Full Name |
Bozril "Boz" Marbleheart |
Race |
| SP: 6 HP: 11 RP: 4 | EAC 12 | KAC 13 | | F: +1, R: +1, W: +3 | Init: +1 | Perc: +1, |
Classes/Levels |
| Speed 20' | Spells: 1st: 1/3 | Active conditions: none |
Gender |
Male Dwarf Technomancer 1 |
Size |
M |
Age |
Young (for a Dwarf) |
About Bozril "Boz" Marbleheart
Bozril "Boz" Marbleheart
Male dwarf xenoseeker technomancer 1
None Medium humanoid (dwarf)
Init +1; Senses darkvision (60'); Perception +1
_________________________________________________
DEFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
EAC 12; KAC 13
SP 6 HP 11 RP 4
Fort +1, Ref +1, Will +3
, +2 racial bonus to saving throws against poisons, spells, and spell-like abilities, +2 racial bonus to saving throws against poisons, spells, and spell-like abilities
_________________________________________________
OFFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed Walk 20'
Melee doshko, tactical N/A (1d12+1; Analog, unwieldy)
Melee baton, tactical +2 (1d4+1; Analog, operative)
Ranged scattergun, utility +1 (1d4; Analog, 15' blast)
Technomancer Spells Known (CL 1st; concentration +4)
1st(3/day)-jolting surge, magic missile
0th(0/day)-dancing lights, daze(DC 13), detect magic, energy ray
Prepared Spells
_________________________________________________
STATISTICS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Str 12, Dex 12, Con 12, Int 16, Wis 12, Cha 9,
Base Atk +0; Grp+1
Feats Longarm Proficiency
Skills Computers +7, Culture +4, Engineering +7, Life Science +8, Physical Science +7, Piloting +5, Profession (Miner) +6,
Languages Common, Dwarven, Lashunta, Vesk, Ysoki
Combat Gear field ration (per week),
Other Gear scattergun, utility, clothing (profession (miner)), second skin, backpack (consumer), flashlight, tool kit (profession (miner)), doshko, tactical, baton, tactical, scattergun shells, 100.0 gp
_________________________________________________
SPECIAL ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
RACIALTRAITS
Size And Type Dwarves are medium humanoids with the dwarf subtype
Darkvision Dwarves can see up to 60 feet in the dark
Slow But Steady Dwarves have a land speed of 20 feet, which is never modified when they are encumbered or wearing heavy armor. They also gain a +2 racial bonus to saving throws against poisons, spells, and spell-like abilities, and when standing on the ground they gain a +4 racial bonus to their kac against bull rush and trip combat maneuvers
Stonecunning Dwarves gain a +2 bonus to perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
Traditional Enemies Dwarves still train to fight their ancient enemies. A dwarf gains a +1 racial bonus to attack rolls against a creature with the goblinoid or orc subtype and a +4 racial bonus to ac against an attack from a creature with the giant�subtype
Weapon Familiarity Dwarves are proficient with basic and advanced melee weapons and gain specialization with those weapons at 3rd level
THEME BENEFITS
Xenoseeker The thought of meeting alien life-forms excites you. The more different their appearances and customs are from yours, the better! you either believe they have much to teach you or you want to prove you are better than them. Of course, the only way to accomplish your goal is to leave the pact worlds and travel to the vast, where a virtually endless number of aliens await
Theme Knowledge You are trained to seek out, identify, and interact with alien life-forms. Reduce the dc to identify a rare creature using life science by 5. Life science 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 life science checks. In addition, you gain an ability adjustment of +1 to charisma at character creation
CLASS FEATURES:
Spell Cache 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
FEATS:
Longarm Proficiency You know how to use longarms You gain proficiency in longarms (see weapon proficiency on page 243)