Reputation 50 Global Reputation
Reputation with Acquisitives: 2
Reputation with Dataphiles: 42
Reputation with Exoguardians: 1
Reputation with Second Seekers (Jadnura): 2
Reputation with Second Seekers (Luwazi Elsebo): 1
Reputation with Wayfinders: 2
Character Sheet:
DJ Event Horizon
Ferran Icon Technomancer 8
NG Small humanoid (ferran)
Defense
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EAC 22, KAC 23
SP 56 HP 44 RP 9
Fort +6, Ref +5, Will +9
Offense
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Speed 30 ft
Melee +6 (Battleglove, cestus; 1d4+8 B; Analog)
Ranged +9 (Scorchgun, microwave; 1d6+4 F; Range 60'; Ammo/Usage 20/1; Stun)
Ranged +9 (Tactical semi-auto pistol; 1d6+4 P; Range 30'; Ammo/Usage 9/1; Analog)
Space 5 ft.; Reach 5 ft.
Special Attacks
Momentum: Deals an additional amount of damage equal to character level with first melee attack after a move of at least 10 feet in the same round.
Statistics
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Str 11, Dex 16, Con 14, Int 20, Wis 12, Cha14
Base Attack Bonus: +6
Spell Cache (Arm Synth) Once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level.
Techlore +2 Insight bonus to Computers and Mysticism
Devastator's Cache (Chache Hacks) May cast jolting surge, magic missile, overheat, or supercharge weapon into your cache as part of regaining spells. You may cast this spell at will until the end of the day.
Magic hacks (DC 10 + half lvl + Int Mod = 19)
Empowered Weapon (Su) As a move action, you can expend an unused spell slot to reconfigure and enhance a weapon you’re wielding. Until the start of your next turn, your attacks with the enhanced weapon gain a bonus to attack rolls equal to the level of the spell slot you expended. In addition, your attacks with that weapon deal 1d6 additional damage per level of the expended spell slot. This damage is of the same type the weapon normally deals.
Harmful Spells (Ex) When you cast an instantaneous spell that deals damage, you can increase the spell's damage by half your technomancer level.
Flash Teleport (Su) As a move action, use 1 resolve to teleport 30 ft within line of sight. Does not provoke.
Racial Abilities:
Low-Light Vision Momentum: Deals an additional amount of damage equal to character level with first melee attack after a move of at least 10 feet in the same round.
Radiation Resistant: +4 racial bonus to saving throws against radiation effects.
Sturdy: +2 racial bonus to KAC against attempts to bull rush or re-position them.
Theme Abilities:
Theme Knowledge (1st) Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, increase the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes 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 Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Celebrity You are famous enough that pretty much everyone has either heard of you or can quickly find information about you (it’s a DC 10 Culture check to recognize your name and a DC 20 Culture check for someone to recognize you out of context from your appearance alone). Among those who follow your iconic profession, you’ve built up both fans and detractors due to your celebrity. If you’re looking for a generic person like “a doctor who can treat this disease,” you can almost always find one who’s a fan and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM’s discretion, fans might give you services (although not goods) for a discount or even for free.
Feats:
Mystic Strike Melee and ranged attacks count as magic
Spell Focus +1 DC to spells you cast.
Combat Casting +2 AC and Saves vs AoO triggered by spell casting
Adaptive Casting 1/day cast Invisibility, See Invisibility or Spider Climb as a spell-like ability.
Iron Will +2 to Will Saves
Weapon Specialization (Basic Melee) +Lvl Dmg
Weapon Specialization (Small arms, Operative Basic Melee) +1/2 Lvl Dmg
Light armor proficiency. Basic melee weapons, and small arms.