Full Name |
Blue Jack |
Race |
Undine |
Classes/Levels |
Technomancer 1: Spd:30, Swim:20, Init:4, KAC:16, EAC:16, SP:1/5, HP:7/7, Darkvision, Perc:0, Fort:0, Ref:4, Will:3 |
Gender |
M |
Size |
M |
Age |
22 |
Special Abilities |
BeastBlood |
Alignment |
NG |
Deity |
Sarenrae |
Location |
Castrovel: The Wild |
Languages |
Common, Castrovelian, Elven |
Occupation |
Archaeologist |
Strength |
11 |
Dexterity |
18 |
Constitution |
10 |
Intelligence |
12 |
Wisdom |
12 |
Charisma |
10 |
About Blue Jack
Variant: Scaling Level 0 Spells
Low-level spellcasters often rely on damaging 0-level spells (energy ray, hazard, injury echo, and telekinetic projectile) to injure their foes, but these spells can become obsolete as spellcasters gain levels and find weapons that deal greater damage. This rules variant allows spellcasters to rely on their damaging 0-level spells throughout their adventuring career. Make the following changes to the spells named above at the levels the character attains in a spellcasting class. Each increase happens only once at the indicated level.
At 3rd level, add half your character level to damage with these spells.
At 7th level, increase the damage of spells that deal 1d3 or less damage to 2d4. Increase the damage of spells that deal 1d6 damage to 2d6.
At each of 10th, 13th, and 15th levels, increase the damage of these spells by one die of the same type (d4 or d6).
At each of 17th and 19th levels, increase the damage of these spells by two dice of the same type.
At the end of this progression, a 19th-level spellcaster’s energy ray deals 9d4+9 damage of the chosen type, while their telekinetic projectile deals 9d6+9 bludgeoning damage.
Racials:
+2 Wis, +2 Dex, -2 Str, 2 Hit Points
Size and Type
Undines are Medium outsiders with the native subtype.
Cold Resistance
Undines have cold resistance 5.
Darkvision
Undines have darkvision with a range of 60 feet.
Spell-Like Ability
An undine can cast energy ray as a spell-like ability at will but can deal only cold damage with the ray. Their caster level is equal to their level.
Undine Movement
Undines have both a land speed and a swim speed of 30 feet.
Water Affinity
Whenever an undine deals cold damage while either the undine or her target is swimming, or in precipitation or storms heavy enough to reduce visibility ranges, they deal an amount of additional damage equal to twice their level.
Theme:
You have sterling instincts when it comes to understanding wild places. When you attempt a Life Science, Physical Science, or Survival check to recall knowledge about animals or terrestrial wilderness environments, reduce the DC by 5. Survival is a class skill for you, though if it's also a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
Level 6: Feline Leap: You are as lithe as a cat. When you jump, you are always considered to have a running start, and the DC for jumping vertically is equal to twice the number of feet you are attempting to jump (instead of four times).
Spells:
Level 0: Detect Magic, Energy Ray, Mending, Psychokinetic Hand.
Level 1, 3 per day: Magic Missile, Unseen Servant.
Spell Cache: Brand
Skills:
The Technomancer's class skills are Computers (Int), Engineering (Int), Life Science (Int), Mysticism (Wis), Physical Science (Int), Piloting (Dex), Profession (Cha, Int, or Wis), Sleight of Hand (Dex).
Skill Points at each Level: 4 + Int modifier.
1. Computers: 1 Point, 3 trained, 1 int: 5 total
2. Engineering: 1 Point, 3 trained, 1 int: 5 total
3. Life Science: 1 Point, 3 trained, 1 int: 5 total
4. Profession Archaeologist: 1 Point, 3 trained, 1 int, 5 equipment: 10 total
5. Piloting; 1 Point, 4 dex, 3 trained: 8 total
Feats:
Level 1: Spell Penetration
Equipment:
1. Hacking and Engineering Kit: 40 credits
2. Professionals Tools and Clothing: 25 credits
3. Second Skin Armor: 250 Credits
4. Credstick: 1085 Credits
XP: 0.50