Darkrunner-42's page

371 posts. Organized Play character for PaleDim.


| SP 11/18 HP 15/22 | RP 4/5 | EAC 18; KAC 18 | F+3 R+7 W+3 | Init: +6 | Darkvision; Perc: +8, SM: +6


| Speed 40ft | Holographic Clone: 1/1 | Laser Pistol Charges: 14/20 | Active conditions: -3 CHA


Male android outlaw operative 3

About Darkrunner-42

Corporations and governments control information to control us. It limits the experiences of our lives so that they may retain control. It's up to us to free the data.

Operative 3
CG Medium humanoid (android)
Init +6; Senses Darkvision; Perc +8, SM +6


SFS # 272301-701
Experience 6
Slotted Faction Dataphiles
Wealth 1655 cr

Reputation 12 Fame, 16 Global Reputation
Reputation with Acquisitives:
Reputation with Dataphiles: 13
Reputation with Exoguardians: 1
Reputation with Second Seekers (Luwazi Elsebo): 1
Reputation with Wayfinders: 1

The Dire GM's [SFS] #1-01: The Commencement (OutPost I) +1 XP, +2 Fame, +2 Dataphiles Reputation
The Dire GM's [SFS] #1-07: The Solar Sortie (Tier 1-4) +1 XP, +2 Fame, +3 Dataphiles Reputation
The Dire GM's [SFS] #1-12: Ashes of Discovery (PbP Gameday VII) +1 XP, +2 Fame, +2 Dataphiles Reputation
GM Bret’s PbP GD VII: SFS #1-05 The First Mandate +1 XP, +2 Fame, +2 Dataphiles Reputation, +1 Second Seekers (LE)
1-28 It Rests Beneath +1 XP, +2 Fame, +2 Dataphiles Reputation, +1 Wayfinders Reputation
Hmm's SFS 1-30 Survivor's Salvation +1 XP, +2 Fame, +2 Dataphiles Reputation, +1 Exoguardians


EAC 18, KAC 18
SP 18 HP 22 RP 5
Fort +3, Ref +7, Will +3
Upgrade slot (android)
Upgrade slot (basic lashunta tempweave)


Speed 40 ft.
Melee tactical baton +6 (1d4+1 B [WS+1], analog, operative)
or survival knife +6 (1d4+1 S [WS+1], analog, operative)
Ranged azimuth laser pistol +7 (1d4+1 F [WS+1], 80', 20 charges, critical burn 1d4)
Special Attacks trick attack +1d8


Str 11, Dex 18, Con 10, Int 16, Wis 10, Cha 8

Skills acrobatics +12, athletics +2, bluff +7, computers +13 (+17 for trick attacks), culture +11, diplomacy +1, disguise +1, engineering +13, intimidate +1, life science +8, medicine +11, perception +8, piloting +12, sense motive +6, sleight of hand +13, stealth +12, survival +8
Armor Check Penalty 0

Starship-Combat Version of Skills
Omitting Class features and items that do not affect Crew Actions

Feats great fortitude, skill focus (computers), skill focus (engineering), weapon focus (small arms), weapon specialization (combat; operative)
Languages Akitonian, Castrovelian, Common, Triaxian, Vercite, Vesk
Other Abilities
Temporary gear mk II serum of healing
Combat Gear tactical baton, survival knife, azimuth laser pistol, basic lashunta tempweave, Basic (level 4)
Other Gear personal comm unit, engineering kit, flashlight, hacking kit, basic medkit, starstone compass, consumer backpack, travel clothing, field rations (3 weeks), hygiene kit

Special Abilities:

