Laori Vaus

Amariel, Plumber for Hire's page

191 posts. Organized Play character for Will Huston.


Race

| SP 117/117 HP 82/82 | RP 13/13 | EAC 33; KAC 34 | Fort +11; Ref +14; Will +6 | Init: +6 (Win ties, 1/day reroll) | Perc: +22, SM: +19

Classes/Levels

| Speed 30ft | Comprehend Languanges 1/1 | Active conditions: none

Gender

Male Elf Mercenary Mechanic 13

About Amariel, Plumber for Hire

SFS # 171333-704
Experience 36 XP
Slotted Faction Dataphiles
Wealth 45632 Credits (as of 1/25/2025)

Reputation 67 Global Reputation
Reputation with Acquisitives: 60 (Tier 4)
Reputation with Advocates: 0 (Tier 0)
Reputation with Cognates: 0 (Tier 0)
Reputation with Dataphiles: 6 (Tier 0)
Reputation with Exoguardians: 0 (Tier 0)
Reputation with Manifold Host: 0 (Tier 0)
Reputation with Second Seekers (Ehu Hadif): 0 (Tier 0)
Reputation with Second Seekers (Jadnura): 1 (Tier 0)
Reputation with Second Seekers (Luwazi Elsebo): 0 (Tier 0)
Reputation with Wayfinders: 0 (Tier 0)
Tier 0 (0-4) Tier 1 (5-14) Tier 2 (15-24) Tier 3 (25-44) Tier 4(45+)
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Amariel
Mechanic 13
N Medium humanoid (elf)
Init +6; Auto-win ties, 1/day reroll Senses Perc +22, SM +19,

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Defense
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EAC 23, KAC 34
SP 117 HP 82 RP 13
Fort +11, Ref +14, Will +6
DR 3/- Force Field White (15 Temp HP, Fast Healing 4)

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Offense
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Speed 30 ft.
Melee tactical switchblade +15 (1d4+9) (analog, operative, conceal)
Ranged Prototype white star Plasmay Array +16 (3d10+13 (+26 when calibrated) E&F) (guarded fusion, ghostkiller, automatic, quickened reload, [Crit: burn 3d4]) or Tactical Energy Convertor +16 (1d6+13 C, [Crit: staggered])
Space 5 ft.; Reach 5 ft.
Special Attacks Superior Firepower, Recaliberate Weapon, Override (DC 23)
Spell-Like Abilities 1/day Comprehend Languages

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Statistics
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Str 14, Dex 18, Con 16, Int 23, Wis 14, Cha 10

Skills
Athletics +19, Computers +27, Culture +12, Disguise +10, Diplomacy +11, Engineering +27, Life science +23, Medicine +15, Perception +22, Physical Science +23, Piloting +22, Profession (Plumber) +20, Sense Motive +19

Starship-Combat Version of Skills
Athletics +14 (13 Ranks), Diplomacy +11 (6 ranks), Computers +27 (13 Ranks), Engineering +27 (13 Ranks), Intimidate +0, Piloting +22 (13 ranks),

Feats
1st level: Nimble Moves
3rd level: Weapon Focus (heavy weapons)
5th Level: Skill Synergy (Diplomacy, Life Science)
7th Level: Constant Alert
9th Level: Shield Proficiency
11th Level: Quickdraw
13th Level: Skill Synergy (Sense Motive, Physical Science)

Languages Common, Elven, Arkanen, Brethadan, Draconic, Vesk, Infernal, Eoxian, Copaxi, Abyssal, Celestial, Kasathan, Castrovelian, Morlomaw, Azlanti

Other Abilities Superior Firepower, Improved Magazine, Visual Data Processor, Quick Patch, Invisibility Bypass Processor, Portable Charging Station (5/day), Override, Versatile Design (guarded, cruel, ghostkiller, or supercharging, standard loadout is guarded), Surperior Rig
Combat Gear prototype White star plasma array (w/Guarded fusion from Versatile Design, ghostkiller fusion), Kasatha Microcord IV (white Shield Upgrade), tactical energy convertor, tactical knife, 4x Mk 3 Frag Grenades,
Other Gear Industrial backpack, medkit, flashlight, basic engineering tool kit, personal comm unit, Mk III Ability Crystal (Int), Mk II Synergizing Symbiote (Dex) , MK I Synaptic Accelerator (Con), True Frame Camera Scanner, 2 mk 3 Healing Serum
Augmentations: Regenerative Blood Mk II, Dermal Platin Mk III

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Special Abilities
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Mechanic Trick: Quick Patch:
When you attempt to patch a system on a starship, you reduce the number of actions required to do so by one. This does not reduce the time needed to patch a glitching system, but you can patch two systems with one action.

