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About B-M-R Mk IIAlways active effects
Other currently active effects
B-M-R Mk II (“Boomer”) (portrait)
EAC 26; KAC 27 Fort +9, Ref +7, Will +9; +1 Ref/Will vs. ongoing effects
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Special Attacks deconstructivist [+2 spell DC vs. constructs (technological), +1 vs. other (technological)] Spell-like Abilities (CL 11th)
Technomancer Spells Known (CL 11th, melee +9, ranged +12)
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Skills (with bonuses for theme, feats, gear, and boons)
Feats Improved Initiative, Memory Access, Mind Over Magic, Nanite Integration (Rebooting Nanites), Skill Synergy (Perception, Sense Motive), Spell Focus, Toughness, Weapon Specialization Languages Aklo, Auran, Azlanti, Castrovelian, Celestial, Common, Draconic, Drow, Embri, Eoxian, Goblin, Infernal, Jinsul, Kasatha, Nchaki, Osharu, Vercite, Vesk, Ysoki Other Abilities flat affect, magic hacks (energize spell 1/day [used], energy alteration, reboot mind, selective targeting), spell cache (1/day [used]; digital harrow deck), spell capacitor 1 (keen senses), technomantic talent (abjuration [1/2 used], evocation [2] [2/2 used], illusion [0/2 used]), techlore +3, temporal insight (1/adventure), tip of the tongue (1/day) Gear (carried/worn) azimuth laser pistol, tactical baton, thunderstrike sonic pistol, batteries (3), high capacity battery, super-capacity battery, vanishing tactical retractable spike (integrated), freebooter armor III (jump jets, recovery aegis, thermal capacitor mk 1), aeon stone (clear spindle), brooch of shielding (48 hp), digital harrow deck, null-space chamber mk 1, ring of resistance mk 3, serums of healing (mk 1 [5], mk 2, mk 3), spell gem (jolting surge), advanced medkit, chemalyzer, “Cirrus” (wrist computer; see below), Eternal Star medal, industrial backpack, medpatch, personal comm unit, reconfigurable clothing (travel outfit, environmental outfit [cold, dust, extreme gravity, heat]), tool kits (astrogator’s kit, aura-translation kit, broad-spectrum scanning kit, engineering kit, hacking kit, thieves’ tools, trapsmith’s tools) Gear (in null-space chamber mk 1) backup generator (armor upgrade), basic medkit, binders (5), everyday clothing, gear maintenance kit, hygiene kit, professional clothing (cook, lawyer), Starstone compass, titanium alloy cable line (50 ft. and 100 ft.), tool kits (professional’s tools [cook, lawyer, professor]), 300 UPBs, credstick (13,358 credits) Augmentations accelerated datajack, arcane lenses, finitrium augmentation (uncanny outcome), Society subdermal graft, vocal modulator ”Cirrus” Tier 4 computer (artificial personality [Bluff, Diplomacy, Intimidate, Sense Motive +8], miniaturization x4 [bulk L], self-charging; alarm, hardened, lookout, security I); library chips (Culture, Engineering, Life Sciences, Mysticism, Physical Sciences) Boons Slotted
Rerolls:
Boomer has access to the following sources for rerolls:
* Background Info Check (1/scenario): Reroll one check during mission briefing. * Finitrium Augmentations (Uncanny Outcome) (1 RP; regain use after rest and spend RP to regain SP): Convert a failed Reflex save to a success. * [USED] Promotional Boon (1/scenario): Reroll one d20 roll. * Rebooting Nanites (1 RP): As reaction, reroll failed save that imposes certain conditions. * Temporal Insight (1/scenario): Reroll failed attack roll or saving throw. * Tip of the Tongue (1/day): Reroll one skill check to recall knowledge. Specialized Resolve:
Boomer has the Specialized Resolve boon, giving them new ways to use Resolve Points (see Starfinder Enhanced 186-187). They have prepared the following, which can be used once per day each:
Defensive: Sudden Resistance: When you take damage from a significant enemy, you can spend 1 Resolve Point as a reaction to temporarily gain resistance—equal to your remaining Resolve Points—to the type of damage you were dealt, whether that damage was a type of kinetic (bludgeoning, piercing, or slashing) or energy (acid, cold, electricity, fire, or sonic) damage. If you were dealt energy damage, this is energy resistance against that energy type. If you were dealt more than one damage type, select one of those damage types to gain resistance to. In either case, this effect lasts for 3 rounds and doesn’t apply against the damage that triggered the use of this ability. Offensive: Momentary Proficiency: When you’re holding a weapon that you aren’t proficient with, you can spend 1 Resolve Point to temporarily learn how to wield that weapon. For 1 minute, you become proficient with that specific weapon. If you’re 3rd level or higher, you can spend 1 additional Resolve Point to also gain weapon specialization with that specific weapon for the same duration. Transport: Quick Modifications: You can spend 1 Resolve Point to install or remove a vehicle modification in 10 minutes, rather than 4 hours. Utility: Just the Thing: As a standard action, you can reach into your backpack, pocket, or other suitable storage space, and spend Resolve Points to acquire an item you can afford but don’t own. The item must have a bulk of 1 or less, and an item level no greater than your level – 1. You immediately lose a number of credits equal to the value of the item, as this ability assumes you prepurchased or traded for this item at some point in the past. If the item you pull out is a consumable item (such as a grenade, serum, or spell gem), you must spend 1 Resolve Point. Otherwise, you must spend a number of Resolve Points equal to half the item level. Other Boon Notes:
Acquisitives Champion (1/scenario): When succeed at Culture or Intimidate check written into scenario, regain 1 RP. Claimant to Salvation [earned by another PC]: When any of your PCs play another Salvation’s End scenario, qualify for special boon at end. Heroes' Commendation (1/scenario): As swift action, spend 1 RP to gain fast healing 5 for number of rounds equal to your level. Savior of Vesk-XX: +3 to skill checks interacting with Veskarium; if roll natural 1, auto-fail check and target’s attitude worsens 1 degree, or target simply refuses to help. Also represents opposition to Vault Lord (effect TBD). Spirits of a Doomed People (2 boxes): When at 0 HP and dying, check box; immediately gain 1 HP and 2d8 temp HP; can activate wo/ an action, even if not your turn, but only once/24 hr. ---------- B-M-R Mk II is an androgynous android with silver-streaked blue hair and a magic rune inscribed in circuitry on their forehead. They use the creche-given name of "B-M-R Mk II," denoting them as the second soul to use this android body, when on their home planet of Aballon or when acting professionally as a lawyer or a professor of astronomy. Off-world, and especially among other Starfinders, they prefer the nickname "Boomer." Boomer was taken prisoner during the Scoured Stars Incident, but was rescued by the human Pathfinder pilot Zefira Lachlan. The jinsul remain one of the few threats that provoke a significant emotional response from the android. Normally, they are placidly calm, even under extreme pressure, with a dry, very understated sense of humor. Boomer is usually accompanied by their diplomatic attache, a gregarious verthani woman who goes by the moniker "Tuesday." The exceptions are when a more technical mission is expected, in which case Boomer downloads a digital imp, Brax (who resembles an actual imp, and often communicates with Boomer in Infernal), or the mission is expected to be exceedingly dangerous (in which they have no companion, just a vague presence of mentrasi spirits). Bot Me:
Boomer’s approach to combat is very analytical, always studying enemies’ immunities, resistances and weaknesses to learn how best to target their evocation spells, and their foes’ tactics and special powers to learn how to counter their advantages. They will spend RP as needed to make the best use of their magic hacks, and other defenses such as their nanites.
SAVES [dice=Fort]1d20+9[/dice] (+2 vs. disease, poison, sleep)
MELEE [dice=tactical baton]1d20+12[/dice]
[dice=vanishing tactical retractible spike]1d20+[/dice]
[dice=melee touch spell]1d20+9[/dice]
RANGED [dice=azimuth laser pistol]1d20+[/dice] (range 80 ft)
[dice=thunderstrike sonic pistol]1d20+12[/dice] (range 40 ft.)
[dice=energy ray]1d20+12[/dice]
SKILLS [dice=Computers]1d20+24[/dice] +2 with advanced datajack; +2 to recall knowledge; +4 to hack door controls
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