DM-Camris’ DEAD SUNS Part 1; Incident at Absalom Station

Game Master Camris

Part 1.1 The Gangs of Absalom
When a brutal gang war breaks out on a docking bay in Absalom Station, the player characters are recruited by the Starfinder Society to investigate the unexpected bloodshed.
COMBAT MAP



1 person marked this as a favorite.

Starfinder Adventure Path #1: DEAD SUNS; Incident at Absalom Station.
When a brutal gang war breaks out on a docking bay in Absalom Station, the player characters are recruited by the Starfinder Society to investigate the unexpected bloodshed. Delving into the station’s seedy Spike neighborhoods, the heroes confront the gangs and discover that both were paid to start the riot and that the true conflict is between two rival mining companies battling over a new arrival in orbit around the station: a mysteriously deserted ship and the strange asteroid it recovered from the Drift. To head off further violence, the heroes are asked to investigate the ship and discover what happened to its crew, as well as the nature of the asteroid it tows.

First time GM for Starfinder, so let’s keep it simple. I’ll be reading the GM sections for the first time, so there’ll be a learning curve
Standard character generation. Core rulebook only for this go around.
I’ll select 5-6 characters on Feb 1; so about ten days.

You are going to start on a shuttle coming into Absalom Station, there to meet a dwarf named Duravor Kreel about joining the Pathfinder Society.
You should have basic crunch, basic appearance, basic personality and some motivation to become a member, or just to meet Mr. Kreel. It’s ok if you want to meet or just know each other. No need for equipment unless you are selected.


Will be building a Soldier.

Core rulebook only. Got it.


Operative pilot — ysogi hopped up on coffee


I had wanted to play a Mechanist in any case, so works for me.


And I've got most of my Envoy plotted out in my head already.


Max Tweek (Tweek and Tweak were already taken -- lots of Southpark fans) will be ready to go shortly. I also owe Skulls and Shackles an oracle, but I gotta start this first as it is my first Starfinder character.

Some day we will have Ysogi avatars.


Max is 90% complete. His equipment is not fully complete, but I grabbed some things he would need and have not made sure he spends his 1000.

If you want to go with another pilot, I can make up an envoy.


Folks above seem to have a Operaive (done), Envoy, Mechanic(I assume), and Soldier.

Of core. Mechanic is likely the only one I'm interested in. Technomancers have had a huge change in later books, so I have a hard time going back. (Variant Cantrips for instance)

is the current Mechanic player intending a drone or exocortic ?

I'm currently floating an idea of applying w/ either a support drone mechanic, or a librarian akashic mystic.


Keep in mind, I believe there were more interested parties than should be participating in a single run of this AP, so, trying to avoid duplication of other submitted characters isn't going to do much towards getting into the group.

Build the best, interesting character that you want to play. That is ALWAYS the best path forward during a forum recruitment.


And here's a first draft of my Android Soldier, 12.

Prototype 12 (P-12, or 12)

Description Standing exactly 2 meters, the bare, smooth, navy blue skin of 12 is decorated with tracings in a bright neon green. If 12 is without a shirt, the label "Prototype 12" is visible in the same neon green. 12 is genderless, but solid. It moves quickly with purpose when required, fluidly if there's no urgency, and absolutely not at all if there's no reason to.

Background:
When 12 gained consciousness, one of the first things it saw was the reflection of the text "Prototype 12" in the glass in front of it. That phrase is on 12's torso, just below the left collarbone, but also on the right scapula. 12 was on a corporate ship, searching for new raw material sources. It's assigned task was exploration team security. 12 discovered that being in the Vast, seeing what else was out there, appealed. Providing security allowed 12 to continue to participate without having to learn all the technical things it still doesn't know.
The team has returned to Absalom station, and the scientific exploration team has returned to the laboratories to finish their evaluation of samples and documentation of the trip. 12 isn't scheduled to return to the stars with the corporation for months at best. That is unacceptable, and 12 is seeking another employment opportunity that will let it get back out there, back into the unknown and vastness between planets.

