Clank Zappow!'s page

288 posts. Alias of Wolfspirit.


| SP: 42/42HP: 32/32 RP: 6/6| EAC: 19 KAC: 19 CMAC: 24 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +5, SM: +1


| Speed 35ft | Spells: 1st 5/5, 2nd 3/3 Spell Cache (unused) conditions: None.


Male CG Goblin Technomancer 6

About Clank Zappow!

Clank Zappow!
Male space goblin icon technomancer 6 divine champion of Weyden Alien Archive
CG Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +5
Defense SP 42 HP 32 RP 7
EAC 19; KAC 19
Fort +5; Ref +6; Will +7
Speed 35 ft.
Melee survival knife +8 (1d4+3 S; analog, operative)
Ranged azimuth laser rifle +8 (1d8+6 F; burn 1d6)
Offensive Abilities tinker[FC]
Technomancer Spells Known (CL 5th)
. . 2nd (3/day)—fog cloud, invisibility
. . 1st (5/day)—grease, life bubble, magic missile, overheat
. . 0 (at will)—dancing lights, detect magic, ghost sound, telepathic message, token spell
Str 10 (+0); Dex 18 (+4); Con 14 (+2); Int 18 (+4); Wis 12 (+1); Cha 9 (-1)
Skills Acrobatics +5, Computers +15 (6 ranks), Culture +13, Engineering +15 (6 ranks), Life Science +13, Mysticism +12, Perception +5, Physical Science +13, Piloting +13 (6 ranks), Profession (electrician) +9
Feats Longarm Proficiency, Mobility, Spell Focus, Versatile Specialization
Languages Abyssal, Aklo, Auran, Castrovelian, Celestial, Common, Draconic, Eoxian, Goblin, Terran
Other Abilities cache capacitor I (current spell), celebrity, spell cache (item type), theme knowledge
Languages Abyssal, Aklo, Auran, Castrovelian, Celestial, Common, Draconic, Eoxian, Goblin, Terran
Other Abilities spell cache (item type), theme knowledge
Combat Gear [i]spell gem[/i], [i]spell gem[/i]; Other Gear defrex hide, azimuth laser rifle with 1 battery (20 charges), survival knife, batteriess (2), battery, battery, engineering tool kit, field rations (1 week), field rations (1 week), industrial backpack, r2e, credstick (1,752 creditscredits)
Special Abilities
Tinker (Ex) As a move action, a space goblin can remove the penalties associated with the broken condition from a single piece of equipment until the start of his next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed).
Divine Judgement As a move action, you can spend 1 Resolve Point to pronounce a creature you can see an enemy of your faith. Until the target is dead or the next time you take a full 8-hour rest, all your weapon attacks bypass that target’s DR and ignore its energy resistances as though your weapons had the fusion corresponding to your chosen alignment (even if the target isn’t a dragon or outsider): anarchic (chaos), axiomatic (law), holy (good), or unholy (evil).