Zilvazaraat

Trill the Tour Guide's page

49 posts. Organized Play character for BretI.


Race

| SP 18/18 HP 19/19 | RP 4/5 | EAC 16 KAC 16 | Fort +1 Ref +7 Will +0 | Init: +4 | Perc: +5 SM: -1

Classes/Levels

| Speed 25ft | Paradox(3): 2 16 17 | Active conditions:

Gender

Male CG Dirindi Street Rat PreCog 3

About Trill the Tour Guide

Male Dirindi Street Rat PreCog 3
CG Medium humanoid (Dirindi)
Init +4 Perception +5; Low-Light, Blindsight (Electricity)

Botting:

[dice=Perception]d20+5[/dice] Low-Light, Blindsight (Electricity)

[dice=Fortitude]d20+1[/dice]
[dice=Reflex]d20+7[/dice]
[dice=Will]d20+0[/dice]

Melee

[dice=Survival Knife]d20 +6[/dice]
[dice=Slashing]1d4+1[/dice]

Ranged

[dice=Hunting rifle]d20 +6[/dice]
[dice=Piercing damage]1d8+3[/dice]

[dice=Subzero Ice Carbine]d20 +6[/dice] automatic
[dice=Cold & Piercing damage]d8+3[/dice]

Skills

[dice=Acrobatics]d20 +10[/dice]
[dice=Bluff]d20 +7[/dice] Can use Paradox instead
[dice=Culture]d20 +8[/dice]
[dice=Diplomacy]d20 +9[/dice]
[dice=Mysticism]d20 +5[/dice]
[dice=Perception]d20 +6[/dice]
[dice=Piloting]d20 +10[/dice] Can use Paradox instead
[dice=Profession Tour Guide]d20 +7[/dice] +5 if using professional tools and clothing
[dice=Stealth]d20 +9[/dice]

DEFENSE
HP 19 SP 18 RP 5
EAC 16 KAC 16
Fort +1 Reflex +7 Will +0; +4 bonus toughness
Resist Electricity 5

OFFENSE
Speed 25’
Melee Survival Knife +6 (1d4+1 S)
Ranged Hunting rifle +6 (1d8+3 P)
or Subzero Ice Carbine +6 (d8+3 C & P) automatic

Space 5 ft.; Reach 5 ft.
Spell-Like Abilities
1/day—jolting surge
At will—energy ray (electricity only)

Precog Spells: Caster Level 1
0: DC 12 Detect Magic, Mending, Psychokinetic Hand, Realign, Stabilize, Token Spell
1 (4/day): DC 13 Comprehend Languages, Hold Portal, Lesser Remove Condition, Reflecting Armor

Statistics
Str 10 Dex 18 Con 11 Int 14 Wis 8 Cha 12

Skills
Acrobatics +10, Bluff +7, Culture +8, Diplomacy +9, Mysticism +5, Perception +6, Piloting +10, Profession Tour Guide +7, Stealth +9

Reduce the DC of Culture checks to recall knowledge about local laws, the criminal underworld, rumors, and official and unofficial power players in the area (such as crime bosses, gangs, neighborhood leaders, and police) by 5.

Reduce the DC of Survival checks to live off the land by 5.

Other skill adjustments: +1 profession when in professional clothes, +4 when using tools.

Languages: Common, Dirindi, Arkanen, Brethedan, Shirren, Common (signed), Common (tactile)
Feats: Light Armor, Basic Melee, Small Arms, Longarms, Blind-Fight, Toughness
Other Abilities:
Temporal Anomolies: Safeguard
Anchor: Fragmented Past (Piloting, Bluff)

Gear

Augmentations:

Class abilities

Paradoxes: 3
You can use a paradox in place of your d20 roll for an ability score check or caster level check. In addition, you can use a paradox on a d20 roll associated with your anchor's focal paradox; once per day when you do, you immediately gain a new paradox.

Fragmented Past
There was a moment in your life that never should have happened. Though others may not believe you, you are certain in your very core that one critical moment altered whatever fate had in store for you. Since that divergence, you've gained a wider appreciation of time's passage and a sense of what could have been, and you're able to influence the timeline more than others could ever hope to. Still, you remain sure that your timeline is wrong, and it's only a matter of time before someone or something comes to correct that error.
Focal Paradox: Two trained skill checks (chosen at 1st level).
Piloting, Bluff
Improved Anchor: Once per day, at the start of your turn when you are dying, you can use a paradox to immediately stabilize. When you do so, you regain 1 Hit Point as though you spent 1 RP to stay in the fight (Starfinder Core Rulebook 251).
Greater Anchor: Once per day, when you take the full attack action and make both attacks against a single target, if one of your attacks is a hit and the other is a miss, you can instead hit (though not score a critical hit) with the attack that would have missed. Alternatively, if both attacks hit, you can make an additional attack with the same weapon against the same target at a –6 penalty.

Chronomatic Defense (SU) +2

You can execute precisely timed moves that help you and others dodge incoming attacks. As a reaction when an attack is declared but before the result is known, you can use a paradox to grant an ally an insight bonus to AC until the end of your next turn. This bonus is equal to the paradox result or a maximum bonus of +2, whichever is lower. The maximum bonus increases to +3 at 7th level, +4 at 13th level, and +5 at 18th level.

Safeguard (Su)

By carefully analyzing the battlefield and making minute, dexterous moves, you can protect yourself from harm. As a reaction when you take damage, you can use a paradox to reduce the amount of damage taken by an amount equal to the paradox, up to a maximum reduction of 5. The maximum increases to 10 at 6th level, 15 at 9th level, and 20 at 12th level.

Feats

Blind-Fight (Combat)
You are skilled at attacking opponents you can't clearly see.
Benefit: In melee, every time you miss because of concealment (see page 253), you can reroll your miss chance percentile roll one time to see if you actually hit (see page 243). You aren't flat-footed against melee attacks from creatures you can't see, and you can withdraw from creatures you can't perceive. You don't need to attempt Acrobatics checks to move at full speed while blinded.

Toughness
You have enhanced physical resilience, and harsh conditions or long exertions don't easily tire you.
Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

Character creation and Skill Details:

Str 10 = 10
Dex 18 = 10 +2 race +5 points +1 theme
Con 11 = 10 +1 points
Int 14 = 10 +4 points
Wis 8 = 10 -2 race
Cha 12 = 10 +2 race

Acrobatics +10 = 3 ranks +3 Class +4 Dex
Bluff +7 = 3 ranks +3 Class +1 Cha
Culture +8 = 3 ranks +3 Class +2 Int
Diplomacy +9 = 3 ranks +3 Class +1 Cha +2 Race
Mysticism +5 = 3 ranks +3 Class -1 Wis
Perception +6 = 2 ranks +3 Class -1 Wis +2 Race
Piloting +10 = 3 ranks +3 Class +4 Dex
Profession Tour Guide +7 = 3 ranks +3 Class +1 Cha
Sense Motive
Stealth +9 = 1 ranks +3 Class +4 Dex +1 Theme

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Boons Slotted this Adventure
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Ally:
Faction:
Personal: None
Promotional: Promotional Reroll (Messenger Bag)
Social:
Starship:
Slotless:

Bot Me!:

Combat:

Skills:

SFS # 712

ITS