Trisk'Tal
Ability Scores
Health & Resolve
Initiative
Armor Class
Saving Throws
Attack Bonuses
| Weapon | Attack | Damage | Critical | Range | Special |
|---|---|---|---|---|---|
| Pulsecaster Pistol | +0 | 1d4 E | — | 30 ft. | Anchoring fusion · Nonlethal |
| Unarmed Strike | -1 | 1d3 -1 B | — | Melee | Archaic, Nonlethal |
Spells Known
Skills
| Skill | Ability | Total |
|---|---|---|
| Computers | Int | +8 |
| Culture | Int | +7 |
| Diplomacy | Cha | +8 |
| Engineering | Int | +8 |
| Life Science | Int | +11 |
| Medicine | Int | +5 |
| Physical Science | Int | +8 |
| Sense Motive | Wis | +1 |
Feats & Proficiencies
Languages
Abilities
Race Traits
Blindsense. Shirrens' sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—with a range of 30 feet.
Communalism. Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.
Cultural Fascination. Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.
Limited Telepathy. Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.
Theme (Scholar)
Theme Knowledge. You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick Physical Science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
Class Features
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 your 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.
Equipment & Credits
| Item | Level | Bulk | Qty | Price |
|---|---|---|---|---|
| Second Skin | 1 | L | 1 | — |
| Pulsecaster Pistol | 1 | L | 1 | — |
| Battery, Standard | 1 | — | 2 | — |
| Engineering Kit | 1 | L | 1 | — |
| Hacking Kit | 1 | L | 1 | — |
| Comm Unit, Personal | 1 | L | 1 | — |
| Backpack, Consumer | 1 | 1 | 1 | — |
| Bedroll | 1 | 1 | 1 | — |
| Blanket | 1 | L | 1 | — |
| Canteen | 1 | L | 1 | — |
| Hygiene Kit | — | L | 1 | — |
| Medkit, Basic | 1 | 1 | 1 | — |
| Tent, Mass Produced | 1 | 1 | 1 | — |
| Field Ration (1 week) | — | 1 | 1 | — |