About Yariel FlashFizzy Soda Details:
For the rest of the adventure, you gain a +2 insight bonus to Will saving throws and saving throws against fatigue or exhaustion. For 1 hour, the subject is also unfocused, taking a –1 penalty to attack rolls, Perception checks, and any check that takes more than a standard action to complete. For the rest of the adventure, this penalty resurfaces for 1 round whenever the subject misses with an attack or fails one of the checks the original effect penalized. Looking a bit like a punk rocker, Yariel Flash sports vibrant red glowing tattoos striped all around her head, face and visible shoulders. Hackles almost permanently raised simply add to the look of being constantly angry at the world. Her semi-professional looking mercenary clothing fits the punk rock appearance and might indicate some group affiliation. Her long nose and whiskers tend to stay glued to her tablet, glancing up periodically to sneer and scope out anything of interest. She walks with a swagger, a bit like she owns her personal space plus about four feet in all directions. Starship Combat Cheat Sheet
Botting Instructions and other things of interest are spoiler-ed at the bottom. Spells
Caster Level: 4
Cantrips (6 known, unlimited casts per day, DC 16)
Level 1 (4 known, 4 casts per day, DC 17)
Level 2 (2 known, 3 casts per day, DC 18)
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 Hacks:
Selective Targeting: When you cast an instantaneous spell with an area effect, you can shape the spell so it doesn’t affect one of your allies. Choose one 5-foot square within the spell’s area to be unaffected by the spell. At 5th level, you can spend 1 Resolve Point to exclude any number of squares with this ability. _________________________________________________________________ Defense
Offense
Skills:
Starship Combat Skills Bolded [dice=Acrobatics]1d20+2[/dice] [dice=Athletics]1d20+6[/dice] [dice=Bluff]1d20[/dice] [dice=Computers (t) + Techlore]d20+12+1[/dice] (+2 Microgoggles?) [dice=Culture (t)]1d20+6[/dice] (-5 DC Theme Related) [dice=Diplomacy]1d20[/dice] [dice=Disguise]1d20[/dice] [dice=Engineering (t)]d20+14[/dice] (+4 disable traps with kit, +2 Microgoggles?) [dice=Intimidate]1d20[/dice] [dice=Life Science (t)]d20+12[/dice] (+2 Microgoggles?) [dice=Medicine (t)]d20+7[/dice] (+2 Microgoggles?) [dice=Mysticism (t) + Techlore]d20+7+1[/dice] [dice=Perception]1d20[/dice] (Darkvision) [dice=Physical Science (t)]d20+12[/dice] (+2 Microgoggles?) [dice=Piloting]1d20+9[/dice] [dice=Gunner (Pilot Ranks) + Dex]1d20+4+2[/dice] [dice=Profession - Mercenary (t)]1d20+4[/dice] (-5 DC Theme Related, +1 w/ Clothes) [dice=Profession - Electrician (t)]1d20+9[/dice] [dice=Sense Motive]1d20[/dice] [dice=Sleight of Hand (t)]d20+9[/dice] [dice=Stealth]1d20+4[/dice] [dice=Survival]1d20+2[/dice] (+4 when Orienteering with Toolkit) _________________________________________________________________ Statistics
Equipment:
Combat Gear Weight - Item - Cost 1L - Lashunta Tempweave w/ Radiation Buffer 1L - Glamered Cestus Battleglove - 220 1L - 1x Medpatch - 50 2L - 2x Mk1 Serum of Healing - 50 0L - 1x Antitoxin 0L - Obsidian Electrovore Figurine of Wondrous Power 2L - 60+ small arm rounds (30/L) 1L - Semi-Auto Tactical Pistol 1L - Tactical Rotating Pistol Other Gear
Carrying Capacity Encumbered starts at 6.5 bulk. Currently Carrying 1B 35L = 4.5 Bulk
_________________________________________________________________ Race, Class & Theme Abilities:
Class - Technomancer To the uninitiated, magic and technology are completely unrelated, but you know there are more correlations between the two than most suspect. Magic and technology are just tools, and when combined into one discipline, called technomancy, they can be far more powerful than one or the other on its own. You utilize tech to empower, harness, and manipulate magic, and you wield magic to augment, control, and modify technology. You are an expert at hacking the underlying structure of the universe itself, bending the laws of science and nature to your will. Your technomancy—which is gained from scientific study and experimentation—manipulates the physical world, weaves illusions, allows you to peer through time and space, and if necessary, can blast a foe into atoms. 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. The list of magic hacks appears starting on page 120. Level 2: Selective Targeting - Ignore one square when casting an AoE Damage spell, improves at lvl 5 Theme - Mercenary
Race Abilities
Botting Instructions:
In combat Use the wondrous figuring to provide a flank or get in there to do it herself (The Battleglove with Flanking is her best regular source of damage). She has a melee spell that does the most damage or an AoE that can exclude an ally’s square if she can get two enemies in it. If not feasible to mix it up, shoot at range with energy ray or her pistol to provide a boost to hit. Starship Combat
Out of Combat - Quite confrontational and confident. Most beings she’s run across are a+*#@&%s, so she treats them like it.
Boons Unslotted:
Starship, Placeholder: Placeholder Ally, Placeholder: Placeholder Personal, Placeholder: Placeholder Scenario List:
Placeholder: 1 XP, 2 Fame, 2 Acq, 22 Cr Dayjob Total XP: 0 Total Fame: 0 Infamy: 0 Total Rep: Dataphiles 0 Chronicle Information:
Player: Pete H. Character Name: Yariel Flash PFS #: 123584-704 Player: Pete H. Character Name: ?? PFS #: 123584-4? Day Job: See skills for roll Background and Other Info:
Gideron Prime is where she was born and raised. Recruited into a Mercenary Company to help overthrow a corrupt government there, she rose to the rank of Sergeant Yariel Flash of the Third Brigade, Freedom Unit. With the fighting done she quickly realized the new government isn’t any better than the old so she requested a transfer offworld. She is registered with SecRes on Absalom Station and WAS headed there to ship out.
Name: Yariel Flash. Is this her actual name? She probably won't say with fewer than six drinks.
Looking a bit like a punk rocker, Yariel Flash sports a vibrant red half head of hair draped to one side. The other side is shaved bare and tattooed with an intricate set of what appears to be circuitry. Silvers and golds intercross in apparent random patterns. The semi-professional looking mercenary clothing fits the punk rock appearance and might indicate some group affiliation. Her long nose and whiskers tend to stay glued to her tablet, glancing up periodically to scope out anything of interest. She walks with a swagger, a bit like she owns her personal space plus about four feet in all directions. Where does she come from? What does she want? Get her chatting in a bar after a mission debrief and you'll find just how much she hates corporations. And not just corps, but any big organization or govenment that plays by their own rules. Anyone in a position of power needs to be watched and if action is necessary to stop abuses, she'll happily hop to. With enough merc jobs under her belt she knows the lingo, duties and risks. Sometimes you just draw a straw you can't beat, but so far she's been too quick for the reaper. Personality: Kick the man in the balls and fix what is wrong in the world. There are plenty of folks out there that need a bit of help and she doesn't believe there is ever a 'lost cause'. Flaw(s): Leaping before looking obviously. She does some groundwork on a job, but usually she'll take one regardless of what she finds. It can lead to some issues... like maybe why she took her last couple credits to slip out on a ship headed away from her home system. Quirk(s): Has a small (huge) fascination with fire and explosions. Just how the fire will take its own path and curl and whirl in the breeze. It's almost like a living, breathing entity. And the rumble of a blast going off in the distance gives her the shivers, in a good way. Why on ship?
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