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No posts. Organized Play character for EbonFist.


Full Name

CrossBones

About Cross Bones

Nan-Gnoll-Cyte (Bounty Hunter) 1st
Male Medium humanoid (gnoll)
Init +1, Senses Perception +3, Blindsense(Scent) 30’, Darkvision 60'
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DEFENSE
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EAC 12 KAC 13
SP 10 HP 12 RP 5
Fort +5, Ref +2, Will +0
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OFFENSE
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Speed 30'
Ranged [dice=Hunting Rifle]1d20 + 2[/dice] [dice=Piercing]1d8[/dice]
Melee [dice=Longsword]1d20 + 2[/dice] [dice=Slashing]1d8 + 1[/dice]
[dice=Natural Weapon]1d20 + 2[/dice] [dice=Piercing]1d3 + 1[/dice]

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STATISTICS
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Str 13, Dex 12, Con 18, Int 10, Wis 10, Cha 10
Base Atk +1
Feats: Skill Synergy (Life Science, Survival)
Skills Acrobatics +5, Athletics +5, Life Science +6, Perception +4, Profession (Bounty Hunter) +4, Survival +8
Languages Common, Gnoll
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SPECIAL ABILITIES
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RACIAL TRAITS
SIZE AND TYPE
Gnolls are Medium humanoids with the gnoll subtype.
Blindense (Scent)
Gnolls have blindsense (scent) with a range of 30 feet.
NATURAL WEAPONS
Gnolls can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. Gnolls gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1-1/2 × their character level TO their damage rolls for this unarmed strike (instead of just adding their character level, as usual).
Rugged Travel
Each time they move, gnolls can move through the first square of nonmagical difficult terrain at their normal speed.
Self Sufficient
Gnolls gain a +2 racial bonus to Survival checks.
THEME & BENEFITS
Bounty Hunter
THEME KNOWLEDGE
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias, or specific identity to be your mark. Reduce the DC of Culture or Profession (bounty hunter) checks to recall knowledge about your mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5. If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark. You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week. Survival 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 Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

