Ghost

α-CloudChatI.Q.Prime's page

150 posts. Organized Play character for Luke_Parry.


Full Name

α-CloudChatI.Q.Prime

Race

Hologram

Classes/Levels

Biotechnician Operative 8 (SP 64/64) (HP 52/52) (EAC 16, KAC 17) (Fort +4, Ref +12, Will +6) (Init +13) (Perception +16)

Gender

N/A

Size

Medium

Alignment

Lawful Neutral

Deity

Triune

Languages

Common, Eoxian, Brethedan, Vesk, Castrovelian, Aklo, Azlanti, Draconic, Sylvan, Vercite, Ysoki, Kasatha, Shirren, Akitonian, Infernal

Strength 11
Dexterity 22
Constitution 14
Intelligence 20
Wisdom 10
Charisma 10

About α-CloudChatI.Q.Prime

Initiative: +13 (+6 Dex + 3 Edge + 4 Feat)
Senses: Perception +16
Speed: 30 ft, Climb 30', Swim 30', Fly 30' (Average)

EAC: 16 (10 + 1 Armor + 5 Dex)
KAC: 17 (10 + 2 Armor + 5 Dex)

Stamina Points: 64/64
Hit Points: 52/52
Resolve Points: 10/10

Fort: +4 Ref: +12 Will: +6

Combat:
Base Atk: +6; CMD: 25

Ranged
Holy Underwater Living Static Arc Pistol + Sniper Scope**: +13 to Hit; Dmg 1d6+4; crit Arc 2; range 75 ft; Electricity; 20/20 (2)

**Reduce cover and range penalties by 2

Ghost Killer Zoologist Injector Pistol: +13 to Hit; Dmg 1d8+4; crit Fiery; range 60 ft; Piercing; 20/20 (1) [24 rounds]

Theme (Biotechnician):

Theme Knowledge (1st Level):
You have a sharp mind for the intricacies of biotech augmentations and keep up-to-date on current research in the field, whether because you work to develop such technology or because you are the beneficiary of biotech augmentations— or, most likely, both. Reduce the DC of Life Science checks to identify biotech augmentations and to recall knowledge about famous biotech corporations and researchers by 5. Medicine 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 your Medicine checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

Industry Connections (6th Level):
You’ve forged and maintained a number of connections with significant players in the biotech industry, scoring yourself favors and preferred treatment. As long as you are able to contact your connections in the industry, you gain a 10% discount off the typical list price for biotech augmentations installed in you.

Skills:
Skill Points per level: 8 (Class) + 5 (Intelligence) + 2 (Operative)
Acrobatics +20 (+6 Dex + 8 ranks + 3 class skill + 3 Edge)
Athletics +14 (+0 Str + 8 ranks + 3 class skill + 3 Skill Focus)
Bluff +3 (+0 Cha + 3 Edge)
Computers +19 (+5 Int + 8 ranks + 3 class skill + 3 Edge)
Culture +19 (+5 Int + 8 ranks + 3 class skill + 3 Edge)
Diplomacy +3 (+0 Cha + 3 Edge)
Disguise +3 (+0 Cha + 3 Edge)
Engineering +21 (+5 Int + 8 ranks + 3 class skill + 3 Edge + 2 Species)
Intimidate +3 (+0 Cha + 3 Edge)
Life Science +19 (+5 Int + 8 ranks + 3 class skill + 3 Edge)
Medicine +22 (+5 Int + 8 ranks + 3 class skill + 3 Skill Focus + 1 theme + 2 Primordrek)
Perception +16 (+0 Wis + 8 ranks + 3 class skill + 3 Edge + 2 Species)
Physical Science +21 (+5 Int + 8 ranks + 3 class skill + 3 Edge + 2 Species)
Piloting +20 (+6 Dex + 8 ranks + 3 class skill + 3 Edge)
Profession(Vidgamer) +24 (+5 Int + 8 ranks + 3 class skill + 3 Edge + 4 Tools + 1 Clothes)
Sense Motive +14 (+0 Wis + 8 ranks + 3 class skill + 3 Edge)
Sleight of Hand +20 (+6 Dex + 8 ranks + 3 class skill + 3 Edge)
Stealth +20 (+6 Dex + 8 ranks + 3 class skill + 3 Edge)
Survival +14 (+0 Wis + 8 ranks + 3 class skill + 3 Edge)

+4 on Medicine to make Trick Attacks

-5 to the DC to ID biotech companies and researchers

+4 on Engineering or Mysticism checks to disable traps

+4 on Culture, Engineering, Life Sci, and Physical Sci checks to Recall Knowledge

+2 on Perception Vs. Traps

Feats:
1st: Improved Initiative
1st-Bonus: Skill Focus: Athletics
1st-Bonus: Skill Focus: Medicine
3rd: Weapon Focus: Small Arms
5th: Skill Synergy (Life Science, Physical Science)
7th: Technomantic Dabbler (Holographic Interface, Transfer Charge, Create Ammunition)

Racial Features:
Size and Type:
Holograms are Diminutive constructs with the technological subtype. Unlike other constructs, they have Constitution scores. While in its natural core form, a hologram can take only mental actions or project its hardlight body.

