Threxen, Shirren Information Broker

Talltree's page

255 posts. Organized Play character for John Woodford.


Full Name

Ruachar Talltree

Race

|SP 18/18|HP 21/21|RP 5/5|EAC 12; KAC 13|Fort +2; Ref +2; Will +4/ooc]|Init +1|[ooc]Perc +7, SM: +1

Classes/Levels

|Speed 30ft|Active conditions: None.

Gender

H

Size

M

Alignment

NG

Strength 10
Dexterity 13
Constitution 12
Intelligence 18
Wisdom 12
Charisma 8

About Talltree

Ruachar Talltree, Host shirren technomancer/3

SFS Character Information
SFS#: 67550-704
XP: 6
Slotted Faction: Second Seekers (Roheas)
Wealth: 1073
Reputation: 13 (12 SS(R), 1 WF)
Fame: 11

Game Statistics
Initiative: +1
Senses: Perception +7; blindsense 30'
Speed: 30'

Daily Expendables:
1st-level Spells (4/day) [x] [x] [x] [ ]

Energy AC: 14 (10 + 1 Dex + 3 Armor)
Kinetic AC: 14 (10 + 1 Dex + 3Armor)

Stamina Points: 18
Hit Points: 21
Resolve Points: 5
Fort: +2 Ref: +2 Will: +4

Spells Known (CL 2nd)
1st (3/day)-grease (DC 16 Reflex), magic missile, supercharge weapon, comprehend languages
0 (at will)-detect magic, daze (DC 15 Will), dancing lights, mending, psychokinetic hand, token spell

Combat:
Base Atk: +2; CMAC 21

Melee
Survival Knife: +3 to Hit; Dmg 1d4 (S)

Ranged
Laser pistol: +3 to Hit; Dmg 1d4 (F); range 50 ft; 20 Charges; Usage 1 (14/20 shots remaining)

Armor
Clearweave I: +3 EAC, +3 KAC

Skills:

Skill Ranks Per Technomancer Level: 4 + 4 Int
• Computers +11 (3 ranks +3 class + 4 Int + 1 Techlore)
• Engineering +11/+15 trap removal (3 ranks +3 class + 4 Int + 1 theme + 4 trapsmith's tools)
• Life Science +10 (3 ranks + 3 class + 4 Int)
• Mysticism +8/+12 trap removal (2 ranks + 3 class + 1 Wis + 1 Techlore + 4 trapsmith's tools)
• Physical Science +10 (3 ranks + 3 class + 4 Int)
• Perception +7 (3 ranks + 3 class + 1 Wis)
• Profession (archaeologist) +14/+15 (3 ranks +3 class + 4 Int + 4 Tools + 1 situational (clothing))
• Culture +12 (3 ranks +3 class + 4 Int + 2 racial)

Languages: Common, Shirren, Nchaki, Aklo, Eoxian, Azlanti, Vesk, Elven, Drow, TBD

Feats:

Skill Synergy: You understand how two skills work well together.
• Benefit: Choose two skills (Culture, Perception). These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.
• Special: You can take this feat multiple times. Its effects don’t stack. Each time you take it, it applies to two different skills.
TBD
Spell Focus:

Shirren Racial Traits:

+2 to Constitution and Wisdom; -2 to Charisma

Size and Type: Shirren are Medium humanoids and have the shirren subtype.

Blindsense: Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flatfooted against attacks from creatures it can’t see.

Communalism: Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.

Cultural Fascination: Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.

Limited Telepathy: Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.

Equipment: Clearweave I armor (1350/L), survival knife (95/L), azimuth laser pistol (350/L), medpatch (1) (50/L), personal comm unit (7/L), industrial backpack (25/1), travel clothing (10/L), professional clothing (5/L), field rations (1 week) (1/1), hygiene kit (3/L), archaeologist's toolkit (20/L), engineering toolkit (20/L), trapsmith's toolkit (20/L), computer toolkit (20/L), serum of healing Mk I (2) (100/2L), spell gem of life bubble 1074 cred, 3 Bulk, 9 L

Xenoarchaeologist Abilities:

Theme Knowledge: You have trained yourself to have few presuppositions about the foreign devices you uncover. Reduce the DC to identify rare, ancient, or alien tech by 5. Engineering 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 Engineering checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

Technomancer Abilities (Key Ability Score: Intelligence):

Weapon and Armor Proficiency: Technomancers are proficient with basic melee weapons and small arms. They are also proficient with light armor.

Spell Cache: As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level.
If your spell cache is damaged, it is restored to full Hit Points the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.

Magic Hack: You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier.
Quick Scan (L2) As a standard action, you can get a general sense of what information is stored on drives or other digital storage media. You must pass your hand in the air near the data source, but don’t have to touch it or connect to it. The information you get is very general, such as “financial records,” “military records,” or “spells.” Getting detailed information requires interfacing with the data more directly. If you attempt a quick scan on a creature that stores its memories in a digital medium—to get a sense of the memories stored in a robot, for example—the target can attempt a Will save to negate the scan and prevent you from trying against it again for 24 hours.

Background:

<to be continued>