Meyanda

Antares-1's page

238 posts. Organized Play character for Stiehle.


Full Name

Antares-1

Race

Android Technomancer 3 | Init: +2 | Perception: +6, Low-light/Darkvision 60' | Speed 30' | SP: 18/18, HP: 19/19, RP: 4/5| EAC: 16, KAC: 16, CMAC: 24 | Fort: +2 (+4 vs disease/poison), Ref: +3, Will: +4 (+6 vs mind)

Classes/Levels

Abilities/Spells/Shots Used:
1st Level Spells Used: 3 (of 3); Spell Cache Used: 0 (of 1); Energize Spell Used: 0 (of 1); Arc Pistol: 1 (of 20); Tactical Pistol: 0 (of 9);
Buffs/Conditions*:
None

Size

About 5' 8" tall, weighs around 120 lb. and of indeterminate age. Antares has a punk hair style dyed purple, and her tattoo-like circuits that glow beneath her skin is of a similar hue.

Special Abilities

Androids do not breathe, though they do eat and sleep (do they dream of electric sheep?) and they often find emotions confusing.

About Antares-1

Starfinder Society #260381-702
Exo-Guardians Champion [Reputation: 4]
Wayfinders Champion [Reputation: 6]
Bonus Reputation [None]
Fame [Unspent (12); Spent (2)]

Female Android Technomancer 3 [7 XP]
Scholar (Archaeologist) Theme
Neutral
Medium

Strength 10 [+0] Constitution 12 [+1] Wisdom 12 [+1]
Dexterity 15 [+2] Intelligence 18 [+4] Charisma 8 [-1]

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Defense:

Energy AC 16, Kinetic AC 16
(10 Base +4 [EAC] & +4 [KAC] Armor, +2 DEX)
Light Armor (Basic Lashunta Tempweave, +4 EAC, +4 KAC, +5 Max DEX, 1 Upgrade Slot)

Combat Maneuver AC 24
(8 + 16 [KAC])

Stamina Points 18
Hit Points 19
Resolve Points 5

Fort +2 (+1 Base + 1 CON)
Ref +3 (+1 Base + 2 DEX)
Will +4 (+3 Base + 1 WIS)

Notes Gain +2 bonus to saves vs disease, mind-affecting, poison and sleep effects - unless the effect targets constructs [Racial ability], +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square [Mobility feat].

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Offense:

Initiative +2 (DEX)

Senses Darkvision 60’, Low-light vision; Perception +1

Normal Speed 30 ft.
Modified Speed 30 ft.

Base Attack Bonus +2, Melee Attack +2, Ranged Attack +4, Thrown Attack +2

Ranged Attacks:
Static Arc Pistol +5 (1d6+1 E, Arc 2 crit, 50’ range, 20 charges, 2 usage; Stun)
Tactical Semi-auto Pistol +5 (1d6+1 P, 30’ range, 6 rounds, 1 usage; Analog)

Melee Attacks:
Survival Knife +4 (1d4+1 S; Analog, Operative)

Notes Survival knife is held in an internal quick-release sheath, both concealing it and allowing it to be drawn as a swift action [Upgrade Slot]

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Abilities:

Racial 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. 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. 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. 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 (Scholar - Archaeologist) Gain a +1 bonus to the Life Science skill; reduce DC of Life Science checks by 5 to recall knowledge of past discovered civilizations.

Proficiencies Basic melee weapons, small arms and light armor. [Technomancer Class]

Spells Cast spells drawn from the technomancer spell list with a DC of 10 + spell level + INT modifier. Spells per day are limited, except for 0-Level spells which may be cast any number of times each day. At each new level, Antares may swap out one spell known and learn a single new spell of the same lee in its place. Spells of a given level may be cast using a higher-level spell slot. Antares may also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem. [Technomancer Class]

Spell Cache An amulet of alien origin, colored deep purple similar to an amethyst with black runes carved into its surface. The artifact is embedded into Antares’ flesh just below the base of the back of her neck, at a junction of circuits that flow all throughout her body just beneath the skin. Once per day, Antares can activate this spell cache to cast any one known spell, even if all spell slots have been expended. If the spell cache is damaged, it is restored the next time spells are prepared. If the cache is destroyed, it may be replaced after 1 week with a special ritual lasting 8 hours. [Technomancer Class]

Magic Hack (Energize Spell [Ex]) Once per day as a move action, you can use a battery or a weapon’s power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. You must cast the spell before the start of your next turn, or the charges are wasted with no effect. [Technomancer Class]

Spell Focus You gain Spell Focus as a bonus feat. [Technomancer Class]

Tech Lore (+1) [Ex] You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter. [Technomancer Class]

Weapon Specialization [Ex] You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with. [Technomancer Class]

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Feats:

Weapon Focus (Small Arms) Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a drone), you gain a +2 bonus instead. [1st Level]

Spell Focus (+1) The DC of spells you cast increases by 1. At 11th level, the DC of your spells instead increases by 2, and at 17th level, the DC of spells you cast instead increases by 3. This bonus does not apply to spell-like abilities. [Bonus Feat]

Weapon Specialization (Basic Melee & Small Arms) You gain specialization in these weapon types, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades. [Bonus Feat]

Skill Synergy (Culture & Perception) Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead. [3rd Level]