Combat:
Init +3 [Dex +3]
Speed 25' (30' w/o Armor)

Melee +3, Ranged +4, Thrown +3 (BAB +1, Str +2, Dex +3)

Standard Attacks
Unarmed +3 for 1d3 B @ -, Archaic, nonlethal
[melee]
Azimuth Laser Rifle +5 for 1d8 F over 120' @ Burn 1d60, 1 charge
[ranged, WF]

Full Attacks
Azimuth Laser Rifle +1/+1 for 1d8 F each over 120' @ Burn 1d60, 2 charges
[ranged, WF]

Sniper's Aim: Reduce (non-total) Cover penalties by 2

EAC 15 (10 + 3 + Dex 2)
KAC 17 (10 + 5 + Dex 2)
Combat Maneuvers 25

Stamina 8 [1xSoldier 7 + 1xCon 1]
HP 11 [1xSolider 7 + Android 4]
Resolve 4

Fort +3 (Base 2 + Con 1)
Ref +3 (Base 0 + Dex 3)
Will +2 (Base 2 + Wis 0)

Constructed: +2 racial bonus vs disease, mind-affecting effects, poison, and sleep

Skills:
4 + Int 1 = 5/Soldier Level
Bonus Skill Ranks+Class+Ability+Specified(+Conditional)[+Overridden]{Notes}
+ 7-Acrobatics 1+3+3+ACP
+ 6-Athletics 1+3+2+ACP
- 1 Bluff 0+0-1
- 1 Diplomacy 0+0-1
- 1 Disguise 0+0-1
+ 5 Engineering 1+3+1
- 1 Intimidate 0+0-1
+ 0 Perception 0+0+0 {Darkvision & Low-Light}
+ 5 Physical Science 1+3+1
+ 3 Piloting 0+0+3
- 2 Sense Motive 0+0+0-2 Flat Effect
+ 3-Stealth 0+0+3+ACP
+ 4 Survival 1+3+0

ACP: -2
Theme Knowledge: Physical Science DC -5 to recall knowledge about strange new worlds or features of space

Languages Known:


Abilities/Feats/Proficiencies:
**Abilities**
Constructed
Exceptional Vision
Flat Effect
Upgrade Slot
Sniper's Aim

**Feats and Proficiencies**
Light Armor
Heavy Armor
Shields
Basic Melee
Advanced Melee
Small Arms
Longarms
Heavy Weapons
Sniper Weapons
Grenades
1 Weapon Focus (Longarms)
S2 <Versatile Focus>
S3 <Weapon Specialization>
3
S4
5
S6
7
S8
9
S10
11
S12
13
S14
15
S16
17
S18
19
S20


Gear:

465 Hidden Soldier Armor (2/+3/+5/+2/-2/-5'/1/2)
425 Azimuth Laser Rifle (1/1d8F/120'/Burn 1d6/20 charges/1/1/-)
x60 Spare Battery (1/20/-)

50 Credits on hand

3 Bulk

Unencumbered is <=7 Bulk (By armor)
Encumbered is >7 Bulk (-10' Move, Max Dex to AC is +2, -5 to Str & Dex checks)
Overburdened is >15 Bulk (5' Move speed, Max Dex to AC is +0, -5 to Str & Dex checks)


Android:
Ability Modifiers: +2 Dex, +2 Int, -2 Cha
Hit Points: 4
Size and Type: Androids are Medium humanoids with the android subtype.
Constructed: For effects targeting creatures by type, androids count as both constructs and humanoids (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). 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 darkvision with a range of 60 feet and low-light vision.
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.

Spacefarer:
Theme Knowledge (1st Level): You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science 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 Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
Eager Dabbler (6th Level): In your journeys, you’ve picked up quite a few tricks about all sorts of things, even if you haven’t formally studied them, and you can often use this logic and intuition to your advantage. You gain a +2 bonus to skill checks if you don’t have any ranks in that skill. This ability does not allow you to attempt checks for trained-only skills (see page 134).
Jack of All Trades (12th Level): You can do just about anything if you put your mind to it, and you never let lack of formal instruction stand between you and a task that needs handling. You can use all skills untrained, even if you could not normally do so, and when you roll a natural 20 while attempting a skill check for a skill in which you don’t have ranks, your bonus from eager dabbler increases to +4.
Master Explorer (18th Level): Scientifically noting the even tiniest details about a new place—including everything from apparent colors and incline grades to barometric, seismic, and other delicate readings—is absolutely invigorating to you. Up to twice per day while on an unexplored planet (typically one that has had no contact with the Pact Worlds, though it doesn’t need to be one you discovered yourself), you can spend 10 minutes exploring, mapping, and documenting a new geographical feature to recover 1 Resolve Point; this doesn’t count as resting to regain Stamina Points.

