Ratfolk Troubleshooter

Switch Pockets's page

166 posts. Organized Play character for Ashbourne.


EAC 13, KAC 14|SP 0/6 HP 8/8|RP 3/4|Fort +0, Ref +4, Will +0|Init: +3 | Perc: +5|


2386108-702 Male CG Ysoki Operative 1 Spy


Common, Ysoki, Akitinian, Vesk, Vercite, Castrovelian


I fix things, I open things, sometimes break things

About Switch Pockets

About Pockets. My mother calls me pockets, the station security calls me pockets, my friends call me pockets, you can call me pockets too. And yes just in case you were trying to count there are at least 36 pockets on my vest, most attached with velcro easy to switch around. Just like my velcro security name tag, I got tag that says, security, maintenance, hazmat inspector, food inspector, whatever you need to see to let me in. Smiles and thanks you now if you don't mind I have some work to do, holds up a tool, and walks in.

Bot Me:


[dice=Trick Attack Bluff]1d20+10+4[/dice]
[dice=Trick Attack Damage]1d4[/dice]

[dice=Survival Knife]1d20+2[/dice]
[dice=Damage S]1d4[/dice]

[dice=Azmuth Lazer Pistol]1d20+2[/dice]
[dice=Damage F]1d4[/dice]
[dice=Crit Burn F]1d4[/dice]

[dice=Fortiude SAve]1d20+0[/dice]
[dice=Reflex Save]1d20+4[/dice]
[dice=Will Save]1d20+2[/dice]

[dice=Profession maintenance worker]1d20+6[/dice]
[dice=Profession maintenance worker with tools]1d20+10[/dice]
[dice=Sense Motive]1d20+5[/dice]
[dice=Slight of Hand]1d20+6[/dice]
Untrained skills

Starship Combat
[dice=Divert DC16 Engineering]1d20+10[/dice]
[dice=Gunnery check]1d20+3[/dice]


Str: 8 (-1)
Dex: 14 (+2)
Con: 10 (+0)
Int: 16 (+3)
Wis: 10 (+0)
Cha: 15 (+2)


Cheek Pockets: Store up too 1 bulk 1 cubic foot.
Bark vision: 60 ft.
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.


Gambler: Source Starfinder #47: Nightmare Scenario pg. 49
Many of Desna’s followers honor their goddess in her aspect as Lady Luck and purveyor of fortunes, auspicious and otherwise. Throughout the Pact Worlds and elsewhere, gamblers frequent casinos, bars, and other gathering spaces where they can test the whims of fate. Some gamblers are true believers; others are superstitious only until their luck runs out. Thrill-seeking gamblers might eventually abandon their casino games to wager with life and death, enjoying the excitement of leaving dangerous, high-stakes situations to chance. For her part, Desna smiles on those who honor her—most of the time.

Theme Knowledge (1st Level)
You’re an expert card shark, a canny mathematician, or a thrill-seeker attracted to high-stakes wagers. Maybe you’re some combination of all three. When attempting a Culture or Profession check to recall knowledge about games of chance, casinos, or famous gamblers, reduce the DC by 5. In addition, either Bluff (for Charisma or Intelligence) or Sense Motive (for Wisdom) is a class skill for you, though if the relevant skill is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Bluff or Sense Motive checks. Likewise, you gain an ability adjustment of +1 to either Charisma, Intelligence, or Wisdom at character creation, depending in which ability is most relevant to your area of interest.

Poker Face (6th Level)
You know how to read people and suss out their intentions. Consequently, concealing your own motives comes easily for you. You can attempt a Bluff check to lie or create a diversion, or a Sense Motive check to detect deception, as a swift action. Additionally, you can spend 1 Resolve Point as a reaction to retry a failed Bluff or Sense Motive check with a circumstance bonus equal to half your character level.

Up The Ante (12th Level)
You come alive when the stakes are highest. Any creature that was fooled by your diversion or believes a lie you told as a result of a successful Bluff check, or whose intentions you’re aware of thanks to a successful Sense Motive check, is caught off guard by your bold tactics. The creature is flat-footed until the end of your next turn.

[bOne More Round (18th Level)[/b]
One More Round You’ve experienced highs and lows at the table, but you know that there’s always another round. Twice per day, after you spend at least 1 minute playing a game of chance and you succeed at a DC 30 Bluff, Sense Motive, or Profession (gambler) check, you regain 1 Resolve Point.


Operators Eadge(EX) - 1st Level: Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.

Trick Attack:You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed against your attack. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

You can steal or adopt new identities as easily as most people change clothes, allowing you to infiltrate nearly any circle.
Associated Skills: Bluff and Disguise. When you use Bluff to make a trick attack, you gain a +4 bonus to the skill check.
Specialization Exploit: Master of Disguise.
Fool Detection (Ex): At 11th level, whenever you succeed at a saving throw against a spell, technological device, or ability that would provide information about you (such as detect thoughts), instead of negating the effect, you can provide false information that matches your cover identity. If such an effect has no saving throw, you can attempt a Bluff check opposed by the Sense Motive check of the caster or user, and provide similar false information on a success.


Skill Focus: Bluff




Starting Credits: 1893

Bulk: 4.6
Encumbered 6-10 (5-8 without backpack)
Overburdened 11+ (9+ without backpack)

Second Skin 250c L
Thermal Regulator (Hybrid) 150c L
Azmuth Lazer Pistol 350c L
Battery Standard x2 - 60c
Survival Knife 95c L
Safety Helmet 65c -
Safety Vest 5c L (orange and black reverasble)
Clothing Professional 5c L
Clothing cold weather 10c L
Tool Kit Maintenance Worker 20c L
Comm Unit, Personal 7c L
Datapad L
healing serum mk1 x4 50c Lx4-1 [dice=healing serum mk1]1d8[/dice]
Velcro vest tags 5c - security, maintenance, hazmat inspector, food inspector, test pilot, event staff, safety inspector, Engineer
Caution tape 200 ft 5c L (188 ft left)
LoTo tags x6 5c -
Zip Ties x25 5c -
Duct tape 50 years 5c L
Back Pack Industrial 25c 1b
Field Rations 1 week 1c 1b
Canteen 1c 1b


Bluff 10: +1 rank + 3 class + 2 Chr +1 theme + 3 Feat +1 Operator’s Edge
Computers 8: +1 rank +3 class +3 Int +1 Operator’s Edge
Disguise 7: +1 rank +3 class +2 Cha +1 Operator’s Edge
Engineering 10: + rank +3 class +3 int + 2 Scrounger +1 Operator’s Edge
Intimidate 7: +1 rank + 3 class + 2 Chr +1 Operator’s Edge
Perception 5: +1 rank + 3 class +1 Operator’s Edge
Piloting 6: +1 rank +3 class +1 dex +1 Operator’s Edge
Profession maintenance worker 6: +1 rank +3 class +1 Int +1 Operator’s Edge
Profession maintenance worker with tools 10: +1 rank +3 class +1 Int +4 tools +1 Operator’s Edge
Sense Motive 5: +1 rank +3 class +1 Operator’s Edge
Slight of Hand 6: +1 rank +3 class +1 dex +1 Operator’s Edge
Stealth 8: +1 rank +3 class +1 dex +2 Scrounger +1 Operator’s Edge
Survival 3: +2 Scrounger +1 Operator’s Edge