Ratfolk Troubleshooter

Yippee's page

85 posts. Organized Play character for PJP.


Full Name

Yippee

Classes/Levels

Sta: 6/6 HP: 8/8 Rslv: 3/3 | EAC 13 KAC 13 | F +0 R +5 W +3 | Spd 30 Per +6

Gender

Small CN Ysoki Ace Pilot Operative 1

Size

Small

Special Abilities

Darkvision, Kip-up

Alignment

Chaotic-Neutral

Location

Absalom Station

Languages

Common, Ysoki, +2

Occupation

Smuggler

Strength 8
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 12
Charisma 13

About Yippee

Yippee
Hot shot pilot looking for his own ship
Small CN Ysoki Ace Pilot Operative 1

Home World: Akiton
Faction: Wayfinders (Rep 4, Fame 4)
Languages: Common, Ysoki
Senses: Darkvision 60'

Boon Slots:

Ally:
Faction: Wayfinder Champion
Personal:
Promotional:
Social:
Starship: Hero of the Stars (Into the Unknown)
Vanity:
Slotless:
Starfinder Society Care Package: Elixir of Renewal (Welcome Boon)
Starfinder Insignia (Into the Unknown)

HP: 8 (2 Ysoki + 6 Operative)
Stamina: 6 (6 Operative + 0 Con)
Resolve: 3 (Key: Dex)

EAC: +3 (+3 Dex)
KAC: +3 (+3 Dex)

Fort: +0 (+0 operative +0 Con)
Reflex: +5 (+2 operative +3 Dex)
Will: +3 (+2 operative +1 Wis)

BAB: +0 (+0 operative)
Init: +4 (+3 Dex +1 Operative's Edge)

Melee:
Knife, survival Att: +3 (+0 BAB +3 Dex) Dmg: 1d4 S

Ranged:
Laser pistol, azimuth
Att: +3 (+0 BAB +3 Dex) Dmg: 1d4 F 80 ft. Burn 1d4 20 charges
Needler pistol (Analog, injection)
Att: +3 (+0 BAB +3 Dex) Dmg: 1d4 P 30 ft. Injection DC +2 6 darts

Credits: 1,713

Equipment
Knife, survival (95, L)
Laser pistol, azimuth (350, L)
Needler pistol (105, L)

S 8 (-1) D 16 (+3) C 10 (+0) I 14 (+2) W 12 (+1) Ch 13 (+1)

Stats:

S 8 (-1) 10+0-2
D 16 (+3) 10+3+2+1
C 10 (+0) 10+0
I 14 (+2) 10+2+2
W 12 (+1) 10+2
Ch 13 (+1) 10+3

Feats:
1st: Skill Focus: Piloting

Skills: 8 + 2 Int
Acrobatics* +8 / +13 (+3 Dex +1 rank +3 class +1 OE) +5 thru larger square
Athletics* -1 (-1 Str +1 OE)
Bluff* +6 (+1 Cha +1 rank +3 class +1 OE)
Computers* +7 (+2 Int +1 rank +3 class +1 OE)
Culture* +10 (+2 Int +3 class +1 free rank +3 insight +1 OE)
Diplomacy (+1 Cha +1 OE)
Disguise* (+1 Cha +1 OE)
Engineering* +9 (+2 Int +1 rank +3 class +1 OE +2 race)
Intimidate* (+1 Cha +1 OE)
Medicine* (+2 Int +1 OE)
Perception* +6 (+1 Wis +1 rank +3 class +1 OE)
Physical Science +4 (+2 Int +1 OE)
Piloting* +12 (+3 Dex +1 rank +3 class +1 OE +1 Ace +3 SF)
Profession(smuggler)* +7(+2 Int +1 rank +3 class +1 OE)
Sense Motive* +7 (+2 Wis +1 rank +3 class +1 OE)
Sleight of Hand* +8 (+3 Dex +1 rank +3 class +1 OE)
Stealth* +10 (+3 Dex +1 rank +3 class +1 OE +2 race)
Survival* +12 (+2 Wis +3 class +1 free rank +3 insight +1 OE +2 race)

Special Abilities:

Ysoki Racial Traits

SIZE AND TYPE
Ysoki are Small humanoids with the ysoki subtype.

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. See page 263 for more information.

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.

Ace Pilot Theme
THEME KNOWLEDGE (1ST)
You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

ARMOR PROFICIENCY
Light armor

WEAPON PROFICIENCY
Basic melee weapons, small arms, sniper weapons

OPERATIVE’S EDGE (EX) 1st Level
Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.

SPECIALIZATION 1st Level Explorer
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the Skill Focus feat (see page 161) in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).

Explorer
You’re an expert in scouting out dangerous locations using your
knowledge and survival skills.
* Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a trick attack by using your surroundings to your advantage.
* Specialization Exploit: Ever vigilant.
* Into the Unknown (Ex): At 11th level, you gain a +4 bonus to Culture and Survival checks. While you’re outside both the Pact Worlds and your home star system (if different), you gain a +2 bonus to initiative checks. At the GM’s discretion, in games centered around a different star system than the Pact Worlds, replace the Pact Worlds with that star system.

TRICK ATTACK (EX) 1st Level
You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small
arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at
5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

[spoiler=History]
Start: 1000 credits, spent 550.
Chonicle 1: Into the Unknown (6 quests) (+1 XP, +2 Fame, +2 Rep Wayfinders, +754 Credits) Start: 450 credits, End: 1204
Chronicle 2: #1-01 The Commencement (+1 XP, +2 Fame, +2 Rep Wayfinders, +509 Credits) Start: 1204 End 1,713
Current: Frozen