About Dash Arcbright
STAMINA: 86 (Class +53, Con +33)
STR 11 DEX 19 (23) CON 16 INT 19 WIS 10 CHA 12 (14)
SKILLS: 68 skill points
Languages: Common, Triaxian, Castrovelian, Draconic, Azlanti, Aklo, Elven
FEATS: Improved Initiative, Skill Focus (bluff), Skill Focus (disguise), Skill Synergy (bluff/intimidate), Spell Focus, Mobility, Versatile Specialization
SPECIAL: spell cache, operative's edge (+2 initiative and all skill checks),
Spells (CL 8 DC 16+)
WEALTH and EQUIPMENT:
Major Disruption Pistol (3d6 So, 40’, Crit-Stun, 40 charges, Usage 4, Bulk L, Boost 2d6)
Advanced Shirren eye-rifle (2d10 P, 70’, - , 4 rounds, Usage 1 , Bulk 2, Analog Sniper 500’ Unwieldy)
d-suit III (EAC +11/KAC +12, MDex +6, Upgrade 3, Bulk L - Upgrades: jetpack, white force field [15 HP], haste circuit) ultrathin dagger 5 disruption grenades 6 batteries
(25) Longarm rounds Bulk L
(23) Small arms rounds Bulk L
(2) frag grenades Bulk 2L
Second Skin (EAC +1/KAC +2, MDex +5, Upgrade 1, Bulk L)
Ancient elven armor (EAC +6, KAC +6, MDex +4, Armor Check —, Speed —, Upgrade 0, Bulk 1. Archaic property and lack of life support)
Battery Bulk N
Holoskin Bulk L
Personal comm unit upgraded with tier 2 computer, miniaturization, range II (1 mile), self-charging Bulk L
Clear spindle Aeon stone (negates need for food and water)
Backpack Bulk +1 Str for carrying capacity, Bulk 0 when worn
For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). 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, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
THEME KNOWLEDGE - Life Science (bioengineering)
You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick Physical Science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
Spell Cache (SU):
As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, 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.
If your spell cache is damaged, it is restored to full Hit Points the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.
Casting Time 1 standard action
Range see text
Area see text
Duration see text
Saving Throw Will disbelief; Spell Resistance no
You weave nearby photons into illusory holograms that can take almost any form you can imagine. These holograms are usually effective against cameras, robots, and living creatures.
1st: When you cast holographic image as a 1st-level spell, it produces a purely visual hologram at long range (400 feet + 40 feet/level). The image has no sound, smell, texture, or temperature. The image can’t extend beyond four 10-foot cubes plus one 10-foot cube per caster level. The image lasts for as long as you concentrate. You can move the image within the limits of the size of the effect.
2nd: When you cast holographic image as a 2nd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include minor sounds, but not understandable speech. The image lasts for as long as you concentrate plus 2 additional rounds.
You supercharge the target weapon. If the weapon’s next attack hits (provided it is made before the end of the next round), the attack deals 4d6 additional damage if the weapon is a single target attack or 2d6 additional damage if the weapon attacks all creatures in an area. This bonus damage is of the same type as the weapon’s normal damage.
You pull latent technological energy from the air to form a cloud of fist-sized hindering microbots that fill an area you designate. The microbots begin in a 10-foot-square area when you create them, and you can create the cloud so that it shares the space of other creatures. If no creatures are within the cloud’s area, the microbots pursue and harass the nearest creature that is hostile to you as best they can each round. Although the microbots generally know which creatures are your enemies, you have no control over their targets or direction of travel. If there are multiple valid targets the microbots can harass, the cloud will split into a maximum of four 5-foot-square segments and pursue different targets.
The cloud (and any segments thereof) has a fly speed of 20 feet. Each round on your turn, the microbot cloud grants harrying fire against the foes in its spaces. In addition, the cloud grants covering fire to anyone attacked by foes in its spaces. The microbots constantly repair themselves and the cloud generates new microbots every few seconds, so any attack against them is essentially ineffective.
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.
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) 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.
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Associated Skills: Bluff and Disguise. When you use Bluff to make a trick attack, you gain a +4 bonus to the skill check.
Though he appears young, Dash is an old soul.
Most androids go through renewal every hundred years or so, but Dash has held off giving up the ghost for centuries. He is one of the older pre-corporate androids models that roamed Golarion before the Gap, though like all others from that time he has no memories of the world.
His first memories are of Absalom station after the Gap. He found himself in one of the great houses that sprawls in the Eye, with deeds to property and a jaw-dropping credit account. He was filthy rich, and while Absalom tore itself apart under the chaos and anarchy following the Gap, Dash sealed off his estate, hired private security, and hosted lavish parties.
Years passed and Dash enjoyed his wealth and privilege. Though most androids suffered as second-class life forms at the time, credit was a great equalizer. When the Drift was discovered he traveled to other planets in the system and eventually met and fell in love with a lashunta named Shosuri.
What Dash didn't know was that his wealth had been embezzled from the Aspis Consortium sometime during the Gap, and eventually the criminal organization came looking to collect. When he ignored their polite requests to return the money, they began taking his life apart. They ruined his social reputation with rumor and sabotage, destroyed his home, and then spaced Shosuri. Distraught, devastated, and broke, Dash sold most of his memories to a mnemonic databank and fled civilization for the volcanic far shores of Triaxus, where he lived in self-imposed exile for almost two centuries.
Now, with his enemies surely long dead and the last of his credit running out, Dash has returned to civilization, maybe to start over, maybe to let his soul finally renew.
Or maybe to just go out with a bang.