Thunder Wizard

Assidur's page

16 posts. Organized Play character for Zahariel.


Full Name

Assidur Tarasok of Clan Helken House Askarien

Classes/Levels

Technomancer 4

Gender

Raia Pregen

Size

M

Age

35

Alignment

Lawful Neutral

Strength 12
Dexterity 11
Constitution 12
Intelligence 16
Wisdom 12
Charisma 10

About Assidur

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SFS info:

35598-701
Experience: 0 normal progression,
Slotted Faction Second Seeker (Luwazi Elsebo)
Wealth 4 GP
Reputation 0 Fame, 0 Global Reputation
Reputation with Acquisitives: 0
Reputation with Dataphiles: 0
Reputation with Exoguardians: 0
Reputation with Second Seekers: 0
Reputation with Wayfinders: 0

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Character sheet:

Kasatha Scholar Technomancer
LN Medium Humanoid (Kasatha)
Init: +5; Senses: Low-Light Vision; Perception +1, Sense motive +1

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Defense:

KAC: 11 (10+1), EAC: 13 (10+3)
HP: 9; SP: 9; RP: 4
Fort: +1, Ref: +0, Will: +3

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Offense:

Speed: 30 ft.
Melee: +0 (1d4 S, Survival knife)
Ranged: +0 (1d6 P, Tactical semi-automatic pistol)
Feats:

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Stats:

Str 12, Dex 11, Con 12, Int 16, Wis 12, Cha 10
Base Attack Bonus: +0

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Skills and languages:

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Trained Skills
Athletics (1 rank): +4
Computers (1 rank): +7
Culture (1 rank): +6
Engineering (1 rank): +7
Life Sciences (1 rank): +7
Physical Sciences (1 rank): +7
Sleight of Hand (1 rank): +4
Untrained skills
Acrobatics: 2
Bluff: 0
Disguise: 0
Diplomacy:0
Intimidate: 0
Medicine: +3
Mysticism: +1
Perception: +1
Piloting: +0
Profession: +0
Sense Motive: +1
Stealth: +0
Survival: +1

Starship-Combat Version of Skills

Languages: Common, Kasatha, Draconic, Aklo, Azlanti


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Spells:

SPELLS KNOWN
Level 0 (4): Detect magic, Energy ray, Mending, Token Spell
Level 1 (2): Magic Missile, Supercharge weapon
SPELLS PER DAY
Level 0 (-)
Level 1 (2)
Special abilities: Spell cache

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Equipment:

Weapons and Armor:
Tactical doshko, survival knife, tactical semi-automatic pistol, kasatha microcord I
Consumables
Serum of healing mk1 (2), small arms rounds (30)
Other Gear
Professional clothing, backpack (consumer), hygiene kit
Encumbrance

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Class abilities:

SPELL CACHE (SU)
As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level. If your spell cache is damaged, it is restored to full Hit Points the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.

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Racial abilities:

DESERT STRIDE
Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.
FOUR-ARMED
Kasathas have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn't increase the number of attacks they can make during combat.
LOW-LIGHT VISION
Vesk can see in dim light as if it were normal light.
HISTORIAN
Due to their in-depth historical training and the wide-ranging academic background knowledge they possess, kasathas receive a +2 racial bonus to Culture checks.
NATURAL GRACE
Kasathas receive a +2 racial bonus to Acrobatics and Athletics checks.

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Scholar theme abilities:

THEME KNOWLEDGE
You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick Physical Science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

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Feats:

Mystic Strike (Combat)
Your magical power flows into your weapons.
Prerequisites: Ability to cast spells.
Benefit: Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures.

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Resolve tracking:

Resolve 4/4

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Consumables tracking:

Serum of Healing mk1 3/3
Small arms rounds 30/30

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Chronicle 1: Fugitive of the Red Planet:

Purchases, Sales and Earnings:
Purchases:
Knife, survival 95
Semi-automatic pistol, tactical 260
Rounds, small arms (x30) 40
Serum of healing mk 1 (x2) 100
Kasatha microcord I 460
Clothing (professional) 5
Backpack (consumer) 3
Hygiene kit 3
Totals: 963
Starting credits: 1000
Total sales: None
Total spent: N/A
Total earned: N/A
Final credits: N/A
Consumables Used: N/A

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Boons:

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