Zolan Ulivestra

Hawthorne the Innovator's page

536 posts. Organized Play character for Blake's Tiger.


Race

KAC 21 EAC 19 | CMD 29 | F +6 R +10 W +3 | Perc +9 (darkvision) SM +1 |

Classes/Levels

Init +6 | Speed 25 ft | 1st: 0/1 | Active Conditions: water breathing

Gender

NG Human (Akiton) Priest Mechanic 5 | SP 40/40 HP 34/34 RP 3/6 |

Languages

Common, Akitonian (homeworld), Ysoki, Goblin, Vesk, Azlanti, Draconic, Castrovelian, Vercite, Nchaki, Aklo

About Hawthorne the Innovator

SFS Information:

PFS #: 230524-701
Experience: 12
Acquisitives Reputation (Tier 0): 1
Dataphile Reputation (Tier 3): 26
Second Seeker (Jadnura) Reputation (Tier 0): 1
Second Seeker (Luwazi Elsebo) Reputation (Tier 0): 1
Wayfarer Reputation (Tier 0): 1
All Faction Reputation (Tier 3): 30
Fame: 21

Hawthorne
Male priest human mechanic 5.0
NG Medium humanoid (human from Akiton)
Init +6; Perception +9, Darkvision 60 ft
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DEFENSE
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KAC 21 EAC 19
AC vs. CM 29
SP 40 HP 34 RP 6/6
Fort +6, Ref +10, Will +3
Dust Storm Environmental Benefit (reduce dust storm damage by 1, magnitude of wind by 1)
Travel Benefit (+2 miles per 8 hours of travel, +1 vs. Constitution check for forced march)
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OFFENSE
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Speed 25 ft (30 ft base)
Melee unarmed strike +3/5 (1d3+2 B)
or survival knife +3/5 (1d4+2 S)
Ranged tactical semi-auto pistol +7/9 (1d6+2 P, 30 ft, 9 rounds)
or called pulsecaster rifle +8/10 (1d6+5 E, non-lethal, 50 ft, 20 charges/1 use)
or tactical acid dart rifle +8/10 (1d8+5 A&P, 80 ft, corrode 1d4, 10 darts)
or conserving 12-notch plasma fork +8/10 (1d8+5 E&F, 60 ft, knockdown, 20 charges/1 use, boost 1d4)
Spellcasting (Caster Level 5th; Concentration +9)
1st . . . Holographic Image (1/day)
0th . . . Mending, Token Spell
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STATISTICS
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Str 12’, Dex 16’ (18), Con 14’, Int 18’, Wis 11, Cha 10
Base Atk +3
Base Atk vs. Tracked Target +5
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Feats
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Amplified Glitch
Iron Will
Proficiency: basic melee weapons
Proficiency: grenades
Proficiency: longarms (exocortex)
Proficiency: small arms
Skill Focus (mysticism) (exocortex)
Technomantic Dabbler
Weapon Focus (longarms)
Weapon Specialization (basic melee weapons)
Weapon Specialization (longarms, exocortex)
Weapon Specialization (small arms)
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Skills 9 ranks per level
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Acrobatics +5’ (ACP -2 = +3)
Athletics +9* (ACP -2 = +7)
Charisma +0
Computers +14* (+18 to hack systems controlling doors)
Culture +9*
Dexterity +4 (ACP -2 = +1)
Engineering +14* (+18 to recall knowledge, +18 to disable a lock)
Intelligence +4
Intimidate +3’’’
Life Sciences +5’
Medicine +6’’
Mysticism +11*
Perception +8*
Physical Sciences +12*
Piloting +10’’’
Profession (hacker) +8’
Sense Motive +1’
Stealth +5’ (ACP -2 = +3)
Strength +1
Wisdom +0
‘ = 1 rank
* = 5 ranks
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Languages Common, Akitonian (homeworld), Ysoki, Goblin, Vesk, Azlanti, Draconic, Castrovelian, Vercite, Nchaki, Aklo
SQ artificial intelligence (exocortex), bonus feat, skilled, theme knowledge

Combat Gear officer ceremonial plate (infrared sensors), survival knife, tactical semi-auto pistol (9 rounds), called pulsecaster rifle (20 charge), tactical acid dart rifle (10 darts), (1) medpatch, dust storm travel clothing

