Ghost

β-CloudChatI.Q.Prime's page

74 posts. Organized Play character for Luke_Parry.


Full Name

β-CloudChatI.Q.Prime

Race

Hologram

Classes/Levels

Opportunist Technomancer 4 (SP 20/20) (HP 24/24) (EAC 15, KAC 15) (Fort +1, Ref +4, Will +3) (Init +3) (Perception +9)

Gender

N/A

Size

Medium

Alignment

Lawful Neutral

Deity

Triune

Languages

Common, Eoxian, Brethedan, Vesk, Vercite, Azlanti

Occupation

Vidgamer

Strength 10
Dexterity 16
Constitution 10
Intelligence 18
Wisdom 10
Charisma 11

About β-CloudChatI.Q.Prime

Initiative: +3 (+3 Dex)
Senses: 60' Darkvision, Perception +9
Speed: 30 ft

EAC: 15 (10 + 2 + 3 Dex)
KAC: 15 (10 + 2 + 3 Dex)

Stamina Points: 20/20
Hit Points: 24/24
Resolve Points: 6/6

Fort: +1 Ref: +4 Will: +3

Combat:
Base Atk: +3; CMD: 23

Ranged
Azimuth Laser Rifle: +6 to Hit; Dmg 1d8+4; crit Burn 1d6; range 120 ft; Fire; 20/20 (1)

Ghost Killer Thunderstrike Rifle: +6 to Hit; Dmg 1d10+4; crit Deafen; range 50 ft; Sonic; 40/40 (2) (Living, Underwater)

Theme (Opportunist):

Theme Knowledge (1st Level):
It takes a sharp mind to see a catastrophe and conceive of a way to better yourself or others. You’ve networked with groups and organizations across the galaxy, even if only on a surface level. No matter the situation, you know who to talk to. Reduce the DC to identify or recall knowledge about organizations, groups, and agencies that work across multiple systems by 5. Perception is a class skill for you. If it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Skills:
Skill Points per level: 4 (Class) + 4 (Intelligence)
Acrobatics +3
Athletics +0
Bluff +0
Computers +12 (+4 Int + 4 ranks + 3 class skill + 1 Techlore)
Diplomacy +0
Disguise +0
Engineering +13 (+4 Int + 4 ranks + 3 class skill + 2 Species)
Intimidate +0
Life Science +11 (+4 Int + 4 ranks + 3 class skill)
Mysticism +8 (+0 Wis + 4 ranks + 3 class skill + 1 Techlore)
Perception +9 (+0 Wis + 4 ranks + 3 class skill + 2 Species)
Physical Science +13 (+4 Int + 4 ranks + 3 class skill + 2 Species)
Piloting +10 (+3 Dex + 4 ranks + 3 class skill)
Profession(Vidgamer) +16 (+4 Int + 4 ranks + 3 class skill + 4 Professional's Tools + 1 Professional Clothes)
Sense Motive +0
Stealth +3
Survival +0

Reduce the DC to identify or recall knowledge about organizations, groups, and agencies that work across multiple systems by 5.

Feats:
1st: Longarm Proficiency
3rd: Versatile Specialization
3rd (Bonus): Spell Focus

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:
Spells
Drone Technomancy
Technomantic Talent:
As you practice weaving spellcode, you can affect not only your own spellcasting, but others’ as well. At 1st level, pick a school of magic and gain the listed effect. Unless otherwise noted, you can use each effect twice per day as a reaction when you, an ally, or an enemy within 60 feet casts a spell in that school, applying the effect to that triggering spell. At 4th level and every three levels thereafter, you can invest in your technomantic talents, either increasing the effect of a school you’ve already chosen or choosing a new school.

Evocation x2:
Instead of rolling damage dice normally for an evocation spell, you can first set one die to its maximum (or minimum) value. Each subsequent time you choose this as a technomantic talent, you can set another die to its maximum (or minimum) value, up to a maximum of 4 dice.

Deconstructivist:
Your insights into the intersection of technology and magic make you especially formidable to technomagical beings. The DCs of your spells are 2 higher for constructs with the technological subtype, and 1 higher for non-construct creatures with the technological subtype. This stacks with increases to your DCs from the Spell Focus feat but not any other sources; if you have two different DCs available, use the highest.

Repair Drone (Ex):
When you repair your drone in either manner described on page 74, you repair 25% of its maximum Hit Points instead of 10%. You must have a drone to learn this trick.

Techlore (Ex):
You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter.

Spells:
Cantrips: Conjure Grenade, Fabricate Scrap, Holographic Interface, Mending, Omnitool, Token Spell, Transfer Charge
1st level (0/2+1 used): Akashic Download, Create Ammunition, Magic Missile, Supercharge Weapon
2nd level (0/1+1 used): Dampen Spell, Make Whole

Artillery Drone 4:
Medium Construct (Technological)
Init +2; Senses: Perception +0

DEFENSE
EAC: 17, KAC: 19
hp: 40/40
Fort: +1, Ref: +5, Will: +1

OFFENSE
Speed 30 ft.
Ranged Azimuth Artillery Laser: +6 to Hit; Dmg 1d10+4; crit Burn 1d6; range 120 ft; Fire; 20/20 (2); Penetrating

STATISTICS
Str 12, Dex 15, Con -, Int 6, Wis 10, Cha 6
BAB +3; CMD 25
Feats: Weapon Focus: Heavy Weapons, Weapon Specialization: Heavy Weapons
Skills: Acrobatics +9 (+2 Dex + 4 ranks + 3 class skill)
SQ: Limited AI, Master Control, Skill Unit
Mods: Weapon Proficiency (Heavy), Weapon Mount x2, Enhanced Armour, Lifelike Appearance (DC 10 + Engineering Modifier to notice)
Languages:
Equipment:
Azimuth Artillery Laser + 2 spare batteries
- Uniclamp: Miniature Sun
- Uniclamp:

Equipment:

Reconfigurable Clothing (Environmental, Formal, Party, Professional, Uniform)

Industrial EJ Coverall
- Infrared Sensors
-

Azimuth Laser Rifle
Ghost Killer Living Underwater Thunderstrike Sonic Rifle

Industrial Backpack
Engineering Kit
Hacking Kit
Professional's Tools
Trapsmith's Tools

Upgrades:
Mk I Synaptic Accelerator
Technopathy Node (Token Spell)
Crafty Graft

Credits: 796