Android

William Thomas Riker's page

281 posts. Organized Play character for Luke_Parry.


Full Name

William Thomas Riker

Race

Android

Classes/Levels

Icon Operative(Starfinder Data Jockey) 12 (SP 74/108) (HP 100/100) (EAC 27, KAC 27) (Fort +7, Ref +14, Will +10) (Init +14) (Perception +21)

Gender

Male

Size

Medium

Alignment

Lawful Neutral

Languages

Common, Eoxian, Ysoki, Vesk, Akitonian, Brethedan, Castrovelian, Kasatha, Shirren, Triaxian, Vercite, Ghibran, Morlamaw, Kiirinta, Aklo, Draconic, Sylvan, Infernal

Strength 12
Dexterity 22
Constitution 16
Intelligence 20
Wisdom 14
Charisma 11

About William Thomas Riker

Initiative: +14 (+6 Dex + 4 Feat + 4 Edge)
Senses: 60' Darkvision, Low Light Vision, Perception +21
Speed: 50 ft; Fly 50' (Av)

EAC: 27 (10 + 12 Armor + 5 Dex)
KAC: 27 (10 + 12 Armor + 5 Dex)

Stamina Points: 108/108
Hit Points: 100/100
Resolve Points: 12/12

Fort: +7 Ref: +14 Will: +10

Combat:
Base Atk: +9; CMD: 35

Ranged
Ghost Killer Wounding Aquatic Major Disruption Pistol + Sniper Scope: +17 to Hit; Dmg 3d6+6; crit Staggered, Wounding; range 40 ft; Sonic; 40/40 (4)

Conserving Holy Quantum Storage Spell Storing Aurora Arc Pistol + Sniper Scope: +17 to Hit; Dmg 3d6+6; crit Arc 2d6; range 50 ft; Electricity; 40/40 (2)

Ghostkiller (Living) Electromagnetic Radshot + Sniper Scope: +17 to Hit; Dmg 2d4+6; crit Irradiate; range 40 ft; Fire; 40/40 (1)

Theme (Icon - Profession Vid Gamer):

THEME KNOWLEDGE (1ST):
Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, increase the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes 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 Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Celebrity (6th Level):
You are famous enough that pretty much everyone has either heard of you or can quickly find information about you (it’s a DC 10 Culture check to recognize your name and a DC 20 Culture check for someone to recognize you out of context from your appearance alone). Among those who follow your iconic profession, you’ve built up both fans and detractors due to your celebrity. If you’re looking for a generic person like “a doctor who can treat this disease,” you can almost always find one who’s a fan and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM’s discretion, fans might give you services (although not goods) for a discount or even for free.

Megacelebrity (12th Level):
Your reputation grows to the point that your name is ubiquitous. The DC of Culture checks to recognize you is reduced to 5 (or 10 to recognize you out of context from your appearance alone) and it takes only 1d4 hours to find a fan who meets a generic description. In addition, fans give you a 10% discount on purchased goods.

Skills:
Skill Points per level: 8 (Class) + 5 (Intelligence) + 2 (Operative)
Acrobatics +25 (+6 Dex + 12 ranks + 3 class skill + 4 Edge)
Athletics +5 (+1 Str + 4 Edge)
Bluff +19 (+0 Cha + 12 ranks + 3 class skill + 4 Edge)
Computers** +26 (+5 Int + 12 ranks + 3 class skill + 4 Edge + 2 Accelerated Datajack)
Culture +25 (+5 Int + 12 ranks + 3 class skill + 4 Edge + 1 Theme)
Diplomacy +19 (+0 Cha + 12 ranks + 3 class skill + 4 Edge)
Disguise +4 (+0 Cha + 4 Edge)
Engineering** +24 (+5 Int + 12 ranks + 3 class skill + 4 Edge)
Intimidate +19 (+0 Cha + 12 ranks + 3 class skill + 4 Edge)
Life Science +21 (+5 Int + 12 ranks + 4 Edge)
Medicine +24 (+5 Int + 12 ranks + 3 class skill + 4 Edge)
Mysticism# +15 (+2 Wis + 6 ranks + 3 class skill + 4 Edge)
Perception +21 (+2 Wis + 12 ranks + 3 class skill + 4 Edge)
Physical Sciences +24 (+5 Int + 12 ranks + 3 class skill + 4 Edge)
Piloting +25 (+6 Dex + 12 ranks + 3 class skill + 4 Edge)
Profession(Vidgamer) +30 (+5 Int + 12 ranks + 3 class skill + 4 (Kit) + 1 (Clothes) + 4 Edge + 1 Theme)
Profession(Mathematician)# +18 (+5 Int + 6 ranks + 3 class skill + 4 Edge)
Sense Motive +4 (+2 Wis + 4 Edge - 2 Racial)
Sleight of Hand +25 (+6 Dex + 12 ranks + 3 class skill + 4 Edge)
Stealth +25 (+6 Dex + 12 ranks + 3 class skill + 4 Edge)
Survival +21 (+2 Wis + 12 ranks + 3 class skill + 4 Edge)

+4 circumstance bonus on Culture, Engineering, Life Sciences, Mysticism, and Physical Sciences checks to recall information *or* use your Computers bonus on such checks

+4 on Computers to make Trick Attacks

Feats:
1st: Skill Synergy (Diplomacy, Physical Sciences)
1st-Bonus: Skill Focus: Computers
1st-Bonus: Skill Focus: Engineering
3rd: Improved Initiative
5th: WF: Small Arms
7th: Technomantic Dabbler
9th: Effortless Aerobatics
11th: Vidgame Aficionado

Racial Features:
SIZE AND TYPE:
Androids are Medium humanoids with the android subtype.

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:
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.

FLAT AFFECT:
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.

