Dr Davaulus

Cydney Vignarro's page

82 posts. Organized Play character for BretI.


Race

| SP 36/66 HP 40/40 0 temp HP| RP 6/8 | Surges: 5/8 | EAC 20 KAC 21 | Fort +10; Ref +4 Will +4 | Init: +2 | Perc: +9, SM: +0

Classes/Levels

| Speed 30’ | reroll used | Active conditions: Sheath Array (Acrobatics, Athletics)

Gender

Male NG Verthani Cyberborn Nanocyte 6

About Cydney Vignarro

Cydney Vignarro
Verthani Cyberborn Nanocyte 6
NG Medium Humanoid (Verthani)
Init +2; Senses Perc +9, SM +0; Low-Light vision, Darkvision, blindsense (vibration) 5’
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Defense
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EAC 20, KAC 21
SP 66 HP 40 RP 8
Fort +10, Ref +4, Will +4; +1 circumstance bonus to saving throws against bleed, disease, poison, and sleep effects.
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Offense
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Speed 30 ft.
Melee Survival Knife +8 (d4+3 Slashing) Analog, Operative, Thrown 20’
or Frost-Bite Class Zero-Knife +8 (d4+3 C) conceal, operative, powered (40/1); critical staggered
or Swarm Strike +11 (d3+14 Slashing/Piercing/Bludgeoning)
Ranged Hunting Rifle +9 (d8+6 Piercing) 90’, Analog, 6 rounds
or Static Arc Rifle (gear array) +9 (d12+6 E) 70’, Critical Arc d6, Stun
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities
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Statistics
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Str 10, Dex 14, Con 21, Int 16, Wis 10, Cha 11

Mk I Synaptic accelerators +2 Con

Hit Points 40 = 4+(6 *6)
SP 66 = ((5+6) * 6)
RP 8 = 5 + (6/2)

Skills

Acrobatics +11, Computers +16, Engineering +12, Life Science +12, Medicine +14, Perception +9, Physical Science +12, Profession Cybernetic Researcher +12, Stealth +11

Skill notes:
Reduce the DCs of Engineering checks to identify cybernetic augmentations and of Life Science checks to recall knowledge about cybernetic augmentation techniques, as well as corporations and other research facilities involved in the production of and experimentation with cybernetic augmentations, by 5.

Sheath array: +2 insight bonus to checks with two of the following skills: Acrobatics, Athletics, Sleight of Hand, or Stealth

Trapsmith’s Tools: +4 to Engineering or Mysticism to arm or disarm a trap.

Starship-Combat Version of Skills
Gunnery +8

Feats Medical Expert, Iron Will, Weapon Focus (Longarms)
Bonus Feats Skill Focus (Computers)
Languages Common, Vercite, Akitonian, Ysoki, TBD

Combat Gear: D-Suit II (Jetpack), survival knife, hunting rifle, 30 rounds longarms, High Capacity Battery x2

Other Gear: Personal Comm, Fire Extinguisher, Industrial Backpack, Travel Clothes, Hygiene Kit, Second Skin armor, Engineering Kit, Professional's Tools, Fire extinguisher, Radiation Badge, Mobile Hotelier, Hacking Kit, Cybernetic Engineering Specialty kit, Strawberry Machinecake album, Toolkit (trapsmith's tools)

Consumables:
Serum of Healing Mk I
Serum of Healing Mk I
R2E meal, 10

Other Abilities

Augmentations
Darkvision Capacitors, Standard (eyes)
Mk I Synaptic accelerators +2 Con

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Special Abilities
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Nanite Surge
8/day
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.

Gear array
Major forms include weapons and cybernetic augmentations; minor forms include technological items (excluding armor and weapons) and personal items.
Major forms (4): High-Density Data Jack, Voice Amplifier, Thruster Heels, Static Arc Rifle
Minor forms (6): Adamantine Alloy Cable Line, Chemlyzer, Grenade Scrambler Mk 2, Portable Gangway, Spotlight Portable Light, Subdermal Extractor

Primary Nanite Faculty: Regeneration

Primary Faculty Technique
Reactive Repair (Ex) Fast Healing 2 3 Temp HP
As a swift action, you can use a nanite surge to direct your nanites to repair and reinforce an ally. The target must either be adjacent to you or be adjacent to or within your nanite cloud. Alternatively, you can target yourself with this ability. For 1 minute, or until the target begins their turn no longer adjacent to you or adjacent to or within your cloud array, the target gains fast healing 1 (as per the universal creature rule), except that the ability restores Stamina Points instead of Hit Points. Whenever the target regains a Stamina Point from this ability, they also gain 1 temporary Hit Point that stacks with temporary Hit Points gained from this ability, but not with other temporary Hit Points. When the effect ends, the target loses any temporary Hit Points gained from this ability. At 5th level and every 4 levels thereafter, the fast healing increases by 1, and the temporary Hit Points increase by 2.

