Merisiel

DeeV8's page

262 posts. Alias of Ghoogler.


Full Name

DeeV8

Race

Android

Ongoing Conditions:
none
Daily Uses:
Spells: 1st: Magic Missile x2*, Jolting Surge x1

Classes/Levels

Technomancer 3 | Stam: 19/19 | HP: 24/24 | Resolve: 4/4 | KAC: 15 EAC:17 | Fort: +1, Ref: +4, Will: +3 (+2 disease, mind-affecting, poison, sleep)| Melee: +0 | Init: +3, Perception: +3 (Darkvision 60ft)

Gender

Female

Size

Medium

Age

35

Special Abilities

*see Below

Alignment

Chaotic Good

Deity

Weydan

Languages

Common, Drow, Elf, Castrovelian, Vesk, Eoxian

Occupation

Technomancer/Outlaw

Strength 10
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 10
Charisma 11

About DeeV8

Vitals:

HP= 24 Stam= 19 Res= 4

KAC= 14 EAC= 15

Fort:+1 Refl:+4 Will:+4

BAB:+3

RANGED ATTKS: +3 (DEX) +3 (BAB)

+3 dmg with weapon special

MELEE ATTKS: +0 (STR) +1 (BAB)

Android Racial & Class Traits:

Android: HP 4, +2 Dex, +2 Int, -2 Char

Outlaw: +1 Dex

Technomancer: 5 HP, Stam 5 + Con Mod

Constructed: 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.

Exceptional Vision: 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.

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.

Upgrade Slot: Jump Jets: You can activate jump jets as part of a move action in order to fly during your movement. You can fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, or you can fly up to 20 feet straight up. You must land at the end of your move action. Jump jets can’t lift you if you’re encumbered.

Technomancer Abilities:

Spell Cache (Su) DV has a crescent moon tattoo located on her forehead that functions as her spell cache. Once per day, she can cast one of her spells known even if she has expended all her spell slots of that spell level.

Magic Hack

Harmful Spells (Ex)

When you cast an instantaneous spell that deals damage, you can increase the spell’s damage by half your technomancer level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks (such as magic missile), the increased damage applies only to a single ray or missile. This increased damage doesn’t apply to ongoing damage from the spell (such as bleed or burn). This magic hack doesn’t increase ability damage or other spell effects, only damage to Stamina Points or Hit Points.

Spell focus

The DC of Spells you cast increases by 1.

Tech Lore

You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter.

Weapon Specialization: +3 dmg

Technomnancer Spells:

0 Level: (6) Dancing Lights, Daze, Detect Magic, Energy Ray, Telepathic Message.

1st Level: (3+1) Magic Missle, Jolting Surge, Overheat, Supercharge Weapon

2nd Level: (2+1) Caustic Conversion, Daze Monster

Skills & Feats:

SKILLS
Computers (Int), 4/3/3/1* (11)* Techno bonus
Culture (Int), 2/0/3 (-5 to DC Underworld) Outlaw (5)
Engineering (Int), 2/3/3 (8)
Life Science (Int),4/3/3 (10)
Mysticism (Wis), 4/3/0 (7)
Perception (Wis), 4/0/0 (4)*
Physical Science (Int)
Piloting (Dex), 3/3/3 (9)**
Profession (Cha, Int, or Wis)
Sleight of Hand (Dex), 1/3/3 (+1) Outlaw
Acrobatics (Dex) 4/3/0 (7)***

FEATS
*Longarm proficiency
*Mobility +4 bonus to AC against attacks of opportunity from movement
*bonus feats/Non-class skill

Background:

DeeV8 was created on Apostae, under the Nocturnum Mega Corporation within the capital city of Nightarch. The eighth generation of her kind, she was fabricated by the Drow Noble Greater House of Lestaad as an experiment to provide additional disposable agents during pirate raids on enemy ships and houses. Designated simply as Eighth, Dee quickly learned the ways of the Technomancer. Unlike the 7 previous predecessors, Eighth began to question its creator’s intentions.

It wasn’t until the Greater House Lestaad caught the attention of the Android Abolitionist Front that Eighth earned its freedom. Assigned to the Drow Vessel Maleficent, Eighth’s ship was raided by the AAF during a weapons shipment run. The leader of the AAF Strike Team, Plexin 1, liberated 8, leaving no survivors behind.

Finding Plexin’s cause intriguing, Eight followed the rebel leader back to a hidden asteroid base in Diaspora. Spending time with the AAF and Plexin’s cell, Eighth decided upon the designation DeeV8 and accepting designation as a female.

Eventually, Dee joined the ranks of the AAF, Dee-V8 helped liberate and destroy one of the Factory Ships owned by Nocturnum earning her reputation as an Outlaw. Spending a good 15 years within the AAF, DV hears about the tragedy that striking the Starfinder Society.

Always looking to evolve herself beyond the shakes of human emotions, DV decided to leave the ranks of the AAF traveling to Absolum Station with the intention to become a recruit of the Starfinder’s Society.

Physical Description:

DV stands a little over 5’7” in height and weighs about 125 pounds. The android was designed to mimic elven humanoid appearance. Deemed not worthy to represent her Drow creators, they did decide as a practical joke to design her as their Elvish counterpart. So for all appearance purposes, DV is lithe, chiseled features and pointed ears. Alabaster skin, silvery white hair certainly sets her apart from her creators, with soft violet eyes that match the intricate glowing violet tattoos etched across her skin.

INVENTORY:

Combat Gear:
3 MK 1 Serum of Healing
Stickybomb Grenade I;

Armor:
Freebooter Armor(Light Armor: EAC +2/KAC +3)

Weapons:
Azimuth Laser Rifle with 2 Batteries (40 charges)
Arc Pistol 2 Batteries (40 charges)
Tactical Semi-Auto Pistol (28 rounds)
Tactical Baton
Engineering Tool Kit
Everyday Clothing
Personal Comm Unit,
Credstick (200 credit)