Rat King

"Twitch" 701's page

83 posts. Organized Play character for Big Joe.


Full Name

"Twitch"

Classes/Levels

CG Male Small Humanoid (Ysoki) Bounty Hunter Mechanic 2 | SP 9/16 | HP 14/14 | RP 5/5 | KAC 16 | EAC 14 | vs CM 24 | Fort +4 Ref +6 Will +2 | Init +3 | Perc +4 (Darkvision 60 ft.) | Speed 25 ft |

Age

38

Alignment

Chaotic Good

Occupation

Bounty Hunter

Strength 8
Dexterity 13
Constitution 14
Intelligence 18
Wisdom 10
Charisma 10

About "Twitch" 701

Statistics:

SFS# 20941-701
Experience 3
Fame 6
“Twitch” (real name unknown)
Male Ysoki Bounty Hunter Mechanic 2
CG Small humanoid (ysoki)
Init +3; Senses Darkvision 60 ft., Perception +4
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DEFENSE
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SP 16 HP 14 RP 5
EAC 14 (10 +3 armour, +1 Dex, +0 misc)
KAC 16 (10 +5 armour, +1 Dex, +0 misc)
AC vs. Combat Maneuvers (8+KAC)
DR — Resistances —
Fort +5, Ref +6, Will +2
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OFFENSE
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Speed 30 ft.
Melee Survival knife +3 (1d4-1 S) (analog, operative)
Ranged azimuth laser pistol +3 (1d4 F) (Burn 1d4) (80 ft.) (20/1: 0 used) or
Azimuth laser rifle +3 (1d8 F) (Burn 1d6) (120 ft.) (20/1: 0 used)
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STATISTICS
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Str 8, Dex 13, Con 14, Int 18, Wis 10, Cha 10
BAB +1
Feats Skill focus (engineering), Iron Will
Proficiencies light armor, heavy armor, basic melee weapons, longarms, small arms, grenades
Skills Acrobatics -1, Athletics -3, Bluff +0, Computers +10, Diplomacy +0, Disguise +0, Engineering +14, Intimidate +0, Life Sciences +5, Medicine +8, Perception +4, Physical Science +9, Piloting +6, Profession (bounty hunter) +5, Sense Motive +0, Stealth +2, Survival +7
(16 total points; 4 class + 4 INT/level)
Abilities Cheek pouches, Combat tracking, Custom rig, Darkvision, Exocortex, Memory module, Moxie, Overclocking, Theme knowledge (identify mark)
Languages Akitonian, Aklo, Common, Eoxian, Triaxian, Vesk, Ysoki
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SPECIAL 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.

Combat Tracking: Your exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor and longarms. At 3rd level, you gain weapon specialization in longarms just as if your class granted proficiency. As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level. Designating another target causes you to immediately lose this bonus against the previous target.
Weapon Specialization: You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.

Custom Rig: You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. For more information on augmentations, see Chapter 7: Equipment. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks (see page 71) and drone mods (see page 77) require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit (see Chapter 7: Equipment). Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet.

If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.

Comm unit, personal

A personal comm unit is pocket-sized device that combines a minor portable computer (treat as a tier-0 computer with no upgrades or modules) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range (see page 272). A personal comm unit also includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres). You can upgrade a personal comm unit to function as some other devices (such as full computers and scanners) by spending credits equal to 110% of the additional device’s price.

Comm units that function at system-wide and unlimited ranges aren’t as portable; they include built-in generators that provide the necessary amount of power. Short-term use of these units can be purchased in most major settlements (see page 234).

See page 430 for more about Pact Worlds communications.

Darkvision: A creature with darkvision can see in total darkness, usually to a range of 60 feet. Within this range the creature can see as clearly as a sighted creature could see in an area of bright light. Darkvision is black and white only but otherwise like normal sight.

