Eleeta's page

45 posts. Organized Play character for Redelia.


half orc


technomancer 1| SP 5/5, HP 11/11, RP 4/4 | EAC 13, KAC 14 | F+0, R+2, W+4 | Perc +2 | Init +6

About Eleeta

Female half-orc roboticist technomancer 1
None Medium humanoid (orc, human)
Init +6; Senses darkvision (60'); Perception +2

EAC 13; KAC 14
SP 5 HP 11 RP 4
Fort +0, Ref +2, Will +4

Speed Walk 30'
Melee knife, survival +2 (1d4 , critical -; Analog, operative)
Ranged laser pistol, azimuth +2 (1d4, critical Burn 1d4; -)

Technomancer Spells Known (CL 1st; concentration +4)
1st(3/day)-magic missile, supercharge weapon
0th(0/day)-mending(DC 13), telepathic message, token spell, transfer charge(DC 13)

Str 10, Dex 14, Con 10, Int 16, Wis 14, Cha 11,
Base Atk +0; Grp+0
Feats Improved Initiative
Skills Computers +8, Engineering +7, Life Science +7, Mysticism +6, Physical Science +7, Profession (Professor) +7, Sleight of Hand +6,
Languages Common, Goblin, Vesk, Ysoki
Combat Gear field ration (per week), serum of healing mk 1 (2),
Other Gear laser pistol, azimuth, second skin, backpack (consumer), hygiene kit, knife, survival, 198.0 gp

Size And Type Half-orcs are medium humanoids with both the human and orc subtypes
Darkvision Half-orcs can see up to 60 feet in the dark
Intimidating Half-orcs receive a +2 racial bonus to intimidate skill checks
Orc Ferocity Once per day, a half-orc brought to 0 hit points but not killed can fight on for 1 more round. The half-orc drops to 0 hp and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious
Self-sufficient Half-orcs receive a +2 