Whiskifiss

SFS PreGen #1 - Eric C.'s page

124 posts. Alias of Eric Collins - France.


Full Name

Quig Dexel & Scout

Race

Init +2 | Perc +8 | SM +1 | EAC 17 | KAC 17 | vs. CM 25 | Move: 30 ft |

Classes/Levels

F +5 | R +6 | W +2 |

Gender

Male Ysoki (Bounty Hunter) | Chaotic Neutral - Mechanic 4 | 32/32 HP | 26/26 SP | 4/5 RP |

Size

S

Alignment

CN

Location

from Estuar, on Akiton (Pact Worlds)

Languages

Akitonian, Brethedan, Common, Kasatha, Shirren, Ysoki

Strength 8
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 12
Charisma 11

About SFS PreGen #1 - Eric C.

Apply to SFS #101218-706 (Pangea-Zeta)
XP 0; Fame 0; Global Reputation 0
Slotted Faction: Acquisitives

Reputation:

Reputation with Acquisitives: 0
Reputation with Dataphiles: 0
Reputation with Exoguardians: 0
Reputation with Second Seekers (Luwazi Elsebo): 0
Reputation with Wayfinders: 0

Chronicles:
(none yet)

Boons:
Boons Slotted this Adventure
Ally:
Faction: Acquisitives Champion
Personal:
Promotional:
Social:
Starship:
Slotless:

All My Other (non-slotted) Boons
(none yet)

QUIG DEXEL
Male Ysoki (from Akiton) - Bounty Hunter - Mechanic 4
CN Small Humanoid (Ysoki)
Init +2; Perception +8; SM +1 [Darkvision (60 ft)]

Defense
EAC 17 - KAC 17 - vs. CM 25
[Defrex Hide: Quig can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 4 days]

HP 32 - SP 26 - RP 5
Fort +5, Ref +6, Will +2

Defensive Ability:

Energy Shield:

As a standard action, Quig can use his custom rig to grant himself an energy shield. It gives him 7 temporary Hit Points and lasts for 4 minutes or until its Hit Points are depleted. Once he has used it, he can’t activate it again until he takes a 10-minute rest to regain Stamina.

Offense
Speed 30 ft.
- Melee -
• Club: +2 (1d6+3) B (analog, archaic)
This archaic weapon deals 5 less damage to foes unless they are unarmored or in archaic armor.

- Ranged -
• Tactical Semi Auto Pistol: +5 (1d6+2) P - 30 ft. (9/9 rounds - usage 1) (analog)
Small Arms Rounds: 30/30 total - can be used for Scout too
• Frag Grenade I x2: +2 (1d6) P - 15 ft. explode radius DC12 - range: 20 ft. - (1/1)

Offensive Abilities:

Overcharge:
As a standard action, Quig can use his custom rig to overcharge and fire an energy weapon (or melee weapon with the powered special property) in his possession, or as a move action he can overcharge a touched weapon (which is then overcharged for its next attack made before the end of Quig’s next turn). An overcharged weapon’s attack deals an additional 1d6 damage and uses three times as many charges as a typical attack with the weapon.

Overload:
As a standard action, Quig can overload an adjacent technological item, such as a powered weapon or armor upgrade (though not a creature, or an object larger than Medium size). The item does not function for 1 round. If the item is in a foe’s possession, that creature can attempt a DC 15 Reflex save to negate this effect. Once a device is overloaded, a static charge prevents the object from being overloaded again for 1 minute.

Statistics
Str 8 (–1); Dex 14 (+2); Con 12 (+1); Int 16 (+3); Wis 12 (+1); Cha 11 (+0)
Base Atk +3, vs. CM 25

Feats: Light Armor - Basic Melee Weapons, Grenades, Small Arms - Barricade - Toughness

Barricade:
As a move action, Quig can stack and reinforce objects too small to provide cover normally into a single adjacent square of partial cover. (The GM can rule that particularly barren areas lack the material needed to create a barricade.) If built in a square that already provided partial cover, the barricade instead provides cover. The barricade has hardness 9 and 9 Hit Points. If the barricade or a creature adjacent to it is hit by an attack, the barricade collapses 1d4 rounds later even if it has not yet been destroyed by damage. Normally there is not enough spare material to build a second barricade in the same square.

Toughness:
Quig gains a +4 bonus to many Constitution checks to avoid damage or negative consequences from harsh environments.

Skills:
(ACP -0)
+6 Acrobatics (+11 to tumble through space of Medium or larger creature)
+6 Athletics
+1 Bluff
+11 Computers (4 ranks)
(Culture)
+1 Diplomacy
+1 Disguise
+13 Engineering (4 ranks)
+1 Intimidate
(Life Science)
(Medicine)
(Mysticism)
+8 Perception
(Physical Science)
+2 Piloting
(Profession)
+1 Sense Motive
(Sleight of Hand)
+8 Stealth
+10 Survival

Theme Knowledge:
Useless since no ranks in Culture or Profession?Quig can select a specific sentient creature that he can identify by name, alias, or specific identity to be his mark. He reduces the DC of Culture or Profession (bounty hunter) checks by 5 to recall knowledge about his mark, as well as about law- enforcement individuals and practices. If he knows his mark by an alias, he can recall only knowledge associated with that alias.