Nanomedicine (Ex) 5th Level

You can use your Constitution modifier in place of your Intelligence modifier for Medicine checks. You can use the Medicine skill to treat creatures within or adjacent to your cloud array as though you were adjacent to them. You can use a nanite surge to apply first aid as a swift action or to treat deadly wounds as a full action for a creature in your cloud.

Cyto-Conversion (EX) 3rd Level

As your connection to your nanites grows, the swarm's ability to break down and reassemble your body strengthens, gradually making you more machine than mortal. You receive a +1 circumstance bonus to saving throws against bleed, disease, poison, and sleep effects. In addition, you gain a 10% chance to treat a critical hit against you as a normal hit; it deals normal damage and doesn't apply any critical hit effect. This percentage doesn't stack with similar effects.

Nanocyte Knacks: Swarm Strike, Surgical Host, Sensory Nanites

Swarm Strike (Ex)
When you form your sheath array, you can use a nanite surge to gain a special unarmed strike that deals lethal damage, lacks the archaic trait, and has an item level equal to your nanocyte level. You can use your Constitution modifier in place of your Strength modifier for attack and damage rolls for this attack. Using a swarm strike requires you to have at least one hand free. For each attack, you can deal bludgeoning damage, piercing damage, slashing damage, or any two of these damage types. At 3rd level, you gain a unique weapon specialization with your swarm strike, adding 1-1/2 × your nanocyte level to its damage rolls (instead of just adding your character level). At 7th level, this unarmed strike gains the thrown (20 feet) special property, and while you have at least two hands free, your weapon specialization damage bonus with this weapon increases to 2 × your level. At 11th level, while you have at least two hands free, your swarm strike gains the reach special property. At 15th level, the range increment of your thrown swarm strike increases to 40 feet, and it increases to 60 feet at 19th level. You can use this ability only while your sheath array is active.

Surgical Host (Ex)

While your sheath array is active, you can perform Medicine checks on creatures within your reach. While you're within reach of your cloud array, you can also perform Medicine checks on creatures in or adjacent to the cloud as though they were within your reach. For both forms, you perform Medicine checks as though you're using a basic medkit; at 5th level, you instead perform Medicine checks as though you're using an advanced medkit. At 8th level, you can select a medical lab as one of your minor forms known

Sensory Nanites (Ex)

Nothing that disturbs your nanite cloud escapes your attention. You gain blindsense (vibration) with a range of 5 feet. This blindsense also extends to any area in or adjacent to your cloud array.

Easily Augmented

Verthani have spent a long time implanting devices into their bodies. A verthani can install an additional augmentation (cybernetics only) into one system that already has an augmentation.

Low-Light Vision

Verthani have low-light vision.

Skill Focus

Verthani are highly skilled, though individually they tend to focus on a particular discipline. Verthani gain Skill Focus as a bonus feat.

Took skill focus computers

Skin Mimic

Verthani can manipulate the pigments in their skin at will and with astonishing precision, creating bright decorative patterns or deceptive camouflage. A verthani who stays stationary for 1 round gains a +10 racial bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell or similar effects). If the verthani takes any action, he loses this bonus until he once again spends 1 round remaining still. A verthani wearing clothing or armor that covers more than one-quarter of his body can’t use this ability.

Cyberborn Theme Knowledge (1st Level)

You enthusiastically study the field of cybernetics and seek to keep abreast of new applications and experimental technologies. Reduce the DCs of Engineering checks to identify cybernetic augmentations and of Life Science checks to recall knowledge about cybernetic augmentation techniques, as well as corporations and other research facilities involved in the production of and experimentation with cybernetic augmentations, by 5. Computers 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 Computers checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

Skill details:

9 skill ranks per level

Acrobatics +11 = 6 ranks + 3 Class +2 Dex
Athletics +0
Computers +16 = 6 ranks +3 Class +3 Int +1 Theme +3 insight skill focus
Engineering +12 = 6 rank +3 Class +3 Int
Life Science +12 = 6 rank +3 Class +3 Int
Medicine +14 = 6 rank +3 Class +5 Con
Perception +9 = 6 ranks +3 Class +0 Wis
Physical Science +12 = 6 rank +3 Class +3 Int
Profession Cybernetic Researcher +12 = 6 rank +3 Class +3 Int
Sense Motive 0 = +0 Wis
Stealth +11 = 6 rank +3 Class +2 Dex

Class skills
Acrobatics (Dex)
Athletics (Str)
Computers (Int)
Engineering (Int)
Life Science (Int)
Sleight of Hand (Dex)
Medicine (Int)
Perception (Wis)
Physical Science (Int)
Piloting (Dex)
Profession (Cha, Int, or Wis)
Stealth (Dex)

Characteristics
10 Str 10 -2 racial +2 5th
14 Dex 10 +2 extra +2 5th
19 Con 10 +2 racial +6 extra +1 5th
16 Int 10 +1 theme +2 racial +1 extra +2 5th
10 Wis 10
11 Cha 10 +1 extra

Str 10, Dex 14, Con 21, Int 16, Wis 10, Cha 11
+2 Con PU