Meyanda

B-M-R Mk II's page

59 posts. Organized Play character for Tim Emrick.


Full Name

B-M-R Mk II, AKA "Boomer"

Race

SP 82/99, HP 59/59, RP 12/14 |

Classes/Levels

Speed 30 ft. | EAC 26, KAC 27 | Fort +9, Ref +7, Will +9 | Init +9; arcane sight (constant), darkvision 60 ft., low-light vision, [see invisibility], technomantic talent (illusion); Perception +18 | Active conditions: none | Reroll 0/1

Gender

NB N Android Scholar Enhanced Technomancer 11 |

About B-M-R Mk II

Always active effects
* Arcane sight (constant, from arcane lenses)
* Keen senses (spell capacitor 1, duration 1 day)
* Stain of the the Perplexity: When another creature w/i 15 ft. takes bleed, roll bleed damage twice and take higher.
* Technomantic talent (illusion): Automatically gain save to recognize illusions within 60 ft. Reduce this save's DC by 2 the first two times illusions are encountered each day.

Other currently active effects
* See invisibility (CL 12, lasts 130 minutes [~30 elapsed])
* Greater resistant armor (CL 11, lasts 110 minutes [~30 elapsed]; resist 15 vs. cold, fire, electricity, sonic)
* Flight (4th level) (CL 11, lasts 110 minutes [~30 elapsed]; fly 40 ft.)
* Haste (CL 11, 11 rounds)

B-M-R Mk II (“Boomer”) (portrait)
Nonbinary android enhanced technomancer 11 (scholar)
N Medium humanoid (android)
Init +9; Senses arcane sight, darkvision 60 ft. low-light vision; Perception +18
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Defense
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SP 99; HP 59; RP 14

EAC 26; KAC 27

Fort +9, Ref +7, Will +9; +1 Ref/Will vs. ongoing effects
Defensive Abilities constructed [+2 saves vs. disease, mind-affecting, poison, and sleep (unless targets constructs); does not breathe or suffer effects of vacuum]; Resist cold 5, fire 5, [greater resistant armor: cold/fire/electricity/sonic 15]

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Offense
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Speed 30 ft.
Melee tactical baton +12 (1d4+6 B; analog, operative)
Melee vanishing tactical retractible spike +12 (1d4+6 P; concealable, integrated, operative)
Ranged azimuth laser pistol +12 (1d4+5 F; crit burn 1d4; range 80 ft.)
Ranged thunderstrike sonic pistol +12 (1d8+5 So; crit deafen [DC 16]; range 40 ft.)

Special Attacks deconstructivist [+2 spell DC vs. constructs (technological), +1 vs. other (technological)]

Spell-like Abilities (CL 11th)
Constant--arcane sight

Technomancer Spells Known (CL 11th, melee +9, ranged +12)
4th (3/day) [all 3 used]--flight, greater resistant armor, resilient sphere (DC 22)
3rd (6/day) [all 6 used]--arcing surge (DC 21), dispel magic, explosive blast (DC 21), haste
2nd (6/day) [all 6 used]--inject nanobots (DC 20), invisibility, make whole, mirror image, see invisibility (CL 12th)
1st (7/day) [2 used]--comprehend languages (CL 12th), disguise self, jolting surge, keen senses, magic missile, overheat (DC 19)
0 (at will)--detect affliction (CL 12th), energy ray, mending, psychokinetic hand, telepathic message, token spell

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Statistics
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Str 12 (+1); Dex 18 (+4); Con 17 (+3); Int 24 (+7); Wis 14 (+2); Cha 8 (-1)

Skills (with bonuses for theme, feats, gear, and boons)
Acrobatics +4; +5 with flight (3rd+)
Bluff -1; +2 vs. Starfinders
Computers +24; +2 with accelerated datajack; +2 to recall knowledge; +4 to hack door controls
Culture +18; +2 to recall knowledge’ +4 to recall knowledge with library chip
Diplomacy +3; +2 to influence or negotiate with evil-aligned creatures (+4 if demon); ; +2 vs. Starfinders
Disguise +2; +10 with disguise self; +2 with vocal modulator
Engineering +20; +2 to identify creatures and recall knowledge; +4 to recall knowledge with library chip; +4 to identify unknown chemical; +4 to disable mechanical or technological locks; +4 to set/disarm traps
Intimidate -1; +2 vs. Starfinders and their enemies
Life Science +21; +2 to identify creatures and recall knowledge; +4 to recall knowledge with library chip
Medicine +18; +2 to recall knowledge; +2 to treat drugs, disease, and poisons
Mysticism +19; +4 to recall knowledge with library chip; +4 to identify unknown chemical; +4 to identify magic items; +4 to set/disarm traps
Perception +18; +4 to search
Physical Science +22; +2 to recall knowledge; +4 to recall knowledge with library chip; +4 to identify unknown chemical; reduce DC by 5 re: astronomy
Piloting +8; +2 to recall knowledge; +4 to navigate or astrogate
Profession (cook) +10; +2 to recall knowledge
Profession (lawyer) +25; +2 to recall knowledge; +1 to earn income
Profession (professor) +15; +2 to recall knowledge
Sense Motive +14
Sleight of Hand +9

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
[See Rerolls, Specialized Resolve, and Other Boon Notes spoiler tags below for details.]
Ally: Spirits of a Doomed People
Faction: Acquisitives Champion
Personal: Stain of the Perplexity [permanently slotted]
Promotional: Promotional Reroll
Social: Savior of Vesk-XX
Starship: [n/a]
Slotless: Backup Info Check, Finitrium Augmentations (Uncanny Outcome), Heroes' Commendation, Jinsul Linguist, Marked Starfinder, Scoured Stars Veteran (Rescued Starfinder), Specialized Resolve, Temporal Insight, Year of the Scoured Stars (+2 RP); Claimant to Salvation [earned by another PC]

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.

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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)
[dice=Ref]1d20+7[/dice] (+1 vs. ongoing effects)
[dice=Will]1d20+9[/dice] (+2 vs. mind-affecting, sleep) (+1 vs. ongoing effects)

MELEE

[dice=tactical baton]1d20+12[/dice]
[dice=damage (B)]1d4+6[/dice]
[dice=crit]1d4+6[/dice]

[dice=vanishing tactical retractible spike]1d20+[/dice]
[dice=damage (P)]1d4+6[/dice]
[dice=crit]1d4+6[/dice]

[dice=melee touch spell]1d20+9[/dice]
[dice=damage]TBD[/dice]
[dice=crit]TBD[/dice]

RANGED

[dice=azimuth laser pistol]1d20+[/dice] (range 80 ft)
[dice=damage (F)]1d4+5[/dice]
[dice=crit]1d4+6[/dice] plus [dice=burn]1d4[/dice]

[dice=thunderstrike sonic pistol]1d20+12[/dice] (range 40 ft.)
[dice=damage (So)]1d8+5[/dice]
[dice=crit]1d8+6[/dice] plus [dice=deafen]1d4[/dice] minutes (DC 16 neg)

[dice=energy ray]1d20+12[/dice]
[dice=damage (A, C, E, or F)]1d3[/dice]
[dice=crit]1d3[/dice]

SKILLS

[dice=Computers]1d20+24[/dice] +2 with advanced datajack; +2 to recall knowledge; +4 to hack door controls
[dice=Culture]1d20+18[/dice] +2 to recall knowledge; +4 to recall knowledge with library chip
[dice=Engineering]1d20+21[/dice] +2 to identify creatures and recall knowledge; +4 to recall knowledge with library chip; +4 to identify unknown chemical; +4 to disable mechanical or technological locks; +4 to set/disarm traps
[dice=Life Science]1d20+21[/dice] +2 to identify creatures and recall knowledge; +4 to recall knowledge with library chip
[dice=Medicine]1d20+18[/dice] +2 to recall knowledge; +2 to treat drugs, disease, and poisons
[dice=Mysticism]1d20+19[/dice] +4 to recall knowledge with library chip; +4 to identify unknown chemical; +4 to identify magic items; +4 to set/disarm traps
[dice=Perception]1d20+18[/dice] +4 to search
[dice=Physical Science]1d20+22[/dice] +2 to recall knowledge; +4 to recall knowledge with library chip; +4 to identify unknown chemical; reduce DC by 5 re: astronomy
[dice=Piloting]1d20+8[/dice] +2 to recall knowledge; +4 to navigate or astrogate
[dice=Profession (lawyer)]1d20+25[/dice] +2 to recall knowledge; +1 to earn income
[dice=Sense Motive]1d20+14[/dice]
[dice=Sleight of Hand]1d20+9[/dice]