Languages: Akitonian, Brethedan, Common, Kasatha, Shirren, Ysoki

Weapons:
Club
Tactical Semi-Auto Pistol (with 30 small arm rounds - can be used for Scout too)
Frag' Grenade Mk. I (2/2)
Detonator
Explosives - Flash I (2/2)
Explosives - Stickybomb II (2/2)
Explosives - Incendiary I (1/1)

Explosives:
• Detonator - Can be wired to an explosive in 1 minute, and set to detonate the explosive within 500 feet with the push of a button (no action if done on Quig’s turn, or a reaction), a command code (a move action) or a complex action such as a retinal scan (a full action). The detonator can be used 5 times.
• Explosives - Quig has a number of explosives designed to work with his detonator. These have the same cost, weight, and effect as grenades, but must be activated with a detonator rather than thrown. - 2 x Stickybomb II explosives (explode [15 ft., entangled 2d4 rounds, DC 13])
- 2 x Flash I explosives (explode [5 ft., blinded 1d4 rounds, DC 12])
- 1 x Incendiary I explosive (explode [5 ft., 1d6 F plus 1d4 burn, DC 12)

Armor:
Defrex Hide (Light Armor)

Magic:
• Mk 1 Serums of Healing (x2) Drinking a vial of this serum restores 1d8 HP
• Spell Ampoule of Mending (x1)Quig can inject this spell ampoule into Scout (or another construct) to restore 1d4 Hit Points to it

Equipment:
Everyday clothing
Field rations (1 week)
Hygiene kit
Personal Comm Unit

Wealth: Credstick (34 credits)

Other Abilities:

Artificial Intelligence:
Quig's flying drone Scout acts after Quig’s turn each round. If Quig takes no actions to control the drone, it can take only a standard action to attack or a move action to move up to its speed. If Quig takes a move action to control it, the drone can take a standard and move action. If Quig takes a move and swift action to control his drone, it can take a standard, move, and swift action, or a full action.

Cheek pouches:
Quig can keep up to 1 cubic foot of items, weighing up to 1 bulk, in his cheek pouches. He can transfer a single item between his hand and a cheek pouch as a swift action.

Custom Rig:
Quig has a customized handheld toolkit he uses to hack systems and items. It functions as the appropriate tool for any Computers or Engineering checks he attempts. If it’s
destroyed, he can build a new custom rig from any technological toolkit with 1 hour of work.

Moxie:
• Quig can stand from prone as a swift action
• When off-kilter, he does not take the normal penalties for that condition and is not flat-footed.

RP:

Appearance:
A male Ysoki.

Background:
From Akiton (embarrassed of his unglamorous upbringing). Ex-Caravan guard, Quig was Dhareen the Vise’s apprentice (as a Bounty Hunter). Quig is quite chatty. He’s a fan of both taking minor trophies from previous jobs and scavenging spare parts that he’s positive may come in handy someday, inevitably turning his cabin into a riotous nest of cherished junk.
He often talks to Scout as way of thinking out loud or voicing his innermost thoughts, attributing them to the drone in a way that can make him seem a bit unbalanced to those who don’t know him well. He often pretends to consult with the robot, claiming that he would do something, but “the robot says otherwise.”

Space Combat:

Spaceship Roles:
Captain
0 Bluff
0 Diplomacy
0 Intimidate

Engineer
+13 Engineering

Gunner
+5 Gunnery

Pilot
+2 Piloting

Science Officer
+11 Computers

SCOUT (QUIG’S DRONE)
N - Tiny Construct - Drone 4
Perception: +8 (Low-Light Vision; Darkvision 60 ft)
Defense
EAC 17 - KAC 17 - vs. CM 25 (+4 AC vs. AoOs for leaving threatened squares)
HP 40 (took 3)
Fort +1, Ref +6, Will +0
Offense
Speed 30 ft., Fly 30 ft. (Ex., Average)
- Ranged -
Tactical Semi-Auto pistol +7 (1d6+2) P - 30 ft. (9/9 rounds - usage 1) (analog)
Small Arms Rounds: Scout has two extra magazines (9/9 & 9/9)
Statistics
Str 6 (–2); Dex 17 (+3); Con —; Int 6 (–2); Wis 9 (–1); Cha 6 (–2)
Base Atk +3, vs. CM 25
Feats: Mobility, Weapon Focus (Small Arms)
Skills
Acrobatics +10
Perception +8 (via Quig; +1 alone)
Languages: Common, Ysoki
- Special Abilities -
Camera: As long as Scout is within range of Quig’s custom rig (2,500 feet), Quig can see through Scout’s enhanced senses (low-light vision and darkvision) in addition to his own. The camera can also record up to 1 hour of footage, which can be downloaded and viewed using your custom rig.
_____________________________________________________

Bot the Ysoki:
Dice expressions for main attacks
For example:
[dice=Bang]1d20+5[/dice]
[dice=Ouch!]1d6+2[/dice]

Tactics and overriding philosophies that guide actions