Ratfolk Caravan Guard

Rowdy Randy Rodent's page

70 posts. Organized Play character for The ShadowShackleton.


Race

| SP 16/16 HP 18/18 | RP 5/5 | EAC 14, KAC 14 | Fort +4; Ref +1; Will +3 | Init: +5 | Perc: +0, SM: +0

Classes/Levels

| Speed 40ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

Gender

CG Ysoki Blitz Soldier 2

About Rowdy Randy Rodent

Rowdy Randy the Ravishing Rodent
Ysoki Blitz Soldier 2
CG Small Humanoid (Ysoki)
Init +5; Senses Darkvision; Perception +0
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Defense
SP 16 HP 18 RP 5
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EAC 14; KAC 14
Fort +4; Ref +1; Will +3;

[dice=Fort]1d20+4[/dice]
[dice=Ref]1d20+1[/dice]
[dice=Will]1d20+3[/dice]

Defensive Abilities Ground Fighting
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Offense
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Speed 40 ft.
Melee
Ranged
[dice=Smackdown!]1d20+6[/dice]
[dice=bludgeoning]1d3+4[/dice]

[dice=Chomp!]1d20+6[/dice]
[dice=piercing]1d3+4[/dice]

[dice=Starknife (thrown)]1d20+6[/dice]
[dice=piercing]1d4+4[/dice]

Offensive Abilities Scrappy, Improved Unarmed Strike, Improved Grapple

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Statistics
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Str 18 (+4); Dex 12 (+1); Con 13 (+1); Int 10 (+0); Wis 10 (+0); Cha 10 (+0)
Skills
[dice=acrobatics]1d20+6[/dice]
[dice=athletics]1d20+10[/dice]
[dice=bluff]1d20+0[/dice]
[dice=computers]1d20+0[/dice]
[dice=culture]1d20+4[/dice]
[dice=diplomacy]1d20+0[/dice]
[dice=disguise]1d20+0[/dice]
[dice=engineering]1d20+5[/dice]
[dice=Intimidate]1d20+5[/dice]
[dice=medicine]1d20+0[/dice]
[dice=perception]1d20+0[/dice]
[dice=piloting]1d20+1[/dice]
[dice=sense motive]1d20+0[/dice]
[dice=sleight of hand]1d20+2[/dice]
[dice=stealth]1d20+1[/dice]
[dice=survival]1d20+0[/dice]

Feats Theme Knowledge (Athletics), Rapid Response
Languages Common, Ysoki

Other Abilities
Grappler: Capacity 20; Usage 1/minute Hands —; Bulk L Description A grappler is a high-tech anchoring device that can be attached to a cable line as a move action. The cable line can instead be threaded through the grappler, which takes 1 minute but adds the cable line’s hardness and HP to the hardness and HP of the grappler (and vice versa). A grappler has clamps that can slide from its base along a cable line attached to it, allowing it to be climbed as easily as a knotted rope (see Athletics on page 136). You can attach a grappler through which a cable line is threaded to an immobile object that’s at least 5 feet in width with a ranged attack against AC 5. If the grappler is fired at a moving object or a smaller object, you must hit that object’s KAC + 8 to attach the grappler to the object. After it’s attached, the grappler remains anchored until either you give a release command as a move action, the grappler is pried free with an Athletics check equal to the attack roll you made to attach it, or the grappler is destroyed. If a cable line attached to or threaded through a grappler is destroyed but the grappler itself was not damaged, the cable line is destroyed, but the grappler is unharmed. In this case, the grappler loses the excess hardness and HP that a threaded cable line added to it. You can also target a creature with the grappler. This is resolved as a grapple combat maneuver, but a creature struck with the grappler can still use its hands, and its movement is only restricted to remain within range of the length of the grappler’s cable. In addition to the normal rules for escaping a grapple, the target can pry itself loose with a successful Athletics check (DC equal to your attack roll to grapple the target). Or, it can perform a sunder combat maneuver (see page 246) against the grappler. Even if the combat maneuver doesn’t destroy the attached cable, the creature escapes the grapple. A grappler can be thrown as a grenade or set over the muzzle of a ranged weapon that targets KAC, in which case it has half the normal range increment of the weapon, and you use any weapon proficiency and bonuses to attack you have with that weapon. A grappler can be reused.

Gear Comm Unit, Starknives (2), Starfinder Backpack, Titanium Alloy Cable Line 50', Healing Serums x3