Flumph

Asgrok augmented paradox's page

95 posts. Organized Play character for Ashbourne.


Full Name

Asgrok augmented paradox conjunction the Third

Race

EAC 11, KAC 12|SP 5/5 HP 6/7|RP 4/5|Fort -1, Ref +0, Will +5|Init: +0 | Perc: +4|

Classes/Levels

Speed 30 ft average fly base speed 5|Spells: 1st 0/2| Active conditions: None.

Gender

Male Ze/Zim LN Contemplative Cyberbourn Technomancer (enhanced) 1

Special Abilities

Blind sight, Communalism, Cultural Fascination, Limited Telepathy

Alignment

LN

Languages

Common, Contemplative, Akitonian, Vercite, Vesk, Yoski, Eoxian

Occupation

Profession: (Lawyer) (Philosopher) (Counselor)

About Asgrok augmented paradox

Asgrok augmented paradox conjunction, is a Professional Lawyer, Philosopher, and Counselor. Specializing in legal counsel on the conjuncture of legal, physical, and magical laws and the paradoxes they create.

Bot Me!:

[dice=Initiative]1d20+1[/dice]
[dice=Perception]1d20 + 4[/dice]
★ ---- ★ ---- ★ ---- ★
Asgrok’s Saves
★ ---- ★ ---- ★ ---- ★
[dice=Fortitude]1d20-1[/dice]
[dice=Reflex]1d20+0[/dice]
[dice=Will]1d20+5[/dice]
★ ---- ★ ---- ★ ---- ★
Asgrok’s Attacks
★ ---- ★ ---- ★ ---- ★
[dice=Melee]1d20-1[/dice]
[dice=Ranged]1d20+0[/dice]
[dice=Throw]1d20-1[/dice]

[dice=Skipshot Pistol, Tactical]1d20+0[/dice]
[dice=Percing damage]1d4[/dice]
crit bleed 2

★ ---- ★ ---- ★ ---- ★
Asgrok’s Spells
★ ---- ★ ---- ★ ---- ★

Magic Missle:
[dice=Force damage]1d4+1[/dice]
[dice=Force damage]1d4+1[/dice]
[dice=Force damage]1d4+1[/dice]
★ ---- ★ ---- ★ ---- ★
Asgrok’s Skills
★ ---- ★ ---- ★ ---- ★
[dice=Computers]1d20 + 9[/dice]
[dice=Engineering]1d20 + 8[/dice]
[dice=Life Science]1d20 + 8[/dice]
[dice=Mysticism]1d20 + 3[/dice]
[dice=Perception]1d20 + 4[/dice]
[dice=Physical Science]1d20 + 8[/dice]
[dice=Profession Lawyer]1d20 + 8[/dice]
[dice=Profession Philosopher]1d20 + 8[/dice]
[dice=Profession Counselor]1d20 + 7[/dice]
Untrained
[dice=Sense Motive]1d20 + 3[/dice]

★ ---- ★ ---- ★ ---- ★
Asgrok’s Starship Actions
★ ---- ★ ---- ★ ---- ★
★ ---- ★ ---- ★ ---- ★

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Statistics
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Str: 8 (-1)
Dex: 10 (+0)
Con: 8 (-1)
Int: 18 (+4)
Wis: 16 (+3)
Cha: 13 (+1)
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Special Abilities
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Size and Type
Contemplatives are Medium monstrous humanoids.
Applied Knowledge
Once per day before attempting a skill check or saving throw against a creature, a contemplative can use its bonus for the skill associated with that creature’s type (such as Life Science for an ooze or Mysticism for an outsider) in place of its normal bonus.
Atrophied
A contemplative’s limbs are practically vestigial. A contemplative can manipulate most tools and one-handed weapons (including small arms) without difficulty. A contemplative can’t properly wield a two-handed weapon without dedicating its telekinetic powers to supporting the weapon, and even then it takes a –4 penalty to attack rolls. It also can’t use its spell-like abilities or fly until it is no longer wielding that weapon.
Limited Telepathy
Contemplatives have limited telepathy with a range of 30 feet.
Psychic Flight
Contemplatives fly supernaturally at a speed of 30 feet with average maneuverability, but their base speed is only 5 feet.
Psychic Senses
Contemplatives have blindsense (thought) out to 30 feet and darkvision to a range of 60 feet.

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Class Features
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Cache Augmentation (Alternate) (SU):
Your studies of the fundamental forces of the galaxy have enabled you to enhance one of your body’s systems to benefit from the energy of stored spells. You might have been bestowed this augmentation by an order of technomancers, implanted the augmentation into yourself as part of your research, or witnessed part of your body undergo a technomantic apotheosis that left you with the ability to cast spells. Your cache augmentation takes the form of any cybernetic augmentation or magitech augmentation (Starfinder Armory 90) of your choice with an item level of 1. Each time you gain a level, the item level of your augmentation increases by 1, and you can replace it with a different auggmentation with an item level equal to your technomancer level or lower. This augmentation counts toward the total number of augmentations you can have implanted into each of your body’s systems as normal.
At 6th level, each time you regain your spells, choose one of the following: attack rolls, Computers and Engineering checks, Fortitude saves, or Reflex saves. You gain a +1 enhancement bonus to rolls of your chosen type. This enhancement bonus increases to +2 at 12th level and +3 at 18th level.
At 12th level, each time you regain your spells, choose a second option from the 6th-level list. You gain a +1 enhancement bonus to rolls of this type. This enhancement bonus increases to +2 at 18th level.
At 18th level, each time you regain your spells, choose a third option from the 6th-level list. You gain a +1 enhancement bonus to rolls of this type.
These enhancement bonuses count as part of the effects of your cache augmentation, and if your augmentation is removed or its effects suppressed (such as by the reject augmentation spell) you also lose these bonuses.
This replaces spell cache and cache capacitor.

Technomantic Talent (Enhanced)evocation:
As you practice weaving spellcode, you can affect not only your own spellcasting, but others’ as well. At 1st level, pick a school of magic and gain the listed effect. Unless otherwise noted, you can use each effect twice per day as a reaction when you, an ally, or an enemy within 60 feet casts a spell in that school, applying the effect to that triggering spell. At 4th level and every three levels thereafter, you can invest in your technomantic talents, either increasing the effect of a school you’ve already chosen or choosing a new school

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Theme: Cyberbourn
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Theme Knowledge (1st Level):
You enthusiastically study the field of cybernetics and seek to keep abreast of new applications and experimental technologies. Reduce the DCs of Engineering checks to identify cybernetic augmentations and of Life Science checks to recall knowledge about cybernetic augmentation techniques, as well as corporations and other research facilities involved in the production of and experimentation with cybernetic augmentations, by 5. Computers 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 Computers checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

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Feats
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Toughness:
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.
BENEFIT
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.

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Boons Slotted this Adventure
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Contemplative Admittance

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Starship Actions Pilot
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[OPEN CREW ACTIONS]
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[MINOR CREW ACTIONS]
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Spells
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Level 0

Distant Speach.
Holographic Interface.
Missfire.
Psychokinetic Hand.

Level 1

Comprehend Languages.
Magic Missile.

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Equipment
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Technopathy Node:

A small metallic node etched with arcane symbols implanted in your voice box allows you to silently vocalize messages to constructs with the technological subtype or to nearby computers designed to receive messages. As a standard action, you can send a short message in a language you know to up to three target creatures or computers you are observing within 100 feet and potentially receive a short reply, per telepathic message. Alternatively, as a standard action, you can send a short message in a language you know to a single target computer you are observing within 100 feet and have that computer display that message, allowing anyone observing that computer to read it without leaving any trace of the message's origin.

Starting Credits: 590
Current credits: 323
SFS4-02 +720 + 38
Bulk: 1.9 (2.5) (2.6-5) (5+) with backpack
Aeon Stone, Clear Spindle 245c -
Clothing, Professional expensive 3x cost (suit) 15c L
Second Skin 250c L
Skipshot Pistol, Tactical L rounds 20/20
Serum of healing, MK1 50c Lx3 x3
Backpack, Industrial 25c 1b +1str
Clothing, Environmental cold 10c L
Comm unit, 7c L
Standard bettery 60c -
Medpatch 50c L x1

Mission items:
spell ampoule of share language L