Mechanic Trick: As a standard action, you can use your custom rig to modify a touched ranged small arm, longarm, or heavy weapon. You can increase its range increment by 20 feet (or double, whichever is less), but doing so reduces the weapon’s damage dice by 1 when wielded by anyone other than you (for example, a weapon that would normally deal 3d8 damage deals 2d8 damage instead; a weapon reduced to 0 dice does 1 damage) or reduce its save DC by 2 for weapons that don’t use damage dice. You can instead reduce the range increment of such a weapon with a range increment of at least 40 feet to one-quarter its normal range and either increase its damage by 1d6 of its usual type or increase its save DC by 1 (for weapons that do not use damage dice). The item must be unattended or held by a willing creature. This change lasts for 1 minute per mechanic level or until you reverse the effect with a move action.

Additionally, when filling the engineer role during starship combat, instead of taking any other action you can spend 1 Resolve Point to modify a single non-capital weapon. You either extend or shorten the weapon’s range by one step; doing so reduces its damage dice by 1 (such as 4d4 to 3d4, with weapons reduced to 0 dice doing 1 damage) or increases its damage by 1d6, respectively. You can’t reduce a weapon’s range below short or extend it beyond long. Any change lasts for 1 round per mechanic level or until you undo the recalibration as a push engineer action.

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Boons Slotted this Adventure
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Ally:
Faction:
Personal:
Promotional:
Social:
Starship:
Slotless:

All My Boons:

Skitter Pal (Starship)
Yaresa’s Wisdom (Social)
Making Connections (Social)
Faction’s Friend (Social)
Known Quality (Acquisitives) (Social)

Bot Me!:

Amariel, despite his intelligence, isn’t very creative. Once he calibrates his weapon, he blasts away. Always calibrates before he fires on a new target

[dice=Prototype White Plasma Array vs EAC]1d20+16[/dice]
[dice=Damage, energy, Electricity & Fire]3d10+26[/dice]

[dice=Prototype Plasma Array vs EAC]1d20+16[/dice]
[dice=Damage, Boosted, Electricity & Fire]3d10+1d6+26[/dice]

Add an addition d6 if I recalibrate the Weapon to make it short range

In Ship combat, he’s usually either Engineer or Pilot, though if you’re botting, you should put in engineering or shooting stuff.

Chronicle Sheets:

  • 1. 2-03 Withering World
  • 2. 2-05 Meeting of the Queens
  • 3. 1-01 The Commencement
  • 4. Adventure Path Incident at Absalom Station
  • 5. Adventure Path: Temple of the Twelve
  • 6. 3-00 The Last Bite
  • 7. 2-19 Truth Keepers
  • 8. 3-99 Perils of the Past
  • 9. Adventure Path: Splintered Worlds
  • 10. 3-11 Into the Veskarium
  • 11. 5-16 To Catch a King
  • 12. 3-12 The Vast Experiment The First Flight
  • 13. Adventure Path: The Ruined Clouds
  • 14. 1-99 The Scoured Stars Invasion
  • 15. 6-05 Unearthing Ulubia
  • 16. 1-35 Rasheen’s riches
  • 17. AP05 The Thirteenth Gate
  • 18. 6-07 Race for the Dustwarren Cup
  • 19. 5-13 Finding the Forgotten
  • 20. 2-00 Fate of the Scoured Stars
  • 21. Adventure Path Empire of Bones
  • 22. 5-15 Beta Test
  • 23. 6-15 Extraction from Azlanti Space
  • 24. 7-09 Clutches of the Vault Lord