About Gold GusSFS # 2406878-701
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Gustav "Gold Gus" Ironstorm
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Utility EJ Coveralls (worn) --------------------
Ranged
Hunting Rifle^ +3 (1d8 P)(Analog)
Azimuth Laser Pistol^ +3 (1d4 F)(crit burn 1d4)
^Gear Array
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Skills
*Class skill
Languages Common, Dwarven, Akitonian, Shobhad, Kasatha Other Abilities
Mining Expert — Dwarves can be skilled at delving for riches, gaining a +2 racial bonus to Physical Science and Profession (miner) checks. This replaces stonecunning. Opposite Reaction — Rather than train with ancient weapons and focus on traditional enemies, some dwarves turn to combat techniques suited to dwarf physiology. These dwarves gain a +4 racial bonus to KAC against reposition combat maneuvers. Also, when an opponent fails a bull rush, reposition, or trip combat maneuver against such a dwarf by 5 or more, the dwarf can attempt a trip combat maneuver against that opponent as a reaction. This replaces traditional enemies and weapon familiarity. Zero-G Dwarf — Unlike most of their kin, dwarves living in space feel more at ease when weightless than when grounded. These dwarves have a land speed of 25 feet. They gain a +4 racial bonus on Acrobatics and Athletics checks to avoid becoming off-kilter and can always take 10 on such checks. They also have a climb speed of 25 feet, but only for moving along a wall with handholds at full speed in zero-g. This replaces slow and steady. Combat Gear
^Gear Array Major Forms
^Gear Array Minor Forms
Nanite Surges (Ex) 4/4
Nanite Array (Ex)::
Your body hosts a multitude of nanites that you can direct to take one of three forms, called arrays. They can flood out of your body to form a cloud, combine to temporarily create items, or mobilize within you to amplify your physical abilities.
As a move action, you can direct your nanites to adopt an array. You can have only one array active at a time. Alternatively, you can use a nanite surge (above) to form or switch arrays as a swift action. The nanites maintain their array until you direct them into a different array, you fall unconscious, or you end your turn more than 10 feet from the array. If an array ends without being turned into a different array, the nanites disperse and return to your body at the beginning of your next turn and await further instructions. If you aren’t within 60 feet of the array or the array is physically blocked from reaching you, the nanites instead break down, and you can’t use your nanite array again until you spend 1 Resolve Point and take a full action to create a replacement array. Your nanites are technological in nature and can be detected by spells (such as detect tech), but they aren’t otherwise subject to effects that affect technology. Sheath Array::
You gain a +1 enhancement bonus to Reflex saving throws and a +1 insight bonus to checks with two of the following skills: Acrobatics, Athletics, Sleight of Hand, or Stealth. You can use a nanite surge to gain a number of temporary Hit Points equal to your nanocyte level. Cloud Array::
You nanites spread out into a faintly visible cloud that fills a number of contiguous 5-foot squares. The maximum number of squares you can fill this way equals 1 plus your Constitution bonus, and at least one of those squares must be adjacent to you. The cloud is stationary once formed, though you can reconfigure its space as a move action; if you do so, at least one square of the cloud must remain unchanged. When you take a guarded step, you can move 10 feet as long as you begin and end this movement adjacent to or within your cloud array.
When you form a cloud array, you can use a nanite surge to increase the cloud’s density. This causes the array’s space to provide concealment, but it provides only a 10% miss chance. It doesn’t provide enough concealment to hide, and your attacks ignore any miss chance provided by your cloud. This concealment doesn’t stack with existing concealment. Gear Array::
Your nanites shape themselves into a single piece of equipment, such as a weapon, tool, or cybernetic augmentation. You can direct your nanites to create a limited selection of equipment, divided into major forms and minor forms. Major forms include weapons and cybernetic augmentations; minor forms include technological items (excluding armor and weapons) and personal items. At 1st level, you know how to create two major forms and three minor forms. You learn a new minor form at 2nd level and every 2 levels thereafter; you learn a new major form at 3rd level, 5th level, and every 4 levels thereafter. When you gain a nanocyte level, you can replace one of your major forms with a new major form and one of your minor forms with a new minor form.
To select a piece of equipment as one of your gear array’s major or minor forms, its level must be equal to or lower than your nanocyte level. Augmentations must be cybernetic, weapons and items must be technological items (not magic or hybrid), and you can’t select equipment that’s consumed on use (such as grenades) or whose bulk exceeds your Constitution modifier. When creating a nanocyte character at higher than 1st level, for simplicity, you can choose major forms by choosing one form using your nanocyte level, the next form using your nanocyte level – 1, the next using your nanocyte level – 2, and so on. Any extra forms use a nanocyte level of 1. You can choose minor forms the same way. When you use your gear array to create a handheld nanite weapon, technological item, or personal item, you can automatically grab and begin wielding it if you have the requisite number of hands free. Otherwise, the item floats in your space until the end of your turn, at which point it drops in your space. When you use your gear array to create a cybernetic augmentation, it’s automatically installed in the appropriate body slot as long as that slot is empty; otherwise, it fails to manifest. If a given augmentation has a limited number of uses or frequency, that limit applies regardless of how many times you’ve created it with your gear array. Equipment that requires a battery or ammunition to function must be loaded to function. When you create such equipment, you can have it absorb and automatically load one appropriately-sized battery or set of suitable ammunition in your possession. Any item that uses a battery with fewer than 20 charges can instead use a standard battery. Defensive Dispersal (Ex):
By using a nanite surge as a reaction when you take damage, you can protect yourself with your nanites when they create a temporary barrier or cause part of your body to temporarily disperse. You reduce the damage dealt by the triggering effect by an amount equal to your nanocyte level plus your Constitution modifier, and you gain a +1 circumstance bonus to the first saving throw against the effect (such as the initial saving throw to resist a poison, but not subsequent saves against it). Primary Nanite Faculty (Redirection)
Seeking Strike (Ex):
As a move action, you can designate a target within 60 feet that’s inside or adjacent to your nanite cloud as your nanites’ focus, momentarily enhancing your accuracy against that target. The next attack you make against the target before the end of your next turn gains a +1 bonus to the attack roll and ignores the target’s concealment, if any. Nanite Knacks
Split Manifestation (Ex):
When using your gear array to form an operative weapon or small arm, you can manifest a second copy of that weapon. This counts as only one array for determining the number of arrays you have active. --------------------
All My Boons:
None
Bot Me!:
Gus tends to go quiet in combat, minus any callouts. If enemies are within shotgunning distance, he’ll pop a surge to make a cloud around himself and either his closest allies to protect them, or his closest enemies to confuse them. Otherwise, he’ll swap to a longer range gun with his gear array. [dice=Chk Pow! (Scattergun)] 1d20+1[/dice]
[dice=Pew Pew (azimuth laser pistol)]1d20+3[/dice]
[dice=Blam! (hunting rifle)]1d20+3[/dice]
In ship combat,he can serve as a competent engineer or chief mate, though he prefers engineer if its not taken. Etc... |