Exocortex: Your exocortex grants you all of the following abilities.
Combat Tracking (1st level, Ex): Your exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor and longarms. At 3rd level, you gain weapon specialization in longarms just as if your class granted proficiency. As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level. Designating another target causes you to immediately lose this bonus against the previous target.

Memory Module (1st level, Ex): You can use your exocortex’s memory module to enhance your own knowledge. Once per day, as a reaction while not in combat, you can reroll a failed skill check (see page 243) to recall knowledge (see page 143). In addition, your exocortex grants you the Skill Focus feat as a bonus feat. You can’t use your exocortex’s memory module while combat tracking is activated. Every time you gain a mechanic level, you can rebuild your exocortex’s memory module, replacing the exocortex’s bonus Skill Focus feat with Skill Focus in a different skill.

Target Tracking (1st level, Ex): As a move action, this NPC can designate and track a single foe, gaining a +2 bonus to attack rolls against that target. Use this same bonus for twin tracking and quad tracking.
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, 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.

Overclocking: You have augmented the performance of your AI for maximum response timing. You gain a +2 insight bonus to initiative checks, and either you (if you have an exocortex) or your drone (if you have a drone) gains a +2 insight bonus to Reflex saves.

Theme Knowledge (xenoseeker) Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias, or specific identity to be your mark. Reduce the DC of Culture or Profession (bounty hunter) checks to recall knowledge about your mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5. If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark. You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week. Survival 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 Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

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GEAR/POSSESSIONS
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Combat Gear Survival knife, Azimuth laser pistol, Azimuth laser rifle, Frag grenade (1), battery (2), healing serum mk 1 (3)
Possessions Second skin, Hidden soldier armor, Industrial backpack, Travel clothes, hygiene kit (ysoki)
Carrying Capacity
Unencumbered 0-4 Encumbered 5-9 Overburdened 10+
Current Bulk 4
Credits 997

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SLOTTED BOONS
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Ally - None
Faction – Wayfinder Champion
Personal - None
Promotional - None
Social - None
Starship - None
Slotless - None


Boons:

Wayfinders Champion: You’ve declared your allegiance to the Wayfinders and dedicate your missions to furthering the goals of that faction.
Prerequisites: Wayfinders Tier 0
Cost: 2 Fame
Benefit: This Faction boon allows the character to gain Reputation with the Wayfinders faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario.
Normal: A character gains no Reputation unless he has a Faction boon slotted.


Background:

Appearance and Personality:

Scenarios Played:

Chronicle #1
SFS Quests: Into the Unknown
Starting XP 0, Earned XP 1
Starting Fame 0, Famed Gained 2, Fame Spent 0
Staring Credits 1000, Gained Credits 720, Day Job 0, Spent Credits 0
Reputation: Wayfinders -

Chronicle #2
SFS #1-03: Yesteryears Truth
Starting XP 1, Earned XP 1
Starting Fame 2, Fame Gained 2, Fame Spent 0
Starting Credits 1720, Credits Gained 741, Day Job 40, Spent Credits 1020
Reputation: Wayfinders +3

Chronicle #3
SFS: Welcome to Starfinder
Starting XP 2, Earned XP 0
Starting Fame 4, Fame Gained 0, Fame Spent 0
Starting Credits 1481, Credits Gained 0, Day Job 0, Spent Credits 0
Reputation: Wayfinders -

Chronicle #4
SFS #1-01: The Commencement
Starting XP 2, Earned XP 1
Starting Fame 4, Fame Gained 2, Fame Spent 0
Starting Credits 1481, Credits Gained 509, Day Job 22, Spent Credits 50
Reputation: Wayfinders +2

Chronicle #5
SFS #1-02: Fugitive on the Red Planet
Starting XP 3, Earned XP 1
Starting Fame 6, Fame Gained 2, Fame Spent 0
Starting Credits 1962, Credits Gained 719, Day Job 24, Spent Credits 1073
Reputation: Wayfinders +2