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Skills:
24 Skill Points

Acrobatics +1 (+3 to stop/climb in zero-g) [+2 DEX, -1 ACP +2 Clothing (to stop/climb in zero-g)]
Athletics -1 (+1 to stop/climb in zero-g) [+0 STR , -1 ACP +2 Clothing (to stop/climb in zero-g)]
Bluff -1 [-1 CHA]
Computers +10 [2 Ranks, +3 Class, +4 INT, +1 Insight]
Culture +10 [3 Ranks, +3 Class, +4 INT]
Diplomacy -1 [-1 CHA]
Disguise -1 [-1 CHA]
Engineering +10 [3 Ranks, +3 Class, +4 INT]
Intimidate -1 [-1 CHA]
Life Science +10 [2 Ranks, +3 Class, +4 INT, +1 Theme]
Mysticism +8 [3 Ranks, +3 Class, +1 WIS, +1 Insight]
Perception +6 [2 Ranks, +3 Class, +1 WIS]
Physical Science +10 [3 Ranks, +3 Class, +4 INT]
Piloting +8 [3 Ranks, +3 Class, +2 DEX]
Profession (Archaeologist) +10 [3 Ranks, +3 Class, +4 INT]
Sense Motive -1 [+1 WIS, -2 Racial]
Stealth +1 [+2 DEX, -1 ACP
Survival +1 [+1 WIS]

Languages Common, Castrovelian (Lashunta), Shirren, Kasatha, Bretheda, Arkanen, Draconic, Drow

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Spells:

0-Level
DC=15, 6 Known
Daze, Detect Magic, Energy Ray, Mending, Psychokinetic Hand, Telepathic Message

1st-Level
DC=16, 4 Known, 4x/day
Jolting Surge, Magic Missile, Overheat, Supercharge Weapon

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Gear:

Basic Lashunta Tempweave (+4 EAC, +4 KAC, +5 Max DEX, 1 Upgrade Slot) [Bulk L]

Personal Comm Unit installed in armor, comes with a flashlight (15’ cone), calculator & entertainment options (Battery Capacity: 80, Usage: 1 charge/hour) [Bulk L]
Super-Capacity Battery (80 charges) [Bulk -]

Tactical Semi-auto Pistol [Bulk L]
30 Small Arm Rounds [Bulk L]

Survival Knife [Bulk L]

Internal Quick Release Sheath (ready weapon as a swift action) [Bulk -] holds:
~Static Arc Pistol (Battery Capacity: 20, Usage: 2 charges/minute) [Bulk L]
Battery (20 charges) [Bulk -]

Personal Upgrade [Mk 1] Ability Crystal (INT +2) [Bulk 0]

Tier 1 Computer (Datapad) [Bulk L]

Mk 1 Serum (1d8 HP) [Bulk L]

Starfinder Insignia (Boon - Chronicle Sheet #1) [Bulk L]

Scholar's Bag (Consumer Backpack) holds:
~Tool Kit (Archaeologist) [Bulk L]
~Tool Kit (Engineering) [Bulk L]
~Tool Kit (Hacking) [Bulk L]
~5 Days R2Es [Bulk L x5]
~Fire Extinguisher (20 uses) [Bulk L]
~Environmental (zero-g) Clothing [Bulk L]
~Formal (Nightclub) Clothing [Bulk 1]

Total Bulk: 3 [Unencumbered]
Encumbered Threshold: 6 or lower

Credits Remaining: 1640

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Background:

For all intents and purposes, Antares was 'born' fifteen years ago, when she was found by agents of the Exo-Guardians adrift in an antiquated spacecraft of unknown, alien origin. Though visual records onboard indicated the vessel had originated from the Antares star system, the female android aboard had no memories of her creators, nor what she was doing aboard the tiny starship, and in fact took her name from the star her ship had been traveling from simply because she knew no other. Oddly enough, when Antares was removed from the ship, the vessel disintegrated in a matter of moments, leaving behind no evidence so that its origins could be further investigated.

Though very similar in many ways to other Pact World androids, Antares possesses a very strong, inquisitive nature with regards to her past and her own origins. She is remarkably intelligent and easily picks up nearly any skill she encounters, whether physical or mental. In addition, a strange amulet is embedded beneath her skin at the base of her neck, dark purple in hue and shot through with black lines - a trait shared by the startling pupils of her eyes. Her hair and visible circuits are also purple (though of a more muted, pale color) and she has recently affected a retro 'punk' haircut that seems to be a recent fad among android kind.

The amulet beneath her skin appears to focus her mind and energy in such a way as to strongly influence all forms of technology and energy in a manner that can only be called 'magic'. Her intense interest in her own past as led her to pursue a career in archaeology, and an almost obsessive interest in space exploration. She joined the Exo-Guardians in part because of her rescue, but also because the Starfinder Society gives her the best opportunity to explore the reaches of space, where she hopes to find remnants of the civilization (and perhaps even the individual) that created her.

Currently Slotted Boons:

Ally: Dream Whispers
Faction: Wayfinders Champion
Promotional: Faction Pin (Wayfinder)
Social: Faction's Friend (0 of 3)
Starship: Hero of the Stars
Slotless: Marked Field Agent; Starfinder Insignia; Private Vault; Star Sugar Heartlove!!!

Unslotted Boons:

Ally: Duskmire Allegiance (Yeti)
Faction:
Promotional:
Social: AbadarCorp Augmentations
Starship: Hero of the Stars
Slotless: