Duergar Slaver

Boron''s page

526 posts. Alias of Eric Collins - France.


Full Name

Ship Engineer Borín "Boron" Saltheart

Race

Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft |

Classes/Levels

+1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Gender

N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP |

Size

M

Age

120 years old seems 130

Special Abilities

4'7" (1m40) tall ; 200 lbs. (90 kg)

Alignment

N

Deity

Pharasma

Location

Diaspora

Languages

Common ; Dwarven

Occupation

Ex-Asteroid Miner & Wannabe Labor Union Activist

Strength 22
Dexterity 12
Constitution 14
Intelligence 16
Wisdom 15
Charisma 7

About Boron'

750 Cr. debt to Volckon
4 ch used
Mk2 Serum of Healing ?
______

Boron (Borín, of clan Saltheart, a.k.a. "Boron")
Neutral male Dwarf (from the Diaspora) - Death Touched - Mechanic (Exocortex) level 9
Medium Humanoid (Dwarf)
Follows Pharasma
120 years old seems 130
4'7" (1m40) tall ; 200 lbs. (90 kg)
SFS credit goes to Pangea-Beta #101218-702

Death Touched:
You have been affected by the energies of death and negative energy. You are not undead, but you have an affinity for the dead and undead that is inexplicable to most living creatures. You have been exposed to strange radiation & dimensional rifts that caused a weak but permanent link between you and the Negative Energy Plane. You survived this formative experience, but not without some change.

Statistics (* key ability)
Str 22 (+6) ; Dex 12 (+1) ; Con 14 (+2) ; Int 16* (+3) ; Wis 15 (+2) ; Cha 7 (-2) 8 (-1)

Init +1 ; Perception +17 ; SM+6 & +1 ; Darkvision (60 ft)
automatic check w. +2 vs. unusual stonework if within 10 ft

Can use 11 HP Energy Shield (see below)
SP 72 ; HP 60 ; RP 7

Fort +8 ; Ref +7 ; Will +5
+1 vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, sleep effects, & stunning
+2 vs. spells & spell-like abilities
+2 vs. fear effects
+3 poison
protected vs. low level radiation & +4 vs. high levels

Offense
+6 BAB +1 attack vs. goblinoid & orc subtype
Speed: 40 ft. never modified when encumbered or by armor

Defense
EAC 23 ; KAC 25 ; vs. CM 23 [DR 6/-]
• when standing on ground +4 vs. bull rush & trip
• +4 AC vs. creatures w. giant subtype
• not flat-footed vs. melee attacks from creatures you can’t see
• can withdraw from creatures you can’t perceive

Feats:
Light & Heavy Armor ; Basic & Advanced Melee Weapons ; 
Small & Longarms ; Grenades ; Specialization (in all weapons known) ; Weapon Focus (Advanced melee weapons) ; Far Shot ; Blind-Fight ; Steel Nerves ; Enhanced Resistance (DR)

Steel Nerves:
You retain your reason when you’re scared. +2 vs. fear effects.
When you have the frightened condition, you can choose to fight rather than flee.
When you have the panicked condition, you don’t drop what you’re holding.

1/day, reaction, while not in combat, reroll failed recall knowledge
Skills:
˚ = ACP -2 factored in ; * = trained
-1˚ Acrobatics (+1 Dex) no Acrobatics check to move full speed while blinded
[dice=Acrobatics]1d20-1[/dice]
+15˚ *Athletics (8 ranks +3 class skill + 6 Str)
[dice=Athletics]1d20+15[/dice]
+8 (-2) Bluff (+ 8 Artificial Personality ; -2 Cha me)
[dice=Bluff AI]1d20+8[/dice]
[dice=Bluff Boron]1d20-2[/dice]
can use Exocortex as added action for Computers (see Wireless Hack)
can disable one countermeasure (except firewalls) for "free" (see Expert Rig)
if fail, see Hack Directory below (evade countermeasure)

+18 *Computers (9 ranks+3 class skill+3 Int +3 insight) can attempt @ 30 feet
[dice=Computers]1d20+18[/dice]
+20 *Computers w. rig (9 ranks+3 class skill+3 Int+3 insight+2 circumstance) can attempt @ 30 feet
[dice=Computers w. rig]1d20+20[/dice]
n.a. Culture
+8 (-2) Diplomacy (+ 8 Artificial Personality ; -2 Cha me)
[dice=Diplomacy AI]1d20+8[/dice]
[dice=Diplomacy Boron]1d20-2[/dice]
-2 Disguise (-2 Cha)
[dice=Disguise]1d20-2[/dice]
+18 *Engineering (9 ranks+ 3 class skill+3 Int+3 insight) can attempt @ 30 feet
[dice=Engineering]1d20+18[/dice]
+20 *Engineering w. rig (9 ranks+3 class skill+3 Int+3 insight+2 circumstance) can attempt @ 30 feet
[dice=Engineering w. rig]1d20+20[/dice]
+22 *Engineering recall knowledge (9 ranks+3 class skill+3 Int+3 insight+4 circumstance) can always take 20 = 41
[dice=Engineering Recall Knowl’]1d20+21[/dice]
+8 (-2) Intimidate (+ 6 Artificial Personality ; -2 Cha me)
[dice=Intimidate AI]1d20+8[/dice]
[dice=Intimidate Boron]1d20-2[/dice]
n.a. Life Science
+15 *Medicine (9 ranks+3 class skill+3 Int)
[dice=Medicine]1d20+15[/dice] (+2 insight to treat drugs, diseases, poisons)
(+16 Mysticism) only to recall knowledge using Perception re. undead & negative energy effects
[dice=Mysticism Recall Knowl’]1d20+16[/dice]
+19 *Perception (9 ranks+3 class skill+2 Wis+1 theme+3 insight from Skill Focus)
automatic check w. +2 bonus vs. unusual stonework if within 10 ft
[dice=Perception]1d20+19[/dice]
+15 *Physical Science (9 ranks+3 class skill+3 Int)
[dice=Physical Science]1d20+15[/dice]
+19 *Physical Science recall knowledge (9 ranks+3 class skill+3 Int+4 circumstance) can always take 20 = 39
[dice=Physical Science Recall Knowl’]1d20+19[/dice]
+5 *Piloting (1 rank+3 class skill+1 Dex)
[dice=Piloting]1d20+5[/dice]
+13 *Profession Miner (8 ranks+3 class skill+2 Wis)
[dice=Miner]1d20+13[/dice]
+8 (+2) Sense Motive (+ 8 Artificial Personality ; +2 Wis me)
[dice=Sense Motive IA]1d20+8[/dice]
[dice=Sense Motive Boron]1d20+2[/dice]
n.a.˚ Sleight of Hand
-1˚ Stealth (+1 Dex)
[dice=Stealth]1d20-2[/dice]
+3 Survival (1 rank +2 Wis)
[dice=Survival]1d20+3[/dice]

Languages: Common ; Dwarven

Combat Tracking (Ex):
Move action during combat = designate foe for exocortex to track.
As long as target in sight = against that target as if BaB equal to mechanic level.
Designating another target you immediately lose bonus against previous target.

Memory Module (Ex):
1/day, reaction, while not in combat, reroll failed recall knowledge.

Wireless Hack (Ex):
Instead of combat tracking, exocortex can access another computer system within 20 feet, and attempt a Computers check each round, using your skill bonus (counts as Computers skill standard action).
Must remain within 20 feet for entire time exocortex interacts w. target.
If task requires multiple actions (or rounds), you can spend your actions to work in concert with exocortex, counting both your action and exocortex’s effective standard action toward total time required.

Remote Hack (Ex):
Can attempt Computers & Engineering checks at 30 feet range.
Target (or creature attending or observing target) can roll Perception or Sense Motive (DC=10+1-1/2×mechanic level+Int modifier=DC 26 now) to determine that you are the origin of this activity.

Expert Custom Rig (Ex):
Combined with Datajack (see below)
Using rig, always count as having appropriate tool or basic kit for any Computers or Engineering check (used as any engineering or hacking specialty kit of item level 6th or lower).
Whenever use rig to successfully hack into a computer, you can also disable one countermeasure (except firewalls).
Rig is a Mk I comm unit and can communicate over encrypted channel with your ship, allowing access to ship’s downloaded data sets & transponder at 5 mile range.
RIg has an audio/video recorder.
Rig has features of a computer with tier = to 1/2 your level, with artificial personality.

Artificial Personality:
Voice of “Vroni", the lovely Half-Elf Boron had a crush on….
Can hold conversations in plain language with both users & creatures that lack access.
Can conversations, learn names & habits, even give advice, based purely on complex code & extensive lexicons.
Can attempt Bluff, Diplomacy, Intimidate, & Sense Motive checks with a total bonus equal to 2×its tier.
Authorized user can operate computer by simple spoken or typed commands and receive information from computer in the same way.

Range III:
Allows computer to control device wirelessly within 1 mile, & planetwide w. an infosphere connection for both computer & device.

Library Chips (Engineering & Physical Science):
Contain digital library of information & count as downloaded data set.
+4 circumstance bonus to recall knowledge & can always take 20.

Datajack:
Programmable data port that allows to access computers & digital storage media.
Any handheld computer can be inserted directly into the port. Larger systems must be connected by adapter cable.
System connected directly to nervous system, no need for interface to access data on a system.
Some closed systems don’t allow data access or require some rewiring to connect w. datajack (usually Engineering check).

Comm Unit:
Combines tier-0 portable computer & cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range.
Also includes calculator, flashlight (increases light level 1 step in 15-foot cone), and several entertainment options (including games and access to any local infospheres). Boron of course loves to play Asteroids!

Overload & Override (Ex):
Standard action to cause a short in any electronic device - including most ranged energy weapons, melee weapons w. powered special property, or a single armor upgrade - within range of exocortex’s wireless hack (20 ft. right now).
This makes device nonfunctional for 1 round.
If used on item or armor upgrade in someone’s possession, owner can roll Reflex to negate (DC=10+1/2 mechanic level+Int = DC 17 now).
Overload doesn’t cause locked door, safe, or other device to open, but prevents anyone from opening it for 1 round.
Overload doesn’t affect items larger than Medium, cybernetics, or powered armor.
Affects androids, drones, robots, and creatures with technological subtype. Must make DC 17 Will save (10+1/2 level+ Int) or be dazed 1 round. If save failed by 10+, target not dazed and can dictate its actions for 1 round (actions can’t be obviously self-destructive). Once save rolled, target immune to attack for 24 hours.

Once overloaded, device cannot be overloaded again for 1 minute.


Miracle Worker (Ex):
1/day - Move action to repair damage to starship’s systems, or modify suit of armor or weapon to function more efficiently.
Must be able to handle item without impediment:
• Armor: +2 enhancement to AC for 1 minute
• Weapon: +2 enhancement to attack & damage for 1 minute
• Damaged Ship: restore a number of Hull Points = to starship’s base frame HP increment (if this raises ship’s HP over a multiple of Critical Threshold, repair critical damage to one system per multiple, reducing its severity by one step).
Using ability during starship combat is your action for the turn (must be done during engineering phase).

Exocortex Mod (Ex):
Speed (+10 speed, untyped, factored in)

MECHANIC TRICKS
Overcharge & Improved Overcharge (Ex):
• Standard to overcharge & attack with ranged energy weapon or melee weapon with powered special property that you’re holding.
If you hit, deal 2d6 additional damage of same type weapon normally deals.
This attack uses three times as many charges from battery or power cell as normal.
Can’t be used if weapon doesn’t have enough charges & no effect on weapon w/o battery or power cell.
• Can instead use ability as a move action on a touched powered weapon that is unattended or attended by an ally.
You grant the same effect to that weapon’s next attack before the beginning of your next turn.

Energy Shield (Ex):
Standard action to activate energy shield around yourself.
12 temporary Hit Points equal (Int + mechanic level).
Shield remains active for 1 minute per mechanic level or until depleted.
Cannot use ability again until spend 1 RP to regain SP w. 10-minute rest (shield automatically shuts off during this rest).

Hack Directory (Ex):
Whenever attempt to hack a system and fail, immediately become aware of any countermeasures activated due to failure.
Can then select one of countermeasures & attempt another Computers check (same DC as original).
If succeed 2nd check, can prevent that countermeasure from activating, as if had not attempted to access system at all.
Any other countermeasures have their normal effect.

AUGMENTATIONS
Datajack (brain) see above

Minimal Speed Suspension Cybernetics (all legs):
Increase land speed by 10 feet (enhancement bonus) by replacing a few joints and tendons in legs with high-performance cybernetics.

EQUIPEMENT
• Lava:
Andesite Magma Blade Bulk 1 ; two handed Advanced Melee Weapon
Though this sturdy sword appears to be made of stone when inactive, once powered the blade cracks and melts into a glowing bar of magma held in place by magnetic fields. The incredible heat inflicts grievous injuries on targets.
• Damage: 2d8 F & s ; Critical (DC20): Wound see Table for effects
• Powered capacity 20, usage 1 for 1 minute (can activate as part of attack with it, automatically deactivates after 1 minute, can recharge
"Lava" is adorned with five weapon fusions:
• Throwing gives thrown special property w. range increment of 10 feet
Note: Thrower Arms passes range increment to 20 feet & Far Shot reduces penalties to -1 per extra increment
• Called teleport to hand as swift action, even if in possession of other creature (maximum range 100 feet, effects that block teleportation prevent return)
• Holy, blessed by Angradd the Forge-Fire attacks are good-aligned, damage bypasses DR/good & ignores energy resistance of evil dragons, evil outsiders, and evil undead
• Illuminating (activate/deactivate as move action) (after attack illuminates 20 feet around me & target for 1 round ; increase illumination 1 step, max' normal light)
Merciful Swift to activate/deactivate ; deals nonlethal damage

• Grenades:
• Flash Grenade Mk I DC 12
• Sticky Bomb Grenade Mk II DC 13
Note: Thrower Arms adds 10 feet to range & Far Shot reduces penalties to -1 per extra increment


• Not So Stupid Buzzblade Armor:
Lashunta Ringwear III
• EAC +12 ; KAC +14 ; Max. Dex Bonus +3 ; ACP -2 ; Speed Adjustment -5 ft ; 3 upgrade slots
• Environmental Protections:
- boots can anchor feet to solid surface in zero-gravity, allowing to orient & return to normal footing
- environmental field (5 days of 1 hour increments - standard to turn on) cf. p. 297/298 CRB self-contained breathing, protects vs. vacuum ; smoke ; thick, thin & toxic atmospheres (including airborne poisons & disease) ; functions underwater & similar liquid environments. Allows to breathe in corrosive atmosphere. Protects vs. low levels of radiation & +4 to saves vs. higher levels. Protects vs. cold (below –20° F) & heat (over 140° F)
comm unit (80 charges, use 1/hour) device combining minor portable computer & cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range.

Also includes calculator, flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres).
With three armor upgrades:
Thrower Arms small motors and other machinery that enhance the motions of your arms from the shoulders to the wrists, allowing you to launch weapons with a greater velocity and precision. Treat the range increments of thrown weapons as 10 feet greater than normal
Jetpack (Bulk 1) gain a fly speed of 30 feet (average maneuverability) ; can use for “cruising flight” at 1 charge per minute, but flat-footed and off-target ; changing between normal to cruising flight is standard action ; jetpack can’t lift you if encumbered - [capacity 40, usage 2/round]
• Haste Circuit (Bulk L) Swift to activate/deactivate [capacity 10, usage 1/round (all charges replenish each day)]
Haste: • when making a Full Attack, can also take a separate move action in order to move before, after, or between the attacks from the full attack. All movement must occur at the same time ;
• all of the modes of movement (including base, burrow, climb, fly, and swim speeds) increase by 30 feet as an enhancement bonus (so “only” +20 to land), to a maximum of twice the target’s normal speed using that form of movement. It affects the creature’s jumping distance as normal for increased speed

• Miner-Engineer Coverall everyday clothing

• Symbol of Pharasma around neck made out of own shin bone

• Lighter lighting small flame is swift action ; lighting full fire full action or more
& 5 x Cigars minor Intoxicant in pocket - Bulk L
”Whenever I’m at the bar or on set, I never want to be disappointed whenever I reach for a smoke. That’s why I always use Oubliette-brand cigars, because an Oubliette will never disappoint.”

• Industrial Backpack:
(Bulk 1)
When wearing a properly fitted industrial backpack, you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.
In Pack (1.2 / 2 Bulk):
Spoiler:
• Advanced Medkit Bulk 1 ; 2 hands
Spray antiseptic, bandages, & handheld instruments designed to examine, explore, and treat common ailments.Allows to attempt DC 20 Medicine checks to treat deadly wounds. You gain a +2 insight bonus to Medicine checks to treat drugs, diseases, and poisons. Additionally, you can use an advanced medkit to set up a temporary one-patient medical lab, though this requires 10 minutes. You can then provide long-term care to a single patient using the temporary medical lab, with a DC 30 Medicine check.
• Fire Extinguisher Bulk L ; 1 hand
Standard action to deploy fire extinguisher to end a burn effect on any one creature or object of Medium or smaller size.
Extinguishing a Large creature or object takes 2 rounds, and the number of rounds required doubles with each size category beyond Large.
[Capacity 20; Usage 1/round]
Can be recharged for 10% of the purchase price.
• Pact World Labor Rules & Regulations paper book - Bulk L
• 4 x High-Capacity Battery for Jet Pack & Lava [Capacity 40]

Carrying:
> 12 Bulk = Encumbered (11 Bulk w/o pack)
Carrying 5.11 =6 Bulk
Sword - 1 Bulk
Armor - 2 Bulk
Jet Pack - 1 Bulk
Medkit - 1 Bulk
Fire Extinguisher - L
Book - L
Cigars - L
Batteries - 4 L
Grenades - 2 L
Blade - 1 L
Haste Circuit - 1 L

Wealth: 0 Cr.

Appearance:
Boron is a middle aged (120 years old) tall (4'7" ; 1m40) and muscular (200 lbs. ; 90 kg) dwarf. Bald, with a white beard and moustache (some yellow nicotine traces), he has grey skin, a sure sign of years spent in the artificial light of spaceships, and on rocks far from the Burning Mother.
Boron’s beard has taken on streaks of white—like a paintbrush partially dipped in white paint—but more striking are the number of large bald spots he has grown in his beard! His skin has grown even more pale, and he appears to have aged at least a decade (by Dwarf standards)!

Background:
Borín of clan Saltheart, a.k.a. "Boron" was born and mainly raised on asteroid-mining ships in the Diaspora, run by his family. Though he did spend time on a Star Citadel ship. His whole life has been about mining, and this is how he has been exposed to strange radiation that has brought problems to his health, and opened him to the Negative Plane. These problems slowly turned him into a devoted follower of Pharasma.
The fact that this change within him made him curious to paranormal activity, and the urge to reduce further exposure to radiation, made "Boron" look for work as a ship-engineer in order to travel, explore, and find answers....

BOT THE DWARF

Lava ; Melee & Ranged:
(+1 attack vs. goblinoid & orc subtype)
to Hit: +6 BAB (+9 w. Combat Tracking) +6 Str +2 Weapon Focus (+1 w. Combat Tracking)
Damage: 2d8 (+2d6 from Overcharge) +6 Str +9 Weapon Specialization
Crit' =Wound

[dice=Lava vs. KAC]1d20+14[/dice]
[dice=Lava vs. KAC w. Combat Tracking]1d20+16[/dice]
[dice=Holy, Magic, F, s (Overcharged)]2d8+2d6+15[/dice]
[dice=Holy, Magic, F, s]2d8+15[/dice]
• Fire, slashing, magic, good-aligned, damage bypasses DR/good & ignores energy resistance of evil dragons, evil outsiders, and evil undead
• Blind-Fight = reroll concealment miss chance
• 20 foot range w. thrower arms
• -1 per extra range increment from Far Shot
• swift action to get weapon back in hand w. Returning
• Blind-Fight = reroll concealment miss chance
• Move action to get Illuminating (gain 'bright' special property: illuminate the area within 20 ft of you & target for 1 round (increase illumination 1 step, max’ normal light)
• Swift action to get Merciful (non lethal)

In Space:
Captain
+8 Bluff w. AI
[dice=Bluff IA]1d20+8[/dice]
+8 Diplomacy w. AI
[dice=Diplomacy IA]1d20+8[/dice]
+6 Intimidate w. AI
[dice=Intimidate IA]1d20+6[/dice]

Engineer
+20 Engineering w. rig
[dice=Engineer w. rig]1d20+20[/dice]

Gunner
+7 Gunnery
[dice=Gunner]1d20+7[/dice]

Pilot
+5 Piloting
[dice=Pilot]1d20+5[/dice]

Science Officer
+20 Computers w. rig
[dice=Science Officer w. rig]1d20+20[/dice]

EQUIPMENT PURCHASE LIST

Before Start:
23.000 Cr.
6000 Cr. Synaptic Accelerators Mk II (+4 STR)
1400 Cr. Synaptic Accelerators Mk I (+2 INT)
625 Cr. Standard Datajack (occupies) Brain
2790 Cr. Heavy Seismic Pick
720 Cr. lvl 5 Throwing Weapon Fusion
720 Cr. lvl 5 Called Weapon Fusion
720 Cr. lvl 5 Holy Weapon Fusion
2750 Cr. Mining Jack, Mk II
3100 Cr. Jetpack
1000 Cr. Thrower Arms
1900 Cr. Minimal Speed Suspension
100 Cr. Range III for Computer
250 Cr. Engineering Library Chip
250 Cr. Physical Science Library Chip
5 Cr. Labor Union book
2 Cr. Symbol of Pharasma
15 Cr. Fire Extinguisher
100 Cr. Basic Medkit
1 Cr. Lighter
1 Cr. Everyday Clothes
25 Cr. Industrial Backpack
330 Cr. 1 extra High-Capacity battery
180 Cr. 3 extra Standard batteries (60 Cr./each)
10 Cr. 10 x Cigars (Minor Intoxicant)
6 Cr. left over