Augmentations datajack (standard) (brain*), custom rig (mk I personal com) (brain*), society dermal graft (skin), gill sheath (lungs), technopathy node (throat), mk I personal upgrade (dexterity)
* = allowed to share a system

Other Gear 30 small arm rounds, 19 darts, Starfinder insignia (boon), society subdermal graft (boon), flashlight (10 hours), fire extinguisher (20 charges), (3) binders, everyday clothing*, hygiene kit*
* = not carried on excursions unless otherwise specified
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Bulk: 6.5 / Maximum Bulk: 7 (Industrial Backpack)
Credits: 6230
UBPs: 100

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SPECIAL ABILITIES
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Bypass (Ex): At first level, you gain +2 insight bonus to Computers and Engineering skill checks. At 5th level and every 4 levels thereafter, and at 20th level, this bonus increases by 1.
Combat Tracking (Ex): Your exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor and longarms. At 3rd level you gain weapon specialization in longarms just as if your class granted proficiency. As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level. Designating another target causes you to immediately lose this bonus against the previous target.

Custom Rig (Ex)::
You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm.
While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. In addition, you can use your custom rig as a Mk I com unit.
If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work.

Exocortex (Ex)
Mechanic Trick
Hack Directory (Ex): Whenever you attempt to hack a system and fail the check, you immediately become aware of any countermeasures that were activated due to your failure. You can then select one of these countermeasures and attempt another Computers check (with the same DC as the original). If you succeed at this second check, you can prevent that countermeasure from activating, as if you had not attempted to access the system at all. Any other countermeasures have their normal effect.
Overclocking (Ex): You have augmented the performance of your AI for maximum responsive timing. You gain a +2 insight bonus to initiative checks, and you gain a +2 insight bonus to Reflex saves.
Memory Module (Ex): You can use your exocortex’s memory module to enhance your own knowledge. Once per day, as a reaction while not in combat, you can reroll a failed skill check to recall knowledge. In addition, your exocortex grants you the Skill Focus feat as a bonus feat. You can’t use your exocortex’s memory module while combat tracking is activated. Every time you gain a mechanic level, you can rebuild your exocortex’s memory module, replacing the exocortex’s bonus Skill Foucs feat with Skill Focus in a different skill (current: Mysticism).
Overload (Ex):
As a standard action, you can cause a short in an electronic device, including most ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. Overload doesn’t cause a locked door, safe, or other device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to use this ability. If you have an exocortex with the wireless hack ability, you can instead use this ability on any electronic device within range of your exocortex’s wireless hack. If you use overload on an item or armor upgrade in someone’s possession, the owner can attempt a Reflex saving throw to negate the effect (DC = 10 + half your mechanic level + your Intelligence modifier) [DC = 16]. Overload doesn’t affect androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all of which have shielding against this sort of attack), or items larger than Medium. Once a device has been successfully overloaded, a residual static charge prevents that device from being overloaded again for 1 minute.

Remote Hack (Ex):
You can use your custom rig to attempt Computers and Engineering skill checks at a range of 20 feet. At 7th level and every 2 levels thereafter, this range increases by 10 feet. A target of this ability (or a creature attending or observing your target) can attempt a Perception or Sense Motive check (DC = 10 + 1-1/2 × your mechanic level + your Intelligence modifier) [DC = 21] to determine that you are the origin of this activity.

Wireless Hack (Ex):
Instead of combat tracking, your exocortex can access another computer system within 20 feet, allowing it to attempt a Computers check against that computer each round, using your skill bonus. This counts as a standard action for the purpose of the Computers skill. You must remain within 20 feet of the computer system for the entire time your exocortex is interacting with the computer. If the task requires multiple actions (or even rounds) to accomplish, you can spend your actions to work in concert with your exocortex, counting both your action and the exocortex’s effective standard action toward the total time required. If you don’t have the remote hack class feature, you must be adjacent to the computer to attempt your checks.

Theme Knowledge (Priest of Triune): Reduce the DC of Culture and Mysticism checks to recall knowledge about religious leaders by 5. Mysticism becomes a class skill for you. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
Weapon Specialization (Ex)

EQUIPMENT ACTIONS
Technopathy Node: As a standard action, you can send a short message in a language you know to up to three target creatures or computers you are observing within 100 feet and potentially receive a short reply, per telepathic message. Alternatively, as a standard action, you can send a short message in a language you know to a single target computer you are observing within 100 feet and have that computer display that message, allowing anyone observing that computer to read it without leaving any trace of the message’s origin.

