About Zark SnoutflashSP 54/54 HP 38/38 | RP 10/10 | EAC 20 KAC 21 KAC+8 29| F+5 R+10 W+5 | Init+7 | Perc+11 |Stealth +19 | Diplomacy +9 | SM+9 PFS# 896 - 701
Zark Snoutflash
Small Humanoid (Ysoki)
Weapon Proficiencies: Basic Melee Weapons, Small Arms, Sniper Weapons
Movement: 50 feet --------------------
Melee: Survival Knife +9 (1d4+2) +3d8 Trick [+4 BAB, +5 Dex] Damage: 1d4+2(S)+3 Weapon Specialization Slashing Damage)
Space 5 ft.; Reach 5 ft.
Piloting:
Source Starfinder Core Rulebook pg. 145
You know how to drive vehicles, pilot starships, and navigate. Fire Starship Guns When attempting a gunnery check during starship combat (see page 320), you can use either your ranks in Piloting or your base attack bonus to calculate the attack roll. Navigate You can use Piloting to navigate or astrogate. This lets you direct your vehicle or ship in your desired heading and to plot longer courses. Plotting a course to a star system you have visited frequently usually requires a successful DC 10 Piloting check and takes 10 minutes. Plotting a course to a less familiar star system is more difficult and requires information about the destination system; navigation is also more difficult if you are currently lost. If you fail the check to chart a course between star systems by 9 or less, you realize that you have plotted a faulty course and must attempt the check again before you can make the journey. If you fail the check by 10 or more, you aren’t aware that your calculations are erroneous, and it takes longer than normal for you to reach your destination (usually 1d6 additional days for Drift travel). At the GM’s discretion, you might instead arrive in an unfamiliar star system (plotting a course from there to your actual destination usually requires a successful DC 25 Piloting check), or when you arrive at your intended destination, your starship’s engines may have gained the glitching critical damage condition (see page 321). Your familiarity with a region of space or a planet determines the DC of Piloting checks to navigate or astrogate. The GM can modify these DCs (usually by 5 to 10) based on the amount of information available about your starting location and destination, and whether the location is particularly difficult to navigate (such as a trackless desert or a strange nebula). Familiarity DC
Pilot a Starship
Gunnery+11:
([+6] Ranks in Piloting, +5 Dex) Gunnery Check = 1d20 + the gunner’s base attack bonus or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty --------------------
[skill ranks per level = 8 + 3(Int)]
Toughness (Level 1):
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. Weapon Focus: Melee (3rd Level):
You have increased training in a particular weapon type, making it easier to hit your target.
• Prerequisites: Proficiency with selected weapon type. • Benefit: Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a drone), you gain a +2 bonus instead.
Weapon Specialization (Ex) (3rd):
You gain Weapon Specialization as a bonus feat for each weapon type for which this class grants you proficiency. If you selected solar weapon as your solar manifestation, it gains the benefit of Weapon Specialization as if it were an advanced melee weapon. Fleet:
You are faster than most. • Benefit: While you are wearing light or no armor, your land speed increases by 10 feet. When you are encumbered, your land speed instead increases by only 5 feet. When you are overburdened, your speed is reduced to 10 feet.
Skill Focus (Acrobatics & Stealth):
You are particularly adept at a certain skill.
• Benefit: Choose a skill. You gain a +3 insight bonus to checks involving the chosen skill. • Special: You can take this feat multiple times. Its effects don’t stack. Each time you take this feat, it applies to a new skill. Extra Resolve (5th):
Your resolve is stronger than most.
• Prerequisites: Character level 5th. • Benefit: You have 2 additional Resolve Points in your pool. --------------------
Operative's Edge (1st):
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):
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).
Specialization Exploit - 5th Level You gain your specialization’s listed exploit as a bonus operative exploit, even if you don’t meet the prerequisites. Trick Attack (1st):
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 against your attack. 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.
Evasion (2nd Level):
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move. Operative Exploit 2nd:
As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise. Quick Movement (3rd):
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet. Weapon Specialization (3rd):
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. Debiliating Trick (4th):
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack. --------------------
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. Ysoki:
Playing this Race
You Likely... Talk fast and often. You see language as a constantly evolving art form, and you constantly pick up new slang and alien words. Have seemingly boundless energy and enthusiasm, and rarely pass up a chance for some excitement. Adore technology in all its forms and love taking devices apart to see how they work. Are savvy and street-smart no matter where you are, and make both friends and enemies quickly. Other Races Probably...
Physical Description
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Survival Knife
Personal Comm Unit
Ring of Resistance, Mk 1
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