About AMOSUAMOSU [Automated Maintenance & Operations Support Unit]
Android | Genderless | Spacefarer | Mechanic (Exocortex) 2
DEFENSE
OFFENSE
Ranged
Combat Bot Rolls:
Just add opening bracket [ :
Ranged Acid Dart Rifle: Crit Knockdown + Corrode d4; Use Combat tracking on target dice=Attack/KAC] d20 + 3 [/dice] dice=Damage/P&A] d8 [/dice] Melee Hand axe: Crit -; Use Combat tracking on target
STATISTICS
FEATS
SKILLS:
Skill +Mod (Ranks)
Acrobatics +4 (1) Athletics +0 Bluff -1 Computers +10 (2) Culture +8 (1) Diplomacy -1 Disguise -1 Engineering +10 (2) Intimidate -1 Life Science +9 (2) Medicine +8 (1) Perception +9 (2) Physical Science +10 (2) Piloting +5 (1) Profession (Lab Tech) 9 (2) Sense Motive -1 Stealth +0 Survival +1 LANGUAGES
SPECIAL ABILITIES
Upgrade Slot/Jump Jets:
Jump Jets - (Item Level 2; Price 1,000; Slots 1; Armor Type Light, Heavy; Bulk L) You can activate jump jets as part of a move action in order to fly during your movement. You can fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, or you can fly up to 20 feet straight up. You must land at the end of your move action. Jump jets can’t lift you if you’re encumbered. This upgrade can be installed only in light or heavy armor. Theme: SPACEFARER
Class:
MECHANIC TRICKS:
Overclocking (Ex) - You have augmented the performance of your AI for maximum response timing. You gain a +2 insight bonus to initiative checks, and either you (if you have an exocortex) or your drone (if you have a drone) gains a +2 insight bonus to Reflex saves. GEAR/POSSESSIONS:
- Carbon Skin, Graphite (Light Armor, 1 Bulk)
- Defender Arc Pistol, Static (Small Arms, L Bulk) - Acid Dart Rifle, Tactical (Longarms, 1 Bulk,) - Explosive Darts (15; L Bulk) - Handaxe, Basic (Basic Melee, L Bulk) - Comm Unit, Personal (Combines a minor portable computer (tier-0) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range. Includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres); L Bulk) - Backpack, Industry (+2 Str for Bulk calc; 0 Bulk worn/1 Bulk carried) - Clothing, Travel (+2mi per 8hr overland movement. Gain a +1 circumstance bonus to Con to avoid taking nonlethal damage forced march.) - Clothing, Professional (+1 circ bonus Prof: Lab Tech; L Bulk) - Sleeping Bag, Mess Kit, Canteen, Lighter (Total Bulk 0.3) - Starstone Compass (+2 insight Piloting astrogating throughout Pact Worlds system; L Bulk) - Binoculars (+1 circumstance vision-based Perception objects 30 feet or farther. Must continually adjust the binoculars’ magnification settings, which requires using two hands and a move action each round; L Bulk) - Chemalyzer (+4 circumstance Engineering, Mysticism, and Physical Science checks to identify an unknown drug, medicinal, poison, or other chemical substance1H; 20c, 2/u; 1 Bulk) - Fire Extinguisher (Deploy a fire extinguisher to end a burn effect on any one creature or object of Medium or smaller size. Extinguishing a Large creature or object takes 2 rounds, and the number of rounds required doubles with each size category beyond Large. A fire extinguisher can function for 20 rounds (which need not be consecutive) and can be recharged for 10% of the purchase price. 1H; 20c, 1/r; L Bulk) - Zipstick (A zipstick is a small pen-like device used to administer a small jolt of electricity. This jolt is enough to deal 1 electricity damage with a successful melee attack as an improvised weapon. A zipstick is most often used to activate or deactivate ion-bonding technology, such as ion tape; 1H; 20c, 1/u; Neg Bulk) - R2E Meals (5, 1/day; L Bulk each) - Tool Kits (+4 bonus; L Bulk each): Trapsmith (Engineering or Mysticism checks to arm or disarm traps); Professional (Prof Lab Tech); MedKit - Computer: Tier I (DC 17) - Secure Data, Specific (Personal Log); Miniaturization (Lvl 2; Neg Weight); Self-Charging (Lvl 2; operate 2 weeks); AI ("Astator"; Bluff, Diplomacy, Intimidate, and Sense Motive [2]); Comm Unit; Firewall (DC 19; Personal Log); Defender Arc Pistol, Static Info:
AbadarCorp’s Defender line of ranged weaponry includes a built-in friend-or-foe protocol that prevents it from firing in a situation where it could target a creature programmed to be recognized as a friend. You can add an ally to the protocol’s list of friends as a move action, provided the ally is within the weapon’s first range increment at the time. Each Defender weapon has a built-in scanner that can be pointed at a target without needing to aim the weapon. In other words, you can point the Defender weapon’s scanner, rather than the weapon itself, at a chosen ally. A Defender weapon’s list initially includes juvenile sentient creatures and recognized law enforcement officials as friends. You can download new friend parameters to add to your protocol’s list, too, as well as grant others permission to transmit their friend parameters to your list.
