Malin the Prophet

Seven of Eleven's page

267 posts. Organized Play character for Buckshot Bob.


Full Name

Seven of Eleven

Race

Android: Dataphiles

Classes/Levels

Mechanic / 3 Sta 19/ 19 HP 25 / 25 RP 5/5 EAC 16, KAC 18, AC vs. CM 26, Init +2, Fort +3, Ref +5, Wil +2; PERCEPTION +7

Size

M

Alignment

LN

Languages

Common, Akalo, Azlanti, Castrovelian, Eoxian

Occupation

Computer programer

Strength 10
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 12
Charisma 9

About Seven of Eleven

'APPEARANCE':


'BOONS':

Dataphiles Champion (Faction Boon): 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

Abysshead Download (Slotless Boon): A digtial copy of the drow albim Abysshead made its way onto one or more of your technological storage devices. When downloaded, the album infects every digital device you have. While seeminglyharmless, the album plays from devices at inopportune moments and displays random unwanted advertisements for the band. Futurescenarios will detail exactly how this may affect you.

Gun Runner (Ally Boon; Limited Use): Your involvement in reacquiring the Society's stolden drow weapons hasn't gone unnoticed. As a result, you've forged strong relationshipswith the Starfinders responsible for distributing new weapons. While this boon is slotted, you can purchase grenades at 10% discount. Alteratively, at the end of a scenario when you have this boon slotted, you can permanently cross it off this Chronicle sheet to gain a one-time 20% discount on a single weapon purchase.

Half-Orc Admittance (Personal Boon; Limited Use): The half-orc mercenaries of Apostse know of your successful foray aganist Villyth Zeizerer. During this venture, you killed or incapacitated many half-orcs to retrieve the Society's stolden goods. The half-orcs of Apostse not only fear your reputation, but also seek to fallow in your footsteps. You can apply this boon in one of two ways. Select one of the following uses, and cross the other off this Chronicle sheet.
New Character: You can play a half-orc character, beginning at 1st level as normal. Other than access to this additional race. all character creation rules are the same as those outlined in the Starfinder Society Roleplaying Guild Guide. A copy of this Chronicle sheet must be the first Chronicle sheet for the given character.
Existing Half-Orc: You can apply this boon to an existing half-orc character in your possession that you earned from another source. You can increase on ability score that is a 14 or lower by 2. Cross this boon off your Chronicle sheet, but keep a copy with the character you apply this change to. A character can earn this benefit from this boon only once.

Star Monster Slayer (Starship Boon): You defeated a spacefaring monster known as a Besmaran whelp. Since this
battle, you’ve mastered the art of battling against living starship-sized enemies when operating a starship of your own.
While this boon is slotted, you gain a +2 bonus to all skill checks made in a starship combat against an enemy living starship. Any of your fellow crewmates who don’t have this boon slotted instead gain a +1 bonus to their skill checks against enemy living starships—the direct result of your guidance during the battle.

Diabolical Hitchhiker (Ally) You picked up an unexpected passenger on your journey back to Absalom Station.
What appeared to be an imprisoned bird from the holy plane of Elysium was actually the imp Kremzle in disguise, and
he deceitfully (or invisibly) hitched a ride on your starship. After taunting you, he flew off to participate in his own
machinations, but your paths may cross again. This boon will have an effect in a future scenario.


'RACIAL BENEFITS':

For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse).

Androids 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.

Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with
no light source at all to a range of 60 feet in black and white only. See low-light vision and darkvision on pages 264 and 263.

Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.

Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.

THEME:

OUTLAW

THEME KNOWLEDGE (1ST)
You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5. Sleight of Hand 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 Sleight of Hand checks. In addition, you gain an ability
adjustment of +1 to Dexterity at character creation.

'CLASS ABILITIES':

ARTIFICIAL INTELLIGENCE (EX) 1st Level, Exocortex
You begin play with an exocortex, an artificial processor that interacts with and augments your biological brain’s cognitive functions, which can aid you in a variety of tasks, from combat to digital infiltration. Your exocortex is implanted within your physical body or brain, similar to a piece of cybernetic hardware, allowing your AI to access your mind and feed you information. As you gain levels, your exocortex advances in sophistication and processing power—see Exocortex on page 79. Only you can access or interact with your exocortex.

BYPASS (EX) 1st Level
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) 1st Level
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. For more information on augmentations, see Chapter 7: Equipment. Alternatively, you can configure it to be a handheld device, meaning that you must
retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks (see page 71) and drone mods (see page 77) require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit (see Chapter 7: Equipment). Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet.
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. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of
whatever type you made it from and can no longer be used with your mechanic tricks.

Combat Tracking (Ex) 1st Level
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.

Memory Module (Ex) 1st Level
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 (see page 243) to recall knowledge (see page 143). 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 Focus feat with Skill Focus in a different skill.

MECHANIC TRICK 2nd Level:Energy Shield (Ex)
As a standard action, you can use your custom rig to activate an energy shield around yourself. This shield provides you with a number of temporary Hit Points equal to your Intelligence modifier plus your mechanic level. The shield remains active for 1 minute per mechanic level or until all of its temporary Hit Points are depleted, whichever comes first.
Once used, you cannot use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest; your shield automatically shuts off during this period of rest.