UPGRADE SLOT:
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.

Class Features:
OPERATIVE’S EDGE (EX):
Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter (+4).

SPECIALIZATION:
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the Skill Focus feat (see page 161) in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).

TRICK ATTACK (EX):
You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack (5d8).

EVASION (EX):
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

HACKER:
Whether it’s a computer system or a mechanical device, you can hack it.

Associated Skills:
Computers and Engineering. You can attempt a Computers check with a +4 bonus to make a trick attack by creating a computerized distraction (you can’t use this option if stripped of all computerized gear in an area with no computers).

Specialization Exploit:
Elusive hacker.

Control Hack (Ex):
At 11th level, when you exceed the DC of a Computers or Engineering check to disable a device or computer system by 5 or more, you can instead take control of the device or system. For every 5 by which you exceed the DC, you can typically make the device or system perform one task, at the GM’s discretion. Once the device or system has done what you commanded, you choose whether the device deactivates or returns to normal.

Fast Retrieval (Ex):
Whenever you have access to an infosphere or downloaded data set, you can use the Computers skill for any skill check to recall knowledge.

Furthermore, you dabble in scientific study and have a thirst for knowledge in fields beyond your own, and your ability to create simulations and process data allows you to emulate skills that would normally be beyond your grasp. Select Culture, Engineering, Life Science, Medicine, Mysticism, Physical Science, or Profession (any one); whenever you attempt a skill check with that skill, you can treat half your ranks in Computers as your ranks in that skill for the check, if that would be better. You are considered trained in the skill for the purposes of this check. If you spend 1 Resolve Point as part of the check, you can treat your full ranks in Computers as your ranks in that skill for the check. At 8th, 14th, and 20th levels, you can select an additional skill to use with this ability. Additionally, if you gain a number of ranks equal to or greater than half your ranks in Computers in a skill you have selected with this ability, you can immediately swap out that skill and select a new skill from the list to use with this ability.

QUICK MOVEMENT (EX):
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.

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

System Guru (Ex) - 6th Level:
Whenever you use Computers to attempt to destroy or repair a system module, detect a fake shell, disable or manipulate a countermeasure or module, gain root access, or hack a computer system, and the target computer’s tier is no higher than half your level, you can roll twice and take the higher result.

Debilitating Trick (Ex) - 4th Level:
When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.

Improved Uncanny Mobility (Ex):
When you use the trick attack action or take a standard action to move up to your speed, your movement doesn’t provoke attacks of opportunity. You still provoke attacks of opportunity normally when making ranged attacks or casting spells. You must have the uncanny mobility exploit to learn this exploit.

Elusive Hacker (Ex):
Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system’s countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn’t trigger. You still haven’t disarmed the countermeasure, and it might trigger in the future.

Specialization Skill Mastery:
You become so confident in certain skills that you can use them reliably even under adverse conditions. When attempting a skill check with a skill in which you have the Skill Focus feat, you can take 10 even if stress or distractions would normally prevent you from doing so.

Uncanny Agility (Ex):
You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

Triple Attack (Ex):
When making a full attack using only melee weapons with the operative special property or small arms, you can make up to three attacks instead of two.

Tactical Analysis (Ex):
As a move action, you can analyze a creature’s movement and defenses, trying to find a weakness. Attempt a skill check using the same skill you would use if you were trying to identify the creature (Engineering, Life Science, or Mysticism). You cannot take 10 or take 20 on this check, even if an ability would allow you to do so in combat. The DC for this check is equal to 15 + the creature’s CR. If you succeed, you gain a +1 circumstance bonus to attack rolls against that creature until the end of your turn, and any weapon or spell attacks you make until the end of your turn ignore 5 points of the target’s DR and energy resistances. Alternatively, you can spend a second move action to relay this information to your allies; until the beginning of your next turn, your allies’ weapon and spell attacks can ignore 5 points of the target’s DR and energy resistances, but allies do not gain a bonus to attack rolls.

Certainty (Ex):
You can spend 1 Resolve Point as a reaction to reroll one of your specialization’s associated skill checks (see page 243).

Utility Belt (Ex):
You can spend credits to store supplies in your utility belt, effectively depositing credits for later use. The maximum amount is equal to 1,000 credits per operative level you have (2,000 credits per level at 13th level, and 5,000 credits per level at 17th level). As a move action, you can produce any item with light or negligible bulk from your utility belt that does not have a price that exceeds the amount of credits currently deposited in the belt and that has an item level no greater than your operative level –2. This reduces the number of credits stored in the belt by a value equal to the item’s price. Once you have spent the credits deposited in the belt, you must spend 1d4 hours buying supplies in a typical settlement before you can use the utility belt again.

Equipment:

Clear Spindle Aeon Stone
Reconfigurable Clothing (Everyday; Formal; Party x2; Professional)
Clearweave II
Targeting Computer
Holographic Sashimono
Radiation Badge
Ghost Killer Wounding Aquatic Major Disruption Pistol + Sniper Scope
Conserving Holy Quantum Storage Spell Storing Aurora Arc Pistol + Sniper Scope
Ghostkiller (Living) Electromagnetic Radshot + Sniper Scope
Austere Bone Cestus
Battery x2

Industrial Backpack
Fire Extinguisher
Tool Kit (Engineering, Hacking, Trapsmith's Tools)
Vidgamer's Toolkit + Professional Clothing
Library Chip x5

Upgrades:
Mk I Synaptic Accelerators (Int)
Mk II Synaptic Accelerators (Dex)
Technopathy Node
Accelerated Datajack
Restless Pineal Gland - 2 hrs sleep. +4 save Vs. Sleep. Full Round Action to wake up.
Glass Skin - 1/day, spend 1 RP to go Invisible for 1 minute.

Credits: 36,981