CLASS FEATURES
Nanite Surge
In certain situations, you can use a nanite surge to push your nanites to perform extraordinary feats a number of times per day equal to half your nanocyte level plus your Constitution modifier; the exact benefits vary by circumstance and are explained in the abilities below. At 5th level, you can spend 1 Resolve Point to gain and immediately use an additional nanite surge. You can use this ability multiple times.
Nannite Array
Your body hosts a multitude of nanites that you can direct to take one of three forms, called arrays. They can flood out of your body to form a cloud, combine to temporarily create items, or mobilize within you to amplify your physical abilities.
As a move action, you can direct your nanites to adopt an array. You can have only one array active at a time. Alternatively, you can use a nanite surge (above) to form or switch arrays as a swift action. The nanites maintain their array until you direct them into a different array, you fall unconscious, or you end your turn more than 10 feet from the array. If an array ends without being turned into a different array, the nanites disperse and return to your body at the beginning of your next turn and await further instructions. If you aren’t within 60 feet of the array or the array is physically blocked from reaching you, the nanites instead break down, and you can’t use your nanite array again until you spend 1 Resolve Point and take a full action to create a replacement array.
Your nanites are technological in nature and can be detected by spells (such as detect tech), but they aren’t otherwise subject to effects that affect technology.
The three forms of nanite arrays—sheath, cloud, and gear— provide the following benefits only while the specific array is active.
Sheath Array
The nanite array reinforces your body, granting you a +1 enhancement bonus to Reflex saving throws and a +1 insight bonus to checks with two of the following skills: Acrobatics, Athletics, Sleight of Hand, or Stealth, selected when you form this array. At 3rd level and every 4 levels thereafter, these bonuses increase by 1.
When you form a sheath array, you can use a nanite surge to gain a number of temporary Hit Points equal to your nanocyte level; you lose any such remaining temporary Hit Points when the sheath array ends.
Cloud Array
You nanites spread out into a faintly visible cloud that fills a number of contiguous 5-foot squares. The maximum number of squares you can fill this way equals 1 plus your Constitution bonus, and at least one of those squares must be adjacent to you. The cloud is stationary once formed, though you can reconfigure its space as a move action; if you do so, at least one square of the cloud must remain unchanged. When you take a guarded step, you can move 10 feet as long as you begin and end this movement adjacent to or within your cloud array.
When you form a cloud array, you can use a nanite surge to increase the cloud’s density. This causes the array’s space to provide concealment, but it provides only a 10% miss chance. It doesn’t provide enough concealment to hide, and your attacks ignore any miss chance provided by your cloud. This concealment doesn’t stack with existing concealment.
At 3rd level, whenever you form a cloud array, it can fill an additional 5-foot square, and any miss chance the cloud provides increases to 15%. At 7th level, it can fill an additional 5-foot square, and any miss chance the cloud provides increases to 20%. At 11th level, the cloud fills up to a number of contiguous squares equal to 1 plus twice your Constitution modifier. At 15th level, when you use a nanite surge while forming the cloud array, any miss chance the cloud provides increases to 25% (though your attacks still ignore any miss chance). At 19th level, the cloud instead fills up to a number of contiguous squares equal to 1 plus four times your Constitution modifier.
GEAR ARRAY
Your nanites shape themselves into a single piece of equipment, such as a weapon, tool, or cybernetic augmentation. You can direct your nanites to create a limited selection of equipment, divided into major forms and minor forms. Major forms include weapons and cybernetic augmentations; minor forms include technological items (excluding armor and weapons) and personal items. At 1st level, you know how to create two major forms and three minor forms. You learn a new minor form at 2nd level and every 2 levels thereafter; you learn a new major form at 3rd level, 5th level, and every 4 levels thereafter. When you gain a nanocyte level, you can replace one of your major forms with a new major form and one of your minor forms with a new minor form.
To select a piece of equipment as one of your gear array’s major or minor forms, its level must be equal to or lower than your nanocyte level. Augmentations must be cybernetic, weapons and items must be technological items (not magic or hybrid), and you can’t select equipment that’s consumed on use (such as grenades) or whose bulk exceeds your Constitution modifier.
When creating a nanocyte character at higher than 1st level, for simplicity, you can choose major forms by choosing one form using your nanocyte level, the next form using your nanocyte level – 1, the next using your nanocyte level – 2, and so on. Any extra forms use a nanocyte level of 1. You can choose minor forms the same way.
When you use your gear array to create a handheld nanite weapon, technological item, or personal item, you can automatically grab and begin wielding it if you have the requisite number of hands free. Otherwise, the item floats in your space until the end of your turn, at which point it drops in your space.
When you use your gear array to create a cybernetic augmentation, it’s automatically installed in the appropriate body slot as long as that slot is empty; otherwise, it fails to manifest. If a given augmentation has a limited number of uses or frequency, that limit applies regardless of how many times you’ve created it with your gear array. Equipment that requires a battery or ammunition to function must be loaded to function. When you create such equipment, you can have it absorb and automatically load one appropriately-sized battery or set of suitable ammunition in your possession. Any item that uses a battery with fewer than 20 charges can instead use a standard battery.
Forms:
Major 1: [dice=Azimuth Laser Rifle]1d20 + 2[/dice] [dice=Fire]1d8[/dice]plus [dice=Boost]1d4[/dice]
Major 2: [dice=Pulsecaster Pistol]1d20 + 2[/dice] [dice=Electricity (Nonlethal)]1d4[/dice]plus [dice=Boost]1d4[/dice]
Minor 1: Tool Kit
Minor 2: Micro Tap
Minor 3: Portaledge Tent
PRIMARY NANITE FACULTY: Obliteration
PRIMARY FACULTY TECHNIQUE:
Unstoppable Nanites
Weapons you form with your gear array gain the penetrating and boost 1d4 special properties. To use the boost property with a weapon that doesn’t have charges, you must use one nanite surge instead of expending additional charges. At 5th level, the boost special property increases to 1d6, and it increases by an additional 1d6 at 9th, 13th, and 17th levels.

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Gear
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Consumables
25 Rounds
Battery (20 Charges)

Armor
Second Skin

Weapons
Standard Longsword
Hunting Rifle

Other Gear
Every Day Clothing
Consumer Backpack

Money 1
Bulk 4