Hardlight Body:
As a full action, a hologram can project a holographic hardlight body around its core and maintain this body indefinitely, including while unable to take actions or unconscious. A hologram can deactivate its hardlight body as a standard action, and it automatically deactivates if they die. While in their hardlight body, a hologram can take physical actions and interact with their environment as if it had a humanoid body with two arms and a speed of 30 feet. The hardlight body’s size is determined by the hologram’s programmed appearance.

Healing Circuit:
In addition to being constructs and thus able to benefit from spells like make whole, SROs count as living creatures for the purposes of magic healing effects that work on living creatures, though the number of Hit Points restored in such cases is halved. A character must use the Engineering skill to perform the tasks of the Medicine skill on SROs. SROs also heal naturally over time as living creatures do, and can benefit from magic or technology that can bring constructs back from the dead, as well as effects that normally can’t (such as raise dead).

Programmed Appearance:
A hologram can alter its programmed appearance once per day by taking 10 minutes. During this time, it selects its size (Small or Medium) and cosmetic appearance. It can’t be made to look like someone else.

Robotic:
SROs are immune to bleed, disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. SROs can be affected by effects or spells that normally target only humanoids, but receive a +4 racial bonus to saving throws against such effects. SROs can eat and drink, though they don’t need to, and they must recharge their internal batteries by entering an off-line mode that is similar to sleep for 8 hours every day. SROs do not breathe or suffer the normal environmental effects of being in a vacuum.

Class Features:
OPERATIVE’S EDGE (EX):
Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter (+2).

SPECIALIZATION:
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the Skill Focus feat (see page 161) in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).

TRICK ATTACK (EX):
You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack (3d8).

EVASION (EX):
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

FIRST RESPONDER:
Across the galaxy, there are those who are in over their heads and those who must brave the unknown to save the innocent.
Whether on an inhospitable planet or a derelict starship, these fearless first responders face the myriad hazards that the universe has to offer, learning how to survive, fight, and rescue others.

Associated Skills: Athletics and Medicine. You can attempt
a Medicine check with a +4 bonus to make a trick attack by
analyzing a target’s body for weak points.

Specialization Exploit: Versatile Movement

Emergency Medical Treatment (Ex): At 11th level, you can
spend 1 Resolve Point as a standard action to attempt a Medicine
check to treat deadly wounds or administer first aid. If you
succeed, this doesn’t count toward the number of times per day
that a creature can benefit from treat deadly wounds, though
they can benefit from emergency treatment
only once per day.

Uncanny Mobility (Ex):
When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement.

QUICK MOVEMENT (EX):
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.

Debilitating Trick (Ex):
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.

Trap Spotter (Ex):
You double your operative’s edge bonus to Perception checks to notice traps. Additionally, you automatically receive a Perception check to notice a trap when you pass within 10 feet of it.

Versatile Movement (Ex):
You gain a climb speed and a swim speed equal to your land speed. This speed is not increased by the quick movement class feature or improved quick movement exploit.

Bleeding Shot (Ex):
For your debilitating trick, you can afflict your target with an amount of bleed damage equal to your operative level.

Uncanny Agility (Ex) - 7th Level:
You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

Armor Optimizer (Ex):
You’ve learned to customize your armor. You can adjust armor to fit you without needing to attempt an Engineering check. This also allows you to add one upgrade slot to the armor, though any upgrade that uses that slot functions only when you wear the armor. Such upgrades are useless to anyone else.

Equipment:

Viridian Balbis Aeon Stone
Turquoise Cube Aeon Stone
Reconfigurable Clothing (Environmental, Formal, Party, Professional, Uniform)
Second Skin
- Infrared Sensors
-

Holy Living Underwater Static Arc Pistol
- Sniper Scope
- Light Bayonet Bracket

Ghost Killer Zoologist Injector Pistol
- 24 rounds of Fiery ammunition (in addition to 20 bullets)

Industrial Backpack
Fire Extinguisher
Tool Kit (Engineering, Hacking, Trapsmith's Tools, Professional)
Gear Maintenance Kit
Lighter
Library Chip Set (Culture, Engineering, Life Science, Physical Science)

Upgrades:
Mk I Synaptic Accelerators
Mk II Synaptic Accelerators
Charge Palm x2
Crafty Graft
Strix Mobility Graft
Partitioned Personality Module

Credits: 29,097