Operative Exploits
-Holographic Clone (Ex): You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as mirror image. You can use this exploit an additional time per day at 6th level, and again at 10th level.
Constructed For effects targeting creatures by type, synthetic creatures count as both their actual creature type and constructs (whichever type allows an ability to affect them for abilities that affect only one type, and whichever type is worse for abilities that affect both creature types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, synthetic creatures do not breathe or suffer the normal environmental effects of being in a vacuum.
Darkvision A creature with darkvision can see in total darkness, usually to a range of 60 feet. Within this range the creature can see as clearly as a sighted creature could see in an area of bright light. Darkvision is black and white only but otherwise like normal sight.
Evasion (Ex) If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.
Flat Affect Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Hacker Specialization Whether it’s a computer system or a mechanical device, you can hack it.
Low-Light Vision (Ex) The creature can see in dim light as if it were normal light. Low-light vision is color vision, unlike darkvision. A creature with low-light vision can read as long as even the tiniest source of light is next to it. Creatures with low-light vision can see outdoors on a moonlit night as well as they can during the day, since the moon casts dim light.
Operative’s Edge (Ex): Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.
Quick Movement (Ex): As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.
Theme Knowledge (Ex): You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5. Sleight of Hand 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 Sleight of Hand checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
Trick Attack (Ex) You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.
Upgrade Slot Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.

Boons Slotted this Adventure:

Faction: Dataphiles Champion
Personal: Starfinder Society Subdermal Graft
Social: Faction’s Friend
Starship: Solar Powered Weapon System

All My Boons:

Counter Innovation (Slotless Boon; Limited-Use) You curtailed a dangerous threat to Absalom Station: a bodysnatcher slime clinic. Doing so brought these slimes into the light so the Society can study them. You can check the box that precedes this boon to use your Downtime to work with Society engineers to come up with a better defense against these slimes. This earns you the cerebral countermeasures biotech augmentation (Starfinder Alien Archive 2 19) for only 3,000 credits. This biotech upgrade is unique to your physiology and can be resold for only 300 credits.

In-the-Vehicle Training (Starship Boon) TODO
Souvenir Cestus (Slotless Boon; limited use) TODO

Emergency Resupply (Starship Boon; Limited Use) You have stockpiled reserves of extra ammunition onboard your starship. This can be used for a single reload during starship combat.

Benefit:When this boon is slotted, select one starship weapon with the limited fire special property on the group's starship. Once during starship combat, when the selected weapon runs out of ammunition, you can immediately reload the weapon back to its full capacity. When you choose to do this, cross this boon off the Chronicle sheet.

[ ][ ][ ] Faction’s Friend (Social Boon; Limited Use) By assisting various factions of the Starfinder Society, you have proven yourself as a dependable asset. By slotting this boon, if you would fail to earn Fame at the end of an adventure by failing to fulfill a success condition, you can check one of the boxes on this boon. Doing so reminds your current championed faction of your past exploits, and you still earn 1 Reputation (but no Fame) with that faction as if you had successfully fulfilled the condition. You can use this boon only if you would also gain at least 1 XP for completing the adventure.

Starfinder Society Subdermal Graft This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder Society’s symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.

Envar’s Attention: During your mission to the space station Brilliance, you managed to impress Arch Energy’s notorious chief procurement officer, Envar Tamm. How this inluence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with Envar Tamm—for good or for ill. You will be told if this boon is important to a future scenario prior to slotting your boons.

Solar Powered Weapon System: The files you retrieved from Brilliance also included blueprints for experimental innovations by the Arch Energy Consortium. When you slot this starship boon, select a single weapon on your starship with the word “laser” in its title; you gain a +1 bonus to damage rolls with that weapon. A gunner can spend a Resolve Point prior to iring the selected weapon to increase the bonus to 4 for 1 round. A starship weapon can be improved only by a single copy of this boon, but copies of this boon can be applied to diferent weapons.

[ ][ ][ ] Contractor’s Respect (Social Boon; Limited Use): By successfully completing a mission to investigate an abandoned outpost in Near Space, you also earned the esteem of a prominent organization within the Pact Worlds. You can call upon the resources of this organization by slotting this boon. The organization loans you a set of armor or a nonconsumable weapon (but fully loaded with conventional ammunition) for the duration of the adventure. The loaned equipment must have an item level equal to or less than your character level + 1, up to a maximum item level of 8. The item must be returned to the organization at the end of the adventure. Whenever you slot this boon, you must check one of the boxes. This boon might have additional uses based on the organization you have influenced. How this influence will play out in the future is not yet clear. You will be told if this boon is important to a future scenario prior to slotting your boons. When all the boxes are checked, you can no longer earn loaned equipment while slotting this boon, as your preferred standing with this organization is expended.For tracking purposes, your GM should mark the name of your hiring organization here: Abadar Corp