You can remove or modify the initial programming by succeeding at a Computers check (DC = 15 + 1-1/2 × the weapon’s item level). If you fail the check, the Defender’s anti-tampering software kicks in, and the weapon won’t fire at all. To reactivate it, you must reset it by succeeding at a Computers check with the same DC as the first check, or take the weapon to an Abadar Corp dealer or contact one via an infosphere network to have it reset for a fee equal to 10% of the item’s price. Each time you fail to reset the anti-tampering software, the DC to try again increases by 5. A Defender weapon relies on visual scans and limited biometric data to identify friends. It can be fooled by illusions and similar optical tricks, including a good disguise, even with regard to its initial programming. If the need arises, as a standard action, you can remove a friend from the list of friends included in your weapon’s protocol. That friend can be added back to the list as a move action. The Defender protocol allows you to avoid shooting friends. When you use a weapon’s automatic special property, the protocol excludes friends as possible targets. The weapon fires no ammunition at a friend. A Defender weapon with the blast, explode, or line special property won’t fire if a friend would be hit by the area effect. When you openly carry a Defender weapon, law enforcement officers might react more positively toward you. This response is likely in situations where your weapons are an issue, especially when you carry no other obvious armaments or when you allow an officer to modify the protocol to protect potential targets. The GM can grant you up to a +2 circumstance bonus to checks to interact with law enforcement officers when your carrying a Defender weapon is applicable. This bonus can apply to other characters in similar circumstances, such as the bodyguards of an icon added as friends to your weapon’s protocol. A Defender weapon usually costs 10% more than normal, but weapons that have the automatic special property cost 20% more than normal. Explosive Darts:
Explosive: A weapon firing explosive ammo deals its normal amount of damage, but half of this damage is fire damage and grants the weapon the knockdown critical hit effect. If the weapon already has a critical hit effect, the knockdown critical hit effect is added and considered part of the weapon’s normal critical hit effect. If the weapon normally already has the knockdown critical hit effect, it instead gains the push (5 feet) critical hit effect in addition to knockdown, and this considered part of the weapon’s normal critical hit effect. Weapon also gains Fiery.
Fiery: Fiery ammunition bursts into glowing embers when fired. While this is not enough to change its normal damage to fire damage, any extra damage from a critical hit is considered fire damage and the weapon deals half damage to targets that take half damage from energy attacks but no damage from kinetic attacks (such as incorporeal creatures) and counts as a weapon with the explode special property against creatures with swarm defenses. If fiery ammunition is used in a weapon that already deals half fire damage (such as a weapon with the flaming weapon fusion), on a critical hit, all the damage dealt is fire damage. At the GM’s discretion, fiery ammunition can set extremely flammable materials on fire, such as oil-soaked rags or dry tinder. CARRYING CAPACITY
CREDITS: 1747 SLOTTED BOONS:
Ally:
Faction: Datafiles Champion Personal: Promotional: Social: Expert Blackmail Starship: Hero of the Stars Slotless: Starfinder Insignia; Digital Presence BOONS:
Purchased: Datafiles Champion (free starting boon) Digital Presence (Slotless; 0 Fame) Expert Blackmail (Social; 1 Fame) Earned Boons:
Dwarven Admittance (Personal Boon; Limited Use): Your heavily publicized encounters with dwarves has inspired a new generation of dwarven Starfinders—possibly even recruited from the Marbleheart clan found in Salvation’s End. You can apply this boon in one of two ways. Select one of the following uses, and cross the other use off this Chronicle sheet. New Character: You can play a dwarf 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 Dwarf: You can apply this boon to an existing dwarf character in your possession that you earned from another source. You can increase one 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. Hero of the Stars (Starship Boon; Limited Use): 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 × 5. A starship 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 services 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. Contractor’s Respect (Social Boon; Limited Use 3/3): By successfully completing a mission to investigate an abandoned outpost in Near Space, you also earned the esteem of a prominent organization within the Pact Worlds. You can call upon the resources of this organization by slotting this boon. The organization loans you a set of armor or a nonconsumable weapon (but fully loaded with conventional ammunition) for the duration of the adventure. The loaned equipment must have an item level equal to or less than your character level + 1, up to a maximum item level of 8. The item must be returned to the organization at the end of the adventure. Whenever you slot this boon, you must check one of the boxes. This boon might have additional uses based on the organization you have influenced. How this influence will play out in the future is not yet clear. You will be told if this boon is important to a future scenario prior to slotting your boons. When all the boxes are checked, you can no longer earn loaned equipment while slotting this boon, as your preferred standing with this organization is expended. For tracking purposes, your GM should mark the name of your hiring organization here: CHURCH OF DESNA 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. Distinguished Ambassador (Social Boon; Limited-Use 4/4): You aided Chiskisk, a prominent member of the Starfinder Forum, in concluding negotiations with a foreign power by touring the visiting diplomat around Absalom Station. The visiting dignitary remembers your actions and can be called upon for support. You can slot this boon at the beginning of an adventure, when you do so, you can call upon your dignitary to secure you a single item with an item level equal to your current character level. Once you complete your adventure, the dignitary has finished using their contacts to secure you the desired item, which you can purchase at a 10% discount. When you do so, cross off a box on this boon. Once all boxes have been checked off this boon, you’ve expended your political clout with your dignitary and this boon can no longer be used. MISSION LOG:
[SFS 1-09] Live Exploration Extreme! (GM Cellion; completed) Starfinder Quest - Into the Unknown (GM Valen; completed/5 adventures) [SFS 1-12] Ashes of Discovery (GM DoubleGold; completed; Outpost II 2019) [SFS 1-32] Acts of Association (GM Shifty; completed) |