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About Asier-23-7Asier-23-7
SFS info: ===================
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108507-701 Experience: 4 normal progression, Slotted Faction: 6 Dataphiles Wealth 0 GP Reputation 6 Fame, 6 Global Reputation
Character sheet: ===================
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Android Scholar Mechanic (Exocortex) NG Medium Humanoid (Andriod) Init: +3;Senses: Darkvision 60, Low-Light Vision; Perception +5, Sense motive -2 =================== Defense =================== KAC 16, EAC: 15 HP: 16; SP: 14 RP: 4 Fort: +4, Ref: +6, Will: +1 (+2 vs. disease, mind-affecting effects, poison, and sleep, unless it specifically target constructs) ===================
Melee: +4 (1d4 B Baton Tactical) Ranged: +4 (1d8 F Azimuth Laser Rifle) ===================
Base Attack Bonus: +1 (vs. exocortex target +2); Feats: Barricade, Skill Focus (Life Sciences)
Skills and Languages: ===================
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Trained Skills *Athletics (1 rank): +4 *Computers (2 ranks, Bypass): +9 Culture (1 rank): +4 *Engineering (2 ranks, Bypass): +9 *Life Sciences (2 ranks, Trait Knowledge, Skill Focus): +11 *Medicine (2 ranks): +8 *Perception (2 rank2): +5 *Physical Sciences (1 rank): +7 *Profession (1 rank; Professor Int):+7 Untrained skills
Starship-Combat Version of Skills:
Languages: Common, Akiton, Castrovelian, Brethedan Equipment: ===================
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Weapons and Armor: Azimuth Laser Rifle, Tactical Baton, Freebooter armor Consumables
Other Gear
Monetary
Encumbrance
Class Abilities: ===================
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BYPASS (EX): You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1. CUSTOM RIG (EX)
COMBAT TRACKING (EX)
MEMORY MODULE (EX)
MECHANIC TRICK
You learn your first mechanic trick at 2nd level, and you learn an additional mechanic trick at 4th level and every 2 levels thereafter. If a mechanic trick allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your mechanic level + your Intelligence modifier. If a mechanic trick requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 × your class level + your Intelligence modifier. Unless otherwise specified, you can’t learn mechanic tricks more than once.
Racial Abilities: ===================
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CONSTRUCTED For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum. EXCEPTIONAL VISION
FLAT AFFECT
UPGRADE SLOT
Scholar Theme Abilities: ===================
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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. Life sciences: Domesticated animals specialization Feats: ===================
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BARRICADE (COMBAT) You are adept at creating quick, temporary cover. Prerequisites: Engineering 1 rank. Benefit: As a move action, you can stack and reinforce objects that are too small or too fragile to provide cover into a single square of adjacent cover. The GM has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built. The barricade grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover. The barricade is temporary and not particularly durable. When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (minimum 1st level). Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn’t normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the GM). SKILL FOCUS (LIFE SCIENCES)
Mechanic tricks: ===================
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OVERCHARGE (Ex) As a standard action, you can use your custom rig to overcharge and attack with a ranged energy weapon or a melee weapon with the powered special property that you’re holding. If you hit, you deal 1d6 additional damage of the same type the weapon normally deals. This attack uses three times as many charges from the battery or power cell as normal and can’t be used if the weapon doesn’t have enough charges. This trick has no effect on a weapon without a battery or power cell. You can instead use this ability as a move action on a touched powered weapon that is unattended or attended by an ally to grant the same effect to that weapon’s next attack before the beginning of your next turn. Consumables & other tracking: ===================
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Serum of Healing mk1 1/1 Resolve 4/4
Chronicle 1: Quest: Into the Unknown: ===================
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Chronicle Purchases, Sales and Earnings:
Totals:
Remaining:...........74
Consumables Used:
Chronicle 2: Welcome to Starfinder Boon: ===================
Chronicle 3: 1-01: The Commencement: ===================
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Chronicle! Purchases, Sales and Earnings:
Totals:
Remaining: 794
Consumables Used:
Chronicle 4, 1-02: The Fugitive of the Red Planet, GM: ===================
Chronicle! Purchases, Sales and Earnings:
Totals:
Remaining:.......1,547
Consumables Used:
Chronicle 5: Yesteryear's truth: ===================
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Yay! Boons!: ===================
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Boons Slotted this Adventure =================== Ally:
All Boons
Spoiler:
DATAPHILES CHAMPION (Faction Boon) You’ve declared your allegiance to the Dataphiles and dedicate your missions to furthering the goals of that faction. Prerequisites: Dataphiles Tier 0 Benefit: This Faction boon allows the character to gain Reputation with the Dataphiles faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario. Normal: A character gains no Reputation unless he has a Faction boon slotted. Bot Me! Under construction: ===================
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Asier is extremely naive about the world and very excitable, but his exocortex constantly prompts him on what to do next in battle. He always takes a move action at the beginning of combat to pick a target to track. If it’s advantageous to do so he also sometimes constructs a barricade. [dice=Ahhh, get away from me! (tactical baton)+exo target] 1d20+4+1[/dice]
[dice=Target, Aim, FIRE! (azimuth laser rifle)+Exo target]1d20+4+1[/dice]
In ship combat, he is more than happy to serve in Engineering as an engineer.
Nothing here!: ===================
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