Yariel Flash's page

321 posts. Organized Play character for Pete H..


| SP 23 (-2) HP 22 (-0) | RP 5/6 | EAC/KAC/CMD: 16/16/24 | F/R/W: +2/+3+4 +2/+3/+6 (+2 vs. Fatigue/Exhaustion)


| Speed 30ft | (Spells) Lvl 1: 1/5, Lvl 2: 2/3, Spell Cache 1/1 | Init: +2 | Perc: +0 (Darkvision 60 ft), SM: +0


Active conditions: Fizzy Soda Penalties 1 hr, Life Bubble 38 hrs| Female CG Ysoki Mercenary Technomancer 4

About Yariel Flash

Fizzy 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
Starship Combat Crew Actions
Starship Combat

Botting Instructions and other things of interest are spoiler-ed at the bottom.

Spell Area Templates

Caster Level: 4
C.L. vs. Spell Resistance: +8

Cantrips (6 known, unlimited casts per day, DC 16)
Detect Affliction
Detect Magic
Energy Ray
Telepathic Message
Dancing Lights

Level 1 (4 known, 4 casts per day, DC 17)
Overheat (Don’t Forget Selective Targeting)
Life Bubble
Jolting Surge (+1 vs. eac or +3 if I get the bonus)

Level 2 (2 known, 3 casts per day, DC 18)
Microbot Assault
Caustic Conversion

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.


Armor Calculations EAC = 10 + 4 Armor + 2 Dex; KAC = 10 + 4 Armor + 2 Dex; CMD = KAC + 8
Save Calculations Class 1/1/4, Ability 1/2/0

Speed 30 ft. BAB +3
Glamered Cestus Battleglove +2 (1d4-1 B) analog
[dice=Glamered Cestus Battleglove vs. KAC]1d20+2[/dice] for [dice=Magic/Bludgeoning + W.S.]1d4-1+4[/dice]
Energy Ray +5 (1d3 Energy Type) Range 25 ft + 5 ft per 2 levels
[dice=Energy Ray vs. EAC]1d20+5[/dice] for [dice=Fire, Cold, Acid, Electricity]1d3[/dice]
Tactical Rotating Pistol +5 (2d4 Piercing) Range 20 ft, Ammo: 4 in mag & 65 total
[dice=SA Pistol vs. KAC]d20+5[/dice] for [dice=Piercing + W.S.]2d4+2[/dice]


Starship Combat Skills Bolded
[dice=Computers (t) + Techlore]d20+12+1[/dice] (+2 Microgoggles?)
[dice=Culture (t)]1d20+6[/dice] (-5 DC Theme Related)
[dice=Engineering (t)]d20+14[/dice] (+4 disable traps with kit, +2 Microgoggles?)
[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=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=Survival]1d20+2[/dice] (+4 when Orienteering with Toolkit)


Str 9 (-1); Dex 14 (+2); Con 12 (+1); Int 18 (+4) 20 (+5); Wis 10 (+0); Cha 10 (+0)
Feats 1) Spell Penetration, 3) Spell Focus (free) & Greater Spell Penetration
Languages Common, Ysoki, Goblin, Halfling, Eoxian, Brethedan


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
Weight - Item - Cost
1 - Starfinder Backpack
1L - Second Skin armor 250
1L - Everyday Clothing - 0
1L - Professional (Mercenary) Clothing - 5
1L - Party Clothing - 5
7L - 7x R2E Rations - 7
1L - Flashlight - 1
1B - Hygiene kit - 3
5L - Personal Comm Unit (Burner Phones) - 35
1L - Toolkit for Navigation - 20
1L - Toolkit for Engineering - 20
1L - Toolkit for Trapsmith - 20
1L - Toolkit for Hacking - 20
0L - Industrial Backpack - 25
5L - 50 ft Adamantine Alloy Cable - 25
1L - Tier 1 Computer (DC 19 to Hack) 50 (Miniaturized +5, Self Charging +5, Range II +50, Alarm to alert me +10, Hardened +25, Security II +25) - 160
0L - Battery - 60
0L - Microgoggles - 20 charges, 1/hr use
0L - Synaptic Accelerator (Int +2)
0L - 5x Batteries
0L - Credstick (251 credits)

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
Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy.
Theme Knowledge (1st Level)
You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics 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 Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.

Race Abilities
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.
Darkvision Ysoki can see up to 60 feet in the dark.
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.

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
Engineering is by far her best skill, but she can dip into science officer, pilot or gunner with adequate results. Just don’t make her take command, that ain’t gonna do anyone any good.

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.
Race: Ysoki (aka, the rat one)
Class: Technomancer make things go boom!
Gender and Pronouns: Sir or Officer work fine.
General Backstory and Description:

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?
Veteran: Lucrative warrior work is on offer in the Pact Worlds. Whether you’re providing security for a ruthless corporation or aiding a small group against the predations of space pirates, the proposed job fits your morals. This background fits well with the bounty hunter, mercenary, outlaw, and space pirate themes.