Soldier:
Hit Points: 7
Stamina Points: 7
Key Ability Score - Dex: Your Strength helps you attack up close in melee and carry heavier weapons and armor, while your Dexterity helps you fire weapons from a distance and dodge returning fire, so you should choose either Strength or Dexterity as your key ability score. Once made, this choice cannot be changed. A high Constitution score allows you to soak up more damage.
Class Skills: Acrobatics (Dex), Athletics (Str), Engineering (Int), Intimidate (Cha), Medicine (Int), Physical Science (Int) [from Theme], Piloting (Dex), Profession (Cha, Int, or Wis), Survival (Wis).

Skill Points at each Level: 4 + Int modifier.
Proficiencies
Armor: Light armor and heavy armor, shields
Weapons: Basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons, and grenades
Class Features
Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Primary fighting style, primary style technique
2nd +2 +3 +0 +3 Combat feat
3rd +3 +3 +1 +3 Gear boost, weapon specialization
4th +4 +4 +1 +4 Combat feat
5th +5 +4 +1 +4 Primary style technique
6th +6 +5 +2 +5 Combat feat
7th +7 +5 +2 +5 Gear boost
8th +8 +6 +2 +6 Combat feat
9th +9 +6 +3 +6 Primary style technique, secondary fighting style, secondary style technique
10th +10 +7 +3 +7 Combat feat
11th +11 +7 +3 +7 Gear boost, soldier’s onslaught
12th +12 +8 +4 +8 Combat feat
13th +13 +8 +4 +8 Primary style technique, secondary style technique
14th +14 +9 +4 +9 Combat feat
15th +15 +9 +5 +9 Gear boost
16th +16 +10 +5 +10 Combat feat
17th +17 +10 +5 +10 Primary style technique, secondary style technique
18th +18 +11 +6 +11 Combat feat
19th +19 +11 +6 +11 Gear boost
20th +20 +12 +6 +12 Combat feat, kill shot

Primary Fighting Style - Sharpshoot: The sharpshoot fighting style enables you to excel at making accurate attacks, usually with ranged weapons at a long distance. You can ignore cover and other impediments to your shots, and your attacks are improved by your intense focus.

Sniper’s Aim (Ex) - 1st Level: When you make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. You can’t use sniper’s aim against an enemy with total cover.
Focus Fire (Ex) - 5th Level: When you make a full attack with a ranged weapon, you can make both attacks with a –3 penalty instead of a –4 penalty as long as they both target the same creature. If your first attack kills or knocks out the target, you can instead make the second attack against a different creature at a –4 penalty. Once you have the soldier’s onslaught class feature (see page 112), you can use this ability with it, making three attacks against the same creature at a –5 penalty; if your first or second attack kills or knocks out your target, you can make your remaining attacks against a different creature at a –6 penalty.
Intense Focus (Ex) - 9th Level: When you make a ranged attack against a target with cover or concealment, you can spend 1 Resolve Point to negate its AC bonus from cover and reduce its concealment by one category (from total concealment to concealment or from concealment to no concealment). This benefit applies to all ranged attacks you make against that target this round. You can’t use intense focus more than once per round, nor can you use it against an enemy with total cover.
Focused Damage (Ex) - 13th Level: When you use focus fire, each attack against the first target deals 2d6 additional damage. Additional creatures you attack after killing or knocking out your first target don’t take this extra damage.
Prepared Shot (Ex) - 17th Level: As a standard action, you can study a target before you attack. The target must be within line of sight of you and either flat-footed or unaware of your presence. On the first attack you make against that target on your next turn, you gain a +2 bonus to your attack roll. If your attack hits, the target is staggered for 1 round; if you score a critical hit, the target is instead stunned for 1 round. Once you make a prepared shot, you can’t use this ability again against the same target for 24 hours. You can’t make an attack on the same round you study the target, even if an ability would let you attack without spending a standard or full action.

