Dulvan

Swirzs "Ratatatat"'s page

258 posts. Organized Play character for Karmic Knight.


Full Name

Swirzs "Ratatatat"

Race

EAC: 16 KAC: 18 vsCM: 22 | SP: 16/16 HP: 16/16 RP: 4/4 | Init: +3 | F:+4 R:+3 W:+3 | Perception 0 | Conditions:

Classes/Levels

Ammunition:
Small Arm Rounds 8 (22) | Grenades Frag I:5 | Shock I: - | Smoke: 1 | Sticky Bomb I:

Gender

Chaotic Good | Male Ysoki | Soldier (Ace Pilot) 2 |

Languages

Ysoki, Common, Akitonian

Strength 13
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 10
Charisma 10

About Swirzs "Ratatatat"

Male Ysoki – Soldier (Ace Pilot) 2
XP: 6
Reputation: Exo Guardians 4 |
CG Small humanoid (ysoki)
Init +3; Senses Perception 0; Dark Vision 60 ft
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Defense
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EAC 16; KAC 18; vs CM: 26
SP 8; HP 9; RP 4
Fort +4 Ref +3 Will +3
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Offense
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Melee club +3 (1d6+1/20×2)
Range grenade launcher +5 frag I gr Explode (1d6 P, 15 ft.) 60 ft DC 14
Range semi-auto pistol, tactical +5 (1d6 P) 30 ft
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Statistics
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Str 13, Dex 16, Con 12, Int 12, Wis 10, Cha 10
BAB +2; Movement 30 ft; Key Ability Dexterity
Carrying Capacity: Encumbered 6 B; Overburdened 14 B; Current 4.5 B;
Feats Skill Synergy (Piloting/Engineering)
Skills (AC Penalty: 0) | +8 Acrobatics; +6 Athletics; +10 Engineering; +11 Piloting; +6 Profession (Electrician); +3 Stealth; +3 Survival
Additional Space Combat Skills+5 Gunnery
Languages Ysoki, Common, Akitonian
Gear Carbon graphite skin; NIL grenade launcher; Smoke grenade (1); Frag grenade (5); Semi-auto pistol, tactical; Personal comm unit; Engineering tool kit; Titanium cable line 50 ft; Survival knife
Creditstick 635

Magic item:

Explode:

Explosives have the explode special property, which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion. When you attack with this type of weapon or ammunition, aim at a grid intersection. Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw. Some exploding weapons, such as smoke grenades, don’t deal damage, so they don’t include the damage and damage type entries.

Smoke Grenade:
A smoke grenade deals no damage; instead, it releases a cloud of dense smoke. Each character who inhales smoke must succeed at a Fortitude saving throw each round (DC = 15 + 1 per previous check) or spend that round choking and coughing; he can do
nothing else. A character who chokes for 2 consecutive rounds
takes 1d6 nonlethal damage. (Active environmental protection
from a suit of armor prevents this effect altogether.) Regardless
of the armor a character wears, smoke obscures vision, granting
concealment to anyone within it.

Sticky Bomb:
Explode (entangled 2d4 rounds, 10 ft.)
Entangled: You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing
force. You move at half speed, you cannot run or charge, and you
take a –2 penalty to your AC, attack rolls, Reflex saving throws,
initiative checks, and Dexterity-based skill and ability checks.

[spoiler=Botting instructions] Coming soon

Combat macros:

[dice=NIL Grenade launcher vs AC 5]1d20+5[/dice]
[dice=Concealment >50 Hits]1d100[/dice]
[dice=If miss]1d8[/dice]
[dice=damage DC 14 for half]1d6[/dice]

[dice=NIL Grenade launcher vs AC 5]1d20+5[/dice]
[dice=Frag damage (DC 14 for half)]1d6[/dice]

[dice=Semi-automatic pistol]1d20+5[/dice]
[dice=damage]1d6[/dice]

[dice= club] 1d20+3[/dice]
[dice=damage]1d6+1[/dice]

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Racial Abilities
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Cheek Pouches: Ysoki can 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: Ysoki can see up to 60 feet in the dark.
Moxie: Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter (see page 276), 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 Ysoki receive a +2 racial bonus to Engineering, Stealth, and Survival checks.
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Class Abilities
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Primary fighting style: Bombard
Primary fighting techniques
Grenade Expert (Ex)
• You increase the range increment of your thrown grenades by 5 × your Strength bonus. In addition, you’re able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works).
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Appearance

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Age: 13 Height: 3' 10" Weight: 85 lbs.
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Boons:

Ally: None
Faction: Exo-Guardian's Champion (2 Fame)
Personal: None
Promotional: None
Social: Faction's Friend
Starship: Automated Defenses
Slotless: Tattoo of the Starfinder, Marked Field Agent, Star Sugar Heartlove!

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Scenarios:

1-01 The Commencement (GM Red). Credits: 541
1-02 Fugitive on the Red Planet (GM Red). Credits 755 (-70 CR purchases)
1-03 Yesteryear's Truth (GM Red). Credits 755

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Space Combat FAQ errata:

Are the DCs of various crew actions in Starship Combat correct?
No. Use the following DC calculations instead of the calculations presented in the Starfinder Core Rulebook. If an action isn't listed, the stated DC remains the same.

Stunts
For the back off stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
For the barrel roll stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
For the evade stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
For the flip and burn stunt, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
For the flyby stunt, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
For the slide stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.

Restoring Shields and Repairing Damage
The DC of the Engineering check to double the recharge rate for your shields equals 15 + 1-1/2 times your starship's tier.
The DC of the Engineering check to halve the cost or time for repairing damage your starship's hill equals 15 + 1-1/2 times your starship's tier.

Crew Actions
If an action isn't listed, the stated DC remains the same.

Captain Actions
For the demand action, the DC of the Intimidate check equals 15 + 1-1/2 times your starship's tier.
For the encourage action, the DC of the Diplomacy check is 15; the DC for checks using other skills remains 10.
For the taunt action, the DC of the Bluff or Intimidate check equals 15 + 1-1/2 times the enemy starship's tier.
For the orders action, the DC of the check equals 15 + 1-1/2 times your starship's tier.
For the moving speech action, the DC of the Diplomacy check equals 20 + 1-1/2 times your starship's tier.

Engineer Actions
For the divert action, the DC of the Engineering check equals 10 + 1-1/2 times your starship's tier.
For the hold it together action, the DC of the Engineering check equals 15 + 1-1/2 times your starship's tier.
For the patch action, the DCs of the Engineering check equal 10 + 1-1/2 times your starship's tier to patch the glitching critical damage condition, 15 + 1-1/2 times your starship's tier to patch the malfunctioning critical damage condition, and 20 + 1-1/2 times your starship's tier to patch the wrecked critical damage condition.
For the overpower action, the DC of the Engineering check equals 15 + 1-1/2 times your starship's tier.
For the quick fix action, the DC of the Engineering check equals 20 + 1-1/2 times your starship's tier.

Pilot Actions
For the maneuver action, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
For the audacious gambit action, the DC of the Piloting check equals 20 + 1-1/2 times your starship's tier.

Science Officer Actions
For the balance action, the DC of the Computers check equals 10 + 1-1/2 times your starship's tier.
For the scan action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the starship being scanned + its bonus from defensive countermeasures.
For the target system action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the enemy starship + its bonus from defensive countermeasures.
For the lock on action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures.
For the improve countermeasures action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures.