L Bulk)
- Binoculars (+1 circumstance vision-based Perception objects 30 feet or farther. Must continually adjust the binoculars’ magnification settings, which requires using two hands and a move action each round; L Bulk)
- Zipstick (A zipstick is a small pen-like device used to administer a small jolt of electricity. This jolt is enough to deal 1 electricity damage with a successful melee attack as an improvised weapon. A zipstick is most often used to activate or deactivate ion-bonding technology, such as ion tape; 1H; 20c, 1/u; Neg Bulk)
- R2E Meals (5, 1/day; L Bulk each)
- Tool Kits (+4 bonus; L Bulk each): Trapsmith (Engineering or Mysticism checks to arm or disarm traps); Professional (Contractor); Navigator
- Tool Kits (No Bonus, L Bulk each): Gear Maintenance

CARRYING CAPACITY
Unencumbered: 7
Encumbered: 14
Overburdened: 15
Total Carried: 4

CREDITS: 64

SLOTTED BOONS:
Ally:
Faction: Wayfinders Champion
Personal: Dwarven Admittance
Promotional:
Social:
Starship:
Slotless:

BOONS:

Purchased:
Wayfinders Champion (free starting boon)

Earned Boons:
-Dwarven Admittance (Personal Boon; Limited Use): Your heavily publicized encounters with dwarves has inspired a new generation of dwarven Starfinders—possibly even recruited from the Marbleheart clan found in Salvation’s End. You can apply this boon in one of two ways. Select one of the following uses, and cross the other use off this Chronicle sheet. New Character: You can play a dwarf character, beginning at 1st level 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. A copy of this Chronicle sheet must be the first Chronicle sheet for the given character. Existing Dwarf: You can apply this boon to an existing dwarf character in your possession that you earned from another source. You can increase one ability score that is a 14 or lower by 2. Cross this boon off your Chronicle sheet, but keep a copy with the character you apply this change to. A character can earn this benefit from this boon only once. +2 Str

MISSION LOG:
Starfinder Quest - Into the Unknown (GM Crunch; Active)