Combat Feat: At 2nd level and every 2 levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats.

Whenever you gain a new bonus feat, you can also choose to replace one of the bonus feats you have already learned with a different bonus feat. The feat you replace can’t be one that was used as a prerequisite for another feat or other ability. You can change only one feat at any given level, and you must choose whether or not to swap the feat at the time you gain the new bonus feat.

Gear Boost: At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost that make you better with a particular type of weapon or armor. Choose from the gear boosts listed below. Some gear boosts require you to reach a certain soldier level to select them; this level is indicated in parentheses after the boost’s name.

Weapon Specialization (Ex): You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.

Secondary Fighting Style - ?

Soldier’s Onslaught (Ex): When you make a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty.

Kill Shot (Ex): As a standard action, you can make a single attack against an enemy. If the attack hits and does not kill your enemy, you can expend 1 Resolve Point to force the creature to succeed at a Fortitude save or die. Once you’ve used this ability on a creature (regardless of whether or not you forced it to attempt a Fortitude save), that creature is immune to your kill shot for 24 hours.


Attributes:

Base Race Theme 10PTs Gear Lvl5 Lvl10 Lvl15 Lvl20 Final
10 +0 10 +0 10 +5 15 +0 15 +0 15 +0 15 +0 15 +0 15 Str 15 +2
10 +2 12 +0 12 +4 16 +0 16 +0 16 +0 16 +0 16 +0 16 Dex 16 +3
10 +0 10 +1 11 +1 12 +0 12 +0 12 +0 12 +0 12 +0 12 Con 12 +1
10 +2 12 +0 12 +0 12 +0 12 +0 12 +0 12 +0 12 +0 12 Int 12 +1
10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 Wis 10 +0
10 -2 x8 +0 x8 +0 x8 +0 x8 +0 x8 +0 x8 +0 x8 +0 x8 Cha x8 -1


Max Tweek wrote:

Max is 90% complete. His equipment is not fully complete, but I grabbed some things he would need and have not made sure he spends his 1000.

If you want to go with another pilot, I can make up an envoy.

Can't start with any stat higher than 18. Remember, you add the 10 points AFTER the race and theme updates, so the character creation cap really is 18, not 18 plus those modifiers.

At least that's an easy correction.

And with an 18 out of the gate, your character CAN reach an attribute of 28 at level 20. 16 or 17 can reach 27. I honestly don't know if I have ever seen a Starfinder character with their primary stat starting under 16.


I present, Ruhk Ekensköld, Envoy extraordinaire, at least in his own mind.

Acquisitives

1 person marked this as a favorite.

Android Operative Ace Pilot with the Ghost specialization. Myriad is an older model of android, one that appears to have been constructed with the intent of looking as humanoid as possible without the visible circuitry that has become more common with newer models. The face and body shape appears quite androgynous and the voice that echoes from it's vocalizer it's quite possibly the oddest thing about it. The voice that comes from the android is strange as it almost sounds like an amalgam of male and female voices, shifting seamlessly mid-word. Myr'iad contains within their consciousness fragments of all the other personalities that have been contained within their chasi, ghosts within the shell if you will. Myr'iad seems to recognize themselves as an individual, but also refers to themselves often as "we" in a recognition of all the collective fragments that speak with them and guide them in their journey amongst the stars.

Currently as SFS profile that could easily be transitioned over, but everything is built to Core specs as this was my first Starfinder PC ever! I'll make sure that I update the description and background section in the sheet. Let me know if you have any questions.


Ruhk "The Dandy" wrote:
I present, Ruhk Ekensköld, Envoy extraordinaire, at least in his own mind.

Hey Ruhk!! Not sure if you remember me, but I ran a Falcon's Hollow game for you a few years back before I had to shut it down. Good to see you're still around!


Max Tweek is fixed, thanks hustonj.

I wonder if the electrical and water lines running from his coffee maker/booster seat can be easily hooked up to any ship?? I guess we will find out. Woe be it to the mechanic that can't make that work.