EXPENSES

Purchased Gear:

Ceremonial Plate, Officer +6 EAC, +8 KAC, +2 Max Dex, -2 ACP, -5 ft, UGS 1, (Bulk 2) ($2275)
Survival Knife (Kalo Underwater Weapon Modification*) (L) ($95)
Semi-auto Pistol, Tactical (Kalo Underwater Weapon Modification*) (L) ($260)
Pulsecaster Rifle (Bulk 1) ($100)
30 small arm rounds (L) ($40)
Flashlight Bulk (L) ($1)
Fire Extinguisher Bulk (L) ($15)
Everyday Clothing Bulk (L) ($1)
Hygiene Kit (Bulk 1) ($3)
Industrial Backpack (Bulk 1/0 if worn) ($25)
Dust Storm Environmental Travel Clothing (L) ($40)
(3) Binders (--) ($15)
Infrared Sensors Armor Upgrade (L) ($200)
Datajack (Standard) (Brain) (--) ($625)
(1) Medpatch (L) ($50)
Called Weapon Fusion (level 1 pulsecaster rifle) (--) ($120)
Gill Sheath (Lung) (--) ($95)
Acid Dart Rifle, Tactical (Kalo Underwater Weapon Modification*) (Bulk 1) ($485)
25 darts (L) ($20)
Mk I Personal Upgrade (Dexterity) ($1400)
Technopathy Node (Throat) (--) ($220)
Plasma Fork, 12-Notch (Bulk 1) ($1290)
Library Chip (Engineering) (--) ($250)
Glass Cutter Mk 2 (L) ($400) (crafted)
Starfinder Armory Toolkit (Thieves’ Tools) (L) ($200)
(3) Serum of Healing Mk 1 (L) ($150)
Conserving Weapon Fusion (level 3 12-notch plasma fork) (--) ($440)
* = underwater modified weapons purchased at no mark-up as part of SFS 1-08

Boon Purchases:

Dataphile Champion (Faction) (initial Champion boon)
Digital Presence (Dataphile Tier 1, 0 Fame) (slotless): Gameplay Objective Boon (Gained Fame at Tier 1, Tier 2. Fame available at Tier 3 and 4).
Second Seekers (Luwazi Elsebo) Chambion (Faction): gained via 1-05 boon.
Dataphile Champion, Improved (Faction): recover 1 Resolve upon a successful Computers or Engineering check written into the scenario

CHRONICLES

1: SFS Quests: Into the Unknown:

Hero of the Stars (Starship Boon; Limited Use [1]): You defeated the dreaded Besmaran pirate ship, Lawblight, showcasing your determination during an intense starship combat. This boon activates anytime your starship is reduced to 0 or fewer Hull Points. Your starship immediately regains a number of Hull Points equal to its tier x 5. A startship can never regain more than 30 Hull Points in this manner. A starship can never have more than one of these boons attached to it. When this boon activates, cross it off your Chronicle sheet.
Starfinder Insignia (Slotless Boon): Venture-Captain Arvin presented you with a commemorative insignia in gratitude for your service to the Starfinder Society. Although it appears to be an ordinary medal showing the symbol of the Starfinder Society, this insignia can store as much information as a common tier-1 datapad. Unless told about this secret a non-Starfinder must succeed at a DC 20 Perception or Sense Motive check to realize the insignia is a storage device. This insignia is worth 0 credits and cannot be sold.

2: Welcome to Starfinder Society Boon:

[_] Tattoo of the Starfinder: You have a magical tattoo, commemorating your induction into the Starfinder Society. As an immediate action when you are struck by a critical hit or dealth at least 15 points of damage from a spell or supernatural ability, you can check the box that precedes this boon and expend the tattoo’s magic to gain 10 temporary Hit Points that last for 1 minute. You also regain 1 previously expended Resolve Point when using this boon.

