Dash Arcbright's page

698 posts. Alias of Kobash.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

About Dash Arcbright

DESCRIPTION: A pale androgynous android with bright red hair and a plastic smile. Though tall and slender, he walks with a slouch, as if gravity is weighing him down.

RACE: Android
THEME: Scholar
Technomancer 8
Operative 3
ALIGNMENT: Chaotic Neutral
INIT: +12
EAC: 27 KAC: 28
FOR: +4 REF: +10 WIL: +7

STAMINA: 86 (Class +53, Con +33)
HP: 57 (Class 53, Race +4)
RESOLVE: 11 (Class +5, Dex +6)

STR 11 DEX 19 (23) CON 16 INT 19 WIS 10 CHA 12 (14)
Personal upgrades: +2 charisma, +4 dexterity

BA +7
Major Disruption Pistol +13 (3d6+5 So, 40’, Crit-Stun, 40 charges, Usage 4, Bulk L, Boost 2d6)
Advanced Shirren eye-rifle +13 (2d10+11 P, 70’, - , 4 rounds, Usage 1 , Bulk 2, Analog Sniper 500’ Unwieldy)
Corona Laser pistol +13 (2d4+5)

SKILLS: 68 skill points
Acrobatics 2 (+13)
Bluff 11 (+20) *+24 for trick attack
Computers 5 (+16)
Culture 4 (+13)
Diplomacy 8 (+13)
Disguise 1 (+8)
Intimidate 10 (+18)
Engineering 2 (+11)
Life Science 8 (+18) *DC checks reduced by 5 for bioengineering theme knowledge
Medicine 7 (+16)
Mysticism 11 (+19)
Perception 8 (+14)
Physical Science 10 (+19)
Piloting 9 (+20)
Profession Dancer 1 (+7)
Sleight of Hand 1 (+11)
Stealth 3 (+14)

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),
specialization (spy - skill focus in bluff and disguise), trick attack 1d8, magic hacks (technomantic proficiency, spell grenade), techlore +2, cache capacitor 1, operative exploit (uncanny mobility), quick movement +10

Spells (CL 8 DC 16+)
0 – detect magic, mending, energy ray , telepathic message, transfer charge
1st Level (5/day - Used: 0) – identify, magic missile, overheat, supercharge weapon, comprehend languages
2nd Level (5/day - Used: 0) – make whole, holographic image 2, invisibility, command undead
3rd Level (3/day - Used: 0) - displacement, explosive blast (9d6 Fire in 20’ spread), slow


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
50' titanium cable line Bulk 5L
(2) Gear clamp Bulk 2L
(2) Field rations Bulk 2
Medkit Bulk 1
(5) Medpatches Bulk 5L
Serum of healing mk 2 (2d8)
Antitoxen (tier 1)
Spell gem (Level 1 - identify)
Spell gem (Level 1 - magic missile)
Spell gem (Level 1 - lesser restoration)
Stowed on the Maiden:
Tactical Semi-auto pistol (1d6 P, 30’, Crit -, Cap 9/9 rounds, Usage 1, Bulk L, Analog)
Tool Kit Bulk L
Tourist outfit Bulk L
Zero G Environmental Clothing Bulk L
Spare Comm Unit Bulk L
Loot Tracking:
+200 cr 8/25/17
-16 cr month rent on efficiency 8/26/17
-1 for Kings buckle 9/1/17
-20 club attire 9/1/17
+448 cr party divvy 9/8/17
-392 cr payment for upgraded comm 9/10/17
+120 cr advance from Nor 9/12/17
+864 cr party divvy 10/14/17
-885 cr purchases 10/15/17
+793 cr part divvy 12/15/17
+800 cr party divvy 1/21/18
-1005 cr purchases 1/24/18
-185 cr for ysoki interpreter/porter 1/26/18
+1519 cr party divvy 4/18/18
+1000 cr university bonus 4/18/18
-125 cr vocal modulator 4/18/18
-140 cr spell gem (1st - comprehend languages) 4/18/18
-450 cr spell gem (2nd - make whole) 4/18/18
-450 cr spell gem (2nd - command undead) 4/18/18
-1000 cr jump jets installed in android upgrade slot 4/19/18
+4085 cr divvy
+2500 reward
-6500 cr personal upgrade (dexterity crystal +4)
Current Credit Balance: 1303


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.

Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only.

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.

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.

Scholar Theme:

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.

Spells Known:

Holographic Image
Level 2
School illusion
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.

Level 1
School evocation (fire)
Casting Time 1 standard action
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
You collect the heat generated by nearby bodies and devices and vent it outward in a thermal wave, dealing 2d8 fire damage to creatures and objects in the area.

Supercharge Weapon
School evocation
Casting Time 1 standard action
Range touch
Targets one weapon
Duration see text
Saving Throw none; Spell Resistance no

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.

Microbot Assault
School conjuration (creation)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Effect distracting cloud of microbots
Duration concentration + 1 round
Saving Throw none; Spell Resistance no

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.

Covering Fire
You can use your standard action to make a ranged attack that provides covering fire for an ally. Make a ranged attack roll against AC 15. If you hit, you deal no damage but the selected ally gains a +2 circumstance bonus to AC against the next attack from a creature in your line of effect, so long as that attack occurs before your next turn.

Harrying Fire
You can use your standard action to make a ranged attack that distracts a foe in your line of effect. Make an attack roll against AC 15. If you hit, you deal no damage, but the next ally to attack that foe gains a +2 circumstance bonus to her next attack roll, as long as that attack occurs before your next turn.

Operative's Edge:

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.

Trick Attack:

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.

Specialization (Spy):

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).

Spy Specialization
You can steal or adopt new identities as easily as most people change clothes, allowing you to infiltrate nearly any circle.

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.

Really old.

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.