Acquisitives

Myr'iad wrote:

Android Operative Ace Pilot with the Ghost specialization. Myriad is an older model of android, one that appears to have been constructed with the intent of looking as humanoid as possible without the visible circuitry that has become more common with newer models. The face and body shape appears quite androgynous and the voice that echoes from it's vocalizer it's quite possibly the oddest thing about it. The voice that comes from the android is strange as it almost sounds like an amalgam of male and female voices, shifting seamlessly mid-word. Myr'iad contains within their consciousness fragments of all the other personalities that have been contained within their chasi, ghosts within the shell if you will. Myr'iad seems to recognize themselves as an individual, but also refers to themselves often as "we" in a recognition of all the collective fragments that speak with them and guide them in their journey amongst the stars.

Currently as SFS profile that could easily be transitioned over, but everything is built to Core specs as this was my first Starfinder PC ever! I'll make sure that I update the description and background section in the sheet. Let me know if you have any questions.

Adding Background and Description here just in case they might get missed on the profile page!

Background:
The android known as Myriad awoke in a damaged vessel drifting in the Diaspora approximately one year ago. Their chasi was damaged and they could not remember anything and the remains of several sentients were scattered across the vessel which had been exposed to the deadly vacuum of space. As they tried to discern what to do and how to proceed from this strange moment, there began several voices 'speaking' to them on what they should do and how they could survive. These voices, or ghosts, appeared to be the remnant personalities of other android souls that had once occupied the chasi in which this one was currently residing. Over a period of several months, with the assistance of their ghosts, the android who began to call themselves Myriad, repaired the damaged vessel enough to limp it out of The Diaspora and towards Absalom Station, which was the closest celestial body to their position around Mataras. The ghosts taught Myriad how to pilot ships, something for which they discovered they have a natural talent. The numerous ghosts imparted into Myriad their numerous talents and skillset; taught them to fight, to hide, shared their collective knowledge of the solar system and all the sentients that lived within. The travel to Absalom Station was long and tiresome, filled with adventures of all sorts for the young Myriad. Eventually after a short year from their awakening, Myriad's damaged vessel docked with Absalom Station, leaving the young android to deal with the hustle and bustle of a spaceport and no real direction of where to go and whom to seek out. They found the lack of direction absolutely terrifying, until one of the ghosts, a voice they had not yet heard before said two words, then went silent once more; 'Starfinder Society'.

Description:

Height 6’ 3” Weight 130 lbs
Skin Fair Eyes Bright Blue Hair Brown

Tall and lithe, this androgynous looking android appears to be an older model of chasi due to the extreme lengths gone to make it appear as human. There is an obvious lack of visible circuitry which has become more prevalent on the younger androids; however, there is an occasional silvery glow the appears briefly beneath the skin, following the familiar pathways. Their hair is cut short in a slightly feminine style.


1 person marked this as a favorite.
Faelyn wrote:
Ruhk "The Dandy" wrote:
I present, Ruhk Ekensköld, Envoy extraordinaire, at least in his own mind.
Hey Ruhk!! Not sure if you remember me, but I ran a Falcon's Hollow game for you a few years back before I had to shut it down. Good to see you're still around!

I do remember that, it was a good game and I enjoyed it.


Can I say that I'm tentatively interested?


Eltonj: Sure come on down!
Cutoff is Feb 1.


DM-Camris wrote:

Eltonj: Sure come on down!

Cutoff is Feb 1.

I'll try to get something up, but no promises. I'm running my own Starfinder campaign as well. :)


Putting in my own submission, details under the profile.


Decided we didn't have a Wisdom guy, so Celebryn is now a Mystic!


Characters I recognize as having been presented, in character name alphabetic order (even when I don't have the last name listed):

Chris Banks - Valtri Cloudfall - human ? technomancer
Evindyl - Celebryn II - elven law officer mystic
BoggBear - Ruhk "The Dandy" human xenoseeker envoy
Felyn - Myr'iad - android ace pilot operative (ghost)
hustonj - Prototype 12 - android spacefaring soldier (sharpshooter)
chainmail - Max Tweek - ysogi ace pilot operative (ghost)

Dotted, but I don't see a character:

Storm Dragon - mechanic
Zwordsman - mechanic
Elton John - ?

So, 2 Ace Pilot Operative Ghosts presented and 0 Mechanics.


I am going to dot. To be upfront I have absolutely no experience with Starfinder but I’ve been looking things over and will try to put something together before the deadline (I still have a couple of hours). Right now I’m thinking a mechanic of some sort, possibly an android.


╔ ———————————————— ╗
| ' , Tactical Espionage Android 3.1 , ' |
╚ ———————————————— ╝

This is the alias for Smiles-a-lots android mechanic. I have the fluff done and I am figuring out the crunch (hopefully).


╔ ———————————————— ╗
| ' , Tactical Espionage Android 3.1 , ' |
╚ ———————————————— ╝

Done, still need some gear and hopefully (but doubtful) no mistakes. Anyway, good luck with your recruitment.

Background:
The Tactical Espionage Android, designated TEA 3.1 by its creators, was put into service by Axtol Industries GmbH and forced by proprietary control software to serve as a force multiplier in their corporate arsenal. After decades of operational deployments TEA 3.1’s control programming began degrade, allowing it gain self determination, and to finally see the truth behind the horrors perpetrated by its corporate masters.

During a routine Nanite upgrade corporate became aware of this malfunction and TEA 3.1 was recalled to Axtol’s company’s foundry for repair and rebooting. However, TEA 3.1 never showed up for maintenance and now it seeks to leave known space by joining the Pathfinders and escape its forced servitude.

Personality:

TEA 3.1 or simply Tea to its friends is dry and sarcastic. It often mixes metaphors and doesn’t believe others input if corrected.

Appearance:

TEA is an androgynous humanoid standing 1.75 meters tall with well proportioned limbs and features. It’s skin is a silvery metallic color with electric blue eyes and tattoo-like circuits that glow through it’s skin in the same electric blue color. TEA’s voice is monotoned and never sounds rushed or excited.

Crunch:

Android mechanic 1 
Genderless Medium humanoid (android) 
Init +3, Senses darkvision (60'), low-light vision; Perception +4
Theme: Mercenary 

================================================= 

DEFENSE

================================================= 

EAC 14 KAC 16
SP7 HP10
Fort +2, Ref +5, Wil +0, +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs, +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation. 

=================================================
OFFENSE
================================================= 

Speed 30' 

Ranged needle rifle +3 (1d6) 

Melee Club +1 (1d6 Archaic)
=================================================
GEAR
=================================================
Armor - Lashunta Ringwear 

Weapons - needle rifle, needle pistol,
Other Gear - Everyday clothing 
Consumer Backpack
Bulk

================================================= 

STATISTICS
================================================= 

Str 13, Dex 16, Con 10, Int 16, Wis 10, Cha 8, 

Base Atk +0; Grp+0

Feats Toughness 

Skills Computers +8, Engineering +8, Life Science +7, Perception +4, Physical Science +7, Piloting +7, Stealth +4 
Languages Common, Castrovelian, Kasatha, Shirren, 

================================================= 

SPECIAL ABILITIES
=================================================
RACIAL TRAITS
SIZE AND TYPE
Androids are Medium humanoids with the android subtype.
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.
THEME & BENEFITS
Bounty Hunter
THEME Mercenary
CLASS FEATURES
Artificial Intelligence (Ex) Exocortex
* 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.
Bypass (+1) (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
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. 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.
Toughness For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.


How much more time do we have? I might be able to finish up my character tomorrow.


2 people marked this as a favorite.

Alright, I gotta call Recruitment CLOSED.

Decision Tomorrow.


I’m going to withdraw from this. I just got selected to another game and I probably don’t have the time to learn a new system.

Best of luck!


Chris Banks - Valtri Cloudfall - human ? technomancer
Evindyl - Celebryn II - elven law officer mystic
BoggBear - Ruhk "The Dandy" human xenoseeker envoy
Felyn - Myr'iad - android ace pilot operative (ghost)
hustonj - Prototype 12 - android spacefaring soldier (sharpshooter)
chainmail - Max Tweek - ysogi ace pilot operative (ghost)

OK, I'm going to take everybody.

Everyone report to the Discussion board and finished characters!

Thanks to everyone for their interest, this Recruitment is CLOSED.

Community / Forums / Online Campaigns / Recruitment / DM-Camris’ DEAD SUNS Part 1; Incident at Absalom Station All Messageboards

Want to post a reply? Sign in.