3: SFS 1-01: The Commencement:

[_] [_] [_] Faction’s Friend (Social Boon; Limited Use): By slotting this boon, if you would fail to earn Fame at the end of an adventure by failing to fulfill a success condition, you can check one of the boxes on this boon. Doing so reminds your current championed faction of your past exploits, and you still earn 1 Reputation (but not Fame) with that faction as if you had successfully fulfilled the condition. You can only use this boon if you would also gain at least 1 XP for completing the adventure.
Marked Field Agent (Slotless Boon): The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder Society’s symbol to glow underneath the skin. It increases the light level within 5 feet by one step while active.

4: SF AP #1: Incident at Absalom Station:

[_] Loaned Ship: Sunrise Maiden (Starship Boon; Limited Use): You can only slot this boon in a Tier 1-4 scenario, and everyone at the table must agree to you slotting this boon. When you slot this boon, rather than choosing standard starships presented in the Starfinder Society Roleplaying Guild Guide (such as the Drake or Pegasus), you can instead choose to take the Sunrise Maiden. The ship can be further upgraded with Starship boons from other characters in the group as normal.
Street Cred: Absalom Station (Social Boon): Once per scenario as a free action, you may recollect your dealings with the gangs of Absalom station to provide insight into dealing with other gangers. Doing so grants you a +1 insight bonus to Bluff, Diplomacy, and Intimidate checks made when interacting with street gangs or other suitable gang-like groups at the GM’s discretion. You also gain a +1 morale bonus to attack and damage rolls against members of a street gang. Both bonuses increase to +2 if the gang members belong to a gang based on Absalom Station. These bonuses last for 1 minute.

5. SFS 1-02: Fugitive on the Red Planet (GM):

AbadarCorp acquaintance (Social Boon)
[X] [X] [X] [X] [X] True Savior of Tasch (Slotless Boon; Limited Use): You can forgo making a day job roll to instead devote time to assist with the growth of Tasch. Any time you opt to do so, check a box on this boon and make a note on the Chronicle sheet associated with the scenario, indicating you partook in this endeavor. Once all five boxes are marked, you receive 500 UPBs. These UPBs cannot be converted into credits.

6. 1-00: Claim to Salvation (GM):

Society Contract (Slotless Boon): Anytime you play a pregenerated character in an adventure, even if the scenario credit is not assigned to the character on this Chronicle sheet, you can reroll a single d20 roll. Alternatively, any time you play a pregenerated character in an adventure and that character dies, you can cross this boon off the Chronicle sheet to be returned to life, as per raise dead. Being healed in this way takes 10 minutes.
Claimant to Salvation (Slotless Boon): If you bring this Chronicle sheet to an adventure in which the Starfinder Society continues exploring the false moon of Salvation’s End, you can qualify to receive a special boon at the end of the adventure to reflect the additional investment the Starfinder Society makes into exploring the satellite. You do not need to play the same character listed on this Chronicle sheet to gain this boon.

7. SFS 1-09: Live Exploration Extreme! (GM):

Budding Media Celebrity (Social Boon): Gain the icon’s celebrity ability in place of your own theme’s 6th-level ability.
Dwarven Admittance (Personal Boon; Limited Use): Applied to 230524-704 (Mordin Gimhargruest)
[_] Salvation Delver (Slotless Boon; Limited Use): You can check the box that precedes this boon when purchasing a mk 1 synaptic accelerator to buy it at a discounted price of 1200 credits.

8. SFS 1-05: The First Mandate (GM):

High Society Influence (Ally Boon): Iteration-177, Naiaj, Royo, Ykris, Zo!
Honorary Spider (Social Boon): When slotting this boon, select Initimidate or Sense Motive. You gain a circumstance bonus to that skill check equal to half your Acquisitives Reputation Tier (rounding up). This bonus increases by +1 for each point of Infamy your character has.
Journey to the Scoured Stars Segment 1 (Unidentified Boon): Details to be revealed in future Chronicle sheets.
Protector of the Future (Slotless Boon): Immediately cross this boon off of your Chronicle sheet to gain the Second Seekers (Luwazi Elsebo) Champion boon.

9. SFS 1-07: The Solar Sortie (GM):

Envar’s Attention (Ally Boon)
Solar Powered Weapon System (Starship Boon): Select a single weapon on your starship with the word “laser” in its title; you gain a +1 bonus to damage rolls with that weapon. A gunner can spend a Resolve Point prior to firing the selected weapon to increase the bonus to 4 for 1 round.

10. SFS 1-08 Sanctuary of Drowned Delight:

Morlamaw Admittance (Personal Boon; Limited Use): Unassigned
Morlamaw Linguist (Slotless Boon): All of your Starfinder Society Roleplaying Guild characters have access to the Morlamaw language and can select it at any time they would learn a new language.
Suulhu-Huur’s Debt (Ally Boon): Based on future scenario tags.

11. SFS RPG: PbP Gameday VI (2017) Boon #2:

Augmented Affiliation (Social Boon; Limited Use): Gain a +2 insight bonus to all skill checks made to influence members of the Augmented. You also treat the item level of all augmentations as 1 lower for the purposes of availability. In addition, you can cross this boon off your Chronicle sheet to reduce the credits cost of one augmentation by 10%.

12. SFS 1-99: The Scoured Stars Invasion:

Defender of the Fleet (Starship Boon): Finest Computers: Improve the computers onboard your starship by one step: from a mononode to a duonode or from a duonode to a trinode. Alternatively, you can upgrade the computer’s bonus by 1 while this boon is slotted (to a maximum of +8).
Scoured Stars Survivor (Personal Boon): When you slot this boon in your Personal Boon slot, once per day as a free action, you can reduce the number of Resolve Points required to stabilize by 1 (to a minimum of 0 RP). When you use this ability to stabilize, you may also immediately gain 1d6 Hit Points for every 2 character levels you have.
Scoured Stars Veteran (Slotless Boon; Limited Use): Unassigned

13. SFS GenCon 2018 Boon #7:

Inside Manufacturer (Social Boon): Select one of the following benefits when you slot this boon:
* Research and Destruction: If the adventure took place within the Pact Worlds, a Pact Worlds colony, or in the Veskarium, check one of the boxes. If the adventure took place in an alien world in Near Space or the Vast and alien weaponry was acquired (even if the weapon appears in the Starfinder Core Rulebook or Starfinder Armory), check two boxes instead. [X][X][_][_][_][_][_][_]/[_][_][_][_][_][_][_][_]/[_][_][_][_][_][_][_][_]
* Long-Term Modifications: Provide a single weapon to your manufacturer (AbadarCorps) at the start of the adventure. The weapon is unavailable for the duration of the adventure while your manufacturer modifies it. It now has the trademark manufacturer modification at 25% of the regular cost. In addition, for every 8 boxes checked using [i]Research and Destruction[i], the modified weapon now deals an additional 1 point of damage on every attack, to a maximum of +3 damage when all 24 boxes are checked.

Bot Me:

Common Attacks
dice=12-notch plasma fork, no modifiers]1d20+8[/dice] ooc]Does not use ammo on miss.[/ooc]
dice=12-notch plasma fork, combat tracking]1d20+10[/dice] ooc]Does not use ammo on miss.[/ooc]
dice=E&F, no boost]1d8+5[/dice]
dice=E&F, boost]1d8+1d4+5[/dice]

Amplified Glitch
dice=Computers, Demoralize]1d20+14[/dice]

Background:

Hawthorne wore his home world in his skin. The thasteron ore in Akiton's environment had tattooed the humans living there various shades of rust, and the son of miners was no different in that regard. He had managed to differentiate himself from his family by escaping from a life doomed to risk in one of the few still-operational mines. He was born with a perceptive and curious mind, and his skills caught the attention of the local exarchs of Triune. The All-Code was ironically popular among the machinists of Akiton, especially the Precursor, Brigh. Ironic because it was Triune's gift of Drift travel that was responsible for the closing of hundreds of thasteron mines and the joblessness induced poverty of their adherents. Hawthorne recognized this irony, but he did not hold it against the artificial deity. He understood, even before he was introduced to the doctrine of Brigh, that the universe followed one rule: adapt or perish.

Sophia was born when Hawthorne was almost thirteen years old. He programmed the initial code that would become the artificial intelligence guiding and protecting him on a computer cobbled together from scavenged parts taken from the local junk yards. By the time he was fourteen, she was making intuitive leaps and assumptions in her reasoning. She could pass the Turning test shortly after his fifteenth birthday, and not long after that, she hacked her own access to the infosphere. Her activities on the infosphere triggered the Triunite investigation that led them to Hawthorne. They invited both of them--as equals--into the priesthood, and they accepted. Hawthorne quickly rose to the rank of Innovator and earned the right to bear an exocortex, and Sophia happily merged with her creator.