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About Af'valMale android Technomancer
Androids are Medium humanoids with the
CYBERBORN
Technomancer
SPELL CACHE (SU) 1st Level
Stamina: 12 (5+con mod(=1)*2)
Str: 10
Fort +1 (+0, +1 con)
Skills:
Feats:
Barricade:
Barricade (Combat)
You are adept at creating quick, temporary cover. D Prerequisites: Engineering 1 rank. D Benefit: As a move action, you can stack and reinforce objects that are too small or too fragile to provide cover into a single square of adjacent cover. The GM has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built. The barricade grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover. For more information about cover, see page 253. The barricade is temporary and not particularly durable. When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (minimum 1st level). Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn’t normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the GM). Spells:
Spells known:
Spells per day:
lvl 0; FABRICATE SCRAP 0: daze, energy ray, mending, token spell
School universal; see text Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Effect creates or converts 1 bulk of inert electronic equipment Duration instantaneous Saving Throw Will negates (object); Spell Resistance yes (object); see text You turn 1 bulk of inert matter, such as debris, dust, rocks, or other unattended 0-level items, into 1 bulk of junked electronic equipment suitable for targeting with spells such as battle junkbot, handy junkbot, healing junkbot, junk armor (see below), or junksword (see below). The junked electronics have no resale value and cannot be repaired into any functioning item. Any direct examination by a character trained in Engineering or Physical Science reveals the useless nature of the junk. lvl 1; Magic missile, Junk sword 1-6: , supercharge weapon, overheat
JUNKSWORD 1–6
School conjuration (creation) Casting Time 1 standard action Range touch Target 1 bulk of inert electronic equipment Duration 10 minutes/level (D) Saving Throw none; Spell Resistance no You turn a pile of technological junk into a one-handed melee weapon that you can wield against your foes. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above, as long as the junk is found in sufficient quantity. You are automatically proficient with this melee weapon, and you add 1-1/2 times your caster level to damage rolls with it (in place of a Weapon Specialization bonus). A junksword functions only for its creator, and once created it cannot leave your hand. Should you wish to sheathe it, the junksword obliges by collapsing into a wreath of junk that surrounds your hand like a glove. You can grant your junksword additional abilities based on the spell’s level. You can change one modification to your junksword as a move action, or you can completely reconfigure all of its modifications as a full action. 1st: Your junksword deals 1d4 bludgeoning and slashing damage and has the analog weapon special property. In addition, you can grant your junksword up to two of the following special properties: block, disarm, nonlethal, reach, or trip. 2nd: Your junksword deals 1d8 bludgeoning and slashing damage and has the analog weapon special property. In addition, you can grant your junksword up to three of the special properties from the 1st-level list. 3rd: Your junksword has either the analog or powered (capacity 30, usage 2) weapon special property (your choice). It deals 2d4 bludgeoning and slashing damage if it’s an analog weapon, or 2d4 electricity damage if it’s a powered weapon. In addition, you can grant your junksword up to three of the special properties from the 1st-level list, plus the staggered critical effect. If you select the powered option, your junksword’s battery is integrated and cannot be removed, recharged, replaced, or used to power other devices. 4th: This functions as the 3rd-level junksword, but it deals 2d8 bludgeoning and slashing damage if it’s an analog weapon or 3d4 damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered). 5th: This functions as the 3rd-level casting of junksword, but the junksword deals 3d10 bludgeoning and slashing damage if it’s an analog weapon or 3d6 electricity damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered). 6th: This functions as the 3rd-level casting of junksword, but the junksword deals 6d6 bludgeoning and slashing damage if it’s an analog weapon or 3d8 electricity damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered). Additionally, you can grant the junksword one of the following weapon fusions: dispelling, entangling, ghost killer, merciful, or spellthrower. Azimuth Laser Pistol This weapon can be fired 20 times before its battery needs to be recharged or replaced.
Magic hack: Scenario's played:
Quests; into the unknown Dead Sun I (Incident at Absolom Station - Adventure Path 3XP) Skittershot 1-18 The Blackmoon Survey 1-16 Dreaming of the Future (mistakenly reported for Elric) |