Star Monster Slayer (Starship Boon): You defeated a spacefaring monster known as a Besmaran whelp. Since this battle, you’ve mastered the art of battling against living starship-sized enemies when operating a starship of your own. While this boon is slotted, you gain a +2 bonus to all skill checks made in a starship combat against an enemy living starship. Any of your fellow crewmates who don’t have this boon slotted instead gain a +1 bonus to their skill checks against enemy living starships—the direct result of your guidance during the battle.

Honorary Spider (Social Boon): You have made inroads with Radaszam’s personal mercenary outft, the Obsidian Spiders. While not a formal member, you still carry some of the organization’s clout while adventuring. When slotting this boon, select Intimidate or Sense Motive. You gain a circumstance bonus to that skill check equal to your half your current Acquisitives Reputation Tier (rounding up). This bonus increases by +1 for each point of Infamy your character currently has.

Journey to the Scoured Stars: Segment 1 (Unidentifed Boon): You were present at Luwazi Elsebo’s announcement declaring the Starfnder Society would continue investigating the Scoured Stars system. This boon represents your character’s involvement in this historic frst step toward solving the Scoured Stars mystery. Other boons representing future steps towards unraveling the mystery of the Scoured Stars will appear in future scenarios, and collecting these boons will result in a unique bonus, to be detailed in a future Chronicle sheet.

Protector of the Future (Slotless Boon): You have saved the elected First Seeker from a notorious assassin and facilitated her announcing the future of the Starfnder Society. As a token of gratitude, you can immediately cross this boon of your Chronicle sheet to gain the Second Seekers (Luwazi Elsebo) Champion boon (as detailed in the Starfnder Society Roleplaying Guild Guide). If you already have this boon, you can instead cross this boon of your Chronicle sheet at any time to gain any Second Seeker (Luwazi Elsebo) boon that you meet the minimum Reputation Tier requirement for and has a cost of 2 or less.

High Society Infuence (Ally Boon): During the course of Luwazi Elsebo’s gala to announce the future of the Starfnder Society, you impressed one or more of the guests in attendance. How this infuence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with a number of infuential people. You will be told if this boon is important to a future scenario prior to slotting your boons. Your GM will cross out the attendees your failed to infuence. (Impressed all: Iteration-177, Ykris, Naiaj, Zo!, Royo)

Bot Me! / Tactics:

[dice=Sense Motive]1d20+6[/dice]

On the move, Darkrunner likes to be sneaky and employ subterfuge whenever it is advantageous (especially to acquiring information):
[dice=sleight of hand, armor]1d20+13[/dice]
[dice=stealth, armor]1d20+12[/dice]

When stealth hasn't entirely worked, and he is being observed directly when he would rather not be, he employs Holographic Clone (Ex) to create the possibility of confusion and/or escape (back into the darkness).


Darkrunner often likes to interact with computer systems around him to confuse and disorient his opponents in combat. When interactive systems or devices are not available, he resorts to the use of his trusty datapad to create helpful effects.
[dice=computers (trick attack) (DC20+target CR), extra damage on success and hit]1d20+17; 1d8[/dice] if succeeds, target is flat-footed

Trick attack examples:
Cause utility vehicle to open and close it's door sporadically
Have a utility vehicle honk its horn
Control warehouse lights for distracting effect
Make a telescope swivel and bump into a foe
Use establishment audio system to emit distracting noises
Causing communications tower to emit disturbing signal pulse
Using datapad to create dance club beats
Using datapad to create apex predator roar
Using datapad to show a distracting hair-curling instructional vid from the holosphere (!!!)
Using datapad to emit disorienting color patterns

[dice=tactical baton attack, B damage]1d20+6; 1d4+1[/dice] analog, operative
[dice=survival knife attack, S damage]1d20+6; 1d4+1[/dice] analog, operative

[dice=azimuth laser pistol attack, F damage]1d20+7; 1d4+1[/dice] 80' range
[dice=critical burn]1d4[/dice]