Ghost

Ω-CloudChatI.Q.Prime's page

68 posts. Organized Play character for Luke_Parry.


Full Name

Ω-CloudChatI.Q.Prime

Race

Hologram

Classes/Levels

Prole Precog 3 (SP 15/15) (HP 19/19) (EAC 15, KAC 15) (Fort +1, Ref +6, Will +0) (Init +7) (Perception +5)

Gender

N/A

Size

Medium

Alignment

Lawful Neutral

Languages

Common, Eoxian, Brethedan, Vesk, Aklo, Azlanti, Vercite, Castrovelian

Occupation

Vidgamer

About Ω-CloudChatI.Q.Prime

Initiative: +7 (+3 Dex + 4 Feat)
Senses: 60' Darkvision, Perception +5
Speed: 30 ft

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

Stamina Points: 15/15
Hit Points: 19/19
Resolve Points: 4/4

Fort: +1 Ref: +6 Will: +0

Combat:
Base Atk: +2; CMD: 23

Ranged
Holy Underwater Living Red Star Plasma Array: +6 to Hit; Dmg 1d10+3; crit Burn 1d4; range 80 ft; Electricity/Fire; 20/20 (1)

Theme (Prole):

Theme Knowledge (1st Level):
Up until now, you’ve been a typical working person, punching the clock and scraping by at your everyday job. Choose a Profession skill that is Intelligence- or Wisdom-based. That skill has been the basis of your job up until now, and although you might not think about it, you’re good at what you do. When attempting a Culture or Profession check to recall knowledge about your profession or industry and its leaders, whether businesses or business people, reduce the DC by 5. Since Profession is a class skill for you, you gain a +1 insight bonus to checks with your chosen profession and +1 to checks with Profession skills in general. (These bonuses stack to a total of +2 for your chosen Profession skill.) In addition, you gain an ability adjustment of +1 to Intelligence or Wisdom at character creation, but the ability score you pick must match the ability score tied to your chosen Profession skill.

Skills:
Skill Points per level: 6 (Class) + 4 (Intelligence)
Acrobatics +9 (+3 Dex + 3 ranks + 3 class skill)
Athletics +1
Bluff +6 (+0 Cha + 3 ranks + 3 class skill)
Diplomacy +6 (+0 Cha + 3 ranks + 3 class skill)
Disguise +0
Intimidate +0
Life Science +7 (+4 Int + 3 ranks)
Medicine +7 (+4 Int + 3 ranks)
Perception +5 (-1 Wis + 3 ranks + 3 class skill)
Piloting +9 (+3 Dex + 3 ranks + 3 class skill)
Profession(Vidgamer) +17 (+4 Int + 3 ranks + 3 class skill + 4 Professional's Tools + 1 Professional Clothes + 2 Theme)
Sense Motive -1
Stealth +9 (+3 Dex + 3 ranks + 3 class skill)
Survival -1

When attempting a Culture or Profession check to recall knowledge about your profession or industry and its leaders, whether businesses or businesspeople, reduce the DC by 5.

Feats:
1st: Improved Initiative
3rd: Weapon Focus: Heavy Weapons

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

Anchor - Timewarped

Paradox (Su):
Your unique relationship with time allows you to dexterously manipulate its flow at key moments, allowing you to know what’s going to happen before it transpires. Each day when you regain your spell slots, you also gain a number of paradoxes equal to 1 + half your Dexterity modifier (minimum 2) and lose any unused paradoxes from the previous day. Whenever you gain these or any other paradoxes, roll 1d20 for each and record the result associated with that paradox. You can never reroll paradoxes.
Many precog abilities allow you to use a paradox in place of a specific d20 roll you would make, using the paradox’s associated result instead of rolling a random result. The paradox functions in every way like a normally rolled die; a paradox of 1 functions as a natural 1, and a paradox of 20 functions as a natural 20. You can’t use a paradox for a die that has already been rolled or rerolled, and you can’t reroll a paradox. Some precog abilities simply require you to use a paradox without using its associated result. Regardless of how you use a paradox, it is lost and can’t be used again.
At 1st level, you can use a paradox in place of your d20 roll for an ability score check or caster level check. In addition, you can use a paradox on a d20 roll associated with your anchor’s focal paradox; once per day when you do, you immediately gain a new paradox.
At 3rd level, you can also use paradoxes in place of your initiative checks, Reflex saving throws, and skill checks (for skills in which you are trained).
At 5th level, you can also use paradoxes in place of your attack rolls, Fortitude and Will saving throws, and skill checks (for skills in which you are untrained).

Temporal Anomaly - Future Training:
Gain proficiency in Heavy Armor and Heavy Weapons.

Chronomatic Defense (Su):
You can execute precisely timed moves that help you and others dodge incoming attacks. As a reaction when an attack is declared but before the result is known, you can use a paradox to grant an ally an insight bonus to AC until the end of your next turn. This bonus is equal to the paradox result or a maximum bonus of +2, whichever is lower. The maximum bonus increases to +3 at 7th level, +4 at 13th level, and +5 at 18th level.

Spells:
Cantrips: Climate Adaptation, Injury Echo, Mending, Stabilize, Token Spell, Transfer Charge
1st level (0/3+1 used): Comprehend Customs, Comprehend Languages, Death's Door, Overheat

Equipment:

Reconfigurable Clothing (Environmental, Formal, Party, Professional, Uniform)
Turquoise Cube Aeon Stone

Industrial EJ Coverall
- Infrared Sensors
-

Holy Underwater Living Red Star Plasma Arrray

Industrial Backpack
Professional's Tools

Upgrades:
Mk I Synaptic Accelerator

Credits: 12