OVERLOAD (EX) 3rd Level
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 a drone, you can instead use this ability
on an electronic device adjacent to your drone. 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). 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.

WEAPON SPECIALIZATION (EX) 3rd Level
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.

Light armor
Heavy Armor
Basic melee weapons
Grenades
Small arms
Long arms
Bypass +1
Custom Rig, Left Arm
Skill focus from Memory Module- Computers
Mechanic trick: Enegery Shield

'FEATS':

Light armor
Heavy Armor
Basic melee weapons, grenades, small arms
Long Arms
A. I., exocortex
Bypass +1
Custom Rig, Arm
Skill focus from Exocortex
Skill Synergy - CULTURE, MYSTICISM
Weapon Focus (Long arms)

'COMBAT STATS':

Stanama: 19
HP: 25

Speed 20'

AC: ENERGY ARMOR CLASS 16
KINETIC ARMOR CLASS 18
AC VS. COMBAT MANEUVERS 23

Init +2

Fort: +3
Ref: +5
Will: +1

BAB: +2
Melee: +2
Range: +4

Pulsecaster rifle +5 Dam 1d6E Non-lethal 50' 40 shots

Semi-auto pistol, tactical +4 Dam 1d6P Crit: N/A 30' ammo 9

Hunting Rifle +5 Dam: 1d8 Per Crit: N/A 90' ammo 6

Survival Knife +2 Dam: 1d4 Slash Analog, operative

SKILLS:

2¨ ACROBATICS* (DEX)2 +RANKS 0 +CLASS BONUS 0 +MISC MOD 0
6¨ ATHLETICS* (STR)0 +RANKS 3 +CLASS BONUS 3 +MISC MOD 0
-1¨ BLUFF (CHA) -1 +RANKS 0 +CLASS BONUS 0 +MISC MOD 0
11¨ COMPUTERS (INT) 4 +RANKS 3 +CLASS BONUS 3 +MISC MOD 1
9¨ CULTURE (INT) 4 +RANKS 2 +CLASS BONUS 3 +MISC MOD 0
0¨ DIPLOMACY (CHA) -1 +RANKS 1 +CLASS BONUS 0 +MISC MOD 0
-1¨ DISGUISE (CHA) -1 +RANKS 0 +CLASS BONUS 0 +MISC MOD 0
11¨ ENGINEERING (INT) 4 +RANKS 3 +CLASS BONUS 3 +MISC MOD 1
-1¨ INTIMIDATE (CHA) -1 +RANKS 0 +CLASS BONUS 0 +MISC MOD 0
N/A¨ LIFE SCIENCE (INT) 4 +RANKS 0 +CLASS BONUS 0 +MISC MOD 0
8¨ MEDICINE (INT) 4 +RANKS 1 +CLASS BONUS 3 +MISC MOD 0
2¨ MYSTICISM (WIS) 1 +RANKS 1 +CLASS BONUS 0 +MISC MOD 0
7¨ PERCEPTION (WIS) 1 +RANKS 3 +CLASS BONUS 3 +MISC MOD 0
13¨ PHYSICAL SCIENCE (INT) 4 +RANKS 3 +CLASS BONUS 3 +MISC MOD+3
3¨ PILOTING (DEX) 2 +RANKS 1 +CLASS BONUS 0 +MISC MOD 0
9¨ PROFESSION Computer Programer(CHA, INT, OR WIS) 4 +RANKS 2 +CLASS BONUS 3 +MISC MOD 0
-1¨ SENSE MOTIVE (WIS) 1 +RANKS 0 +CLASS BONUS 0 +MISC MOD -2
¨ SLEIGHT OF HAND* (DEX) 2 +RANKS +CLASS BONUS +MISC MOD
3¨ STEALTH* (DEX) 2 +RANKS 1 +CLASS BONUS 0 +MISC MOD 0
1¨ SURVIVAL (WIS) 1 +RANKS 0 +CLASS BONUS 0 +MISC MOD 0

'EQUIPMENT':

ITEM
Thinplate, basic armor
Hunting Rifle
-18 Rounds, long arm
Pulsecaster rifle
-39 Shots
Survival Knife
Industrial Backpack
Medpatch
Personal Comm Unit- part of Exo-cortex
Starstone Compass
2 Frag Grenade
Semi-auto pistol, tactical
-30 rounds,small arms
Radiation Buffer- on Body armor slot
Toolkit- Trapsmith's
Professional’s clothing (+1 to PROFESSION)
Professional’s kit (+4 to PROFESSION)

3 healing mk I

Credits 1277

'SOCIETY SCENARIOS':

#2–15: The Infernal Gallery
#1-09: Live Exploration Extreme!
#1-20: Duskmire Accord 9
#1-05: The First Mandate
#1-06: A Night in Nightarch
#1-01 The Commencement
#1–12: Ashes of Discovery

SOCIETY LOG SHEET:

Society Number: 38898-702
Experance: 7
Fame: 14
Credits:1977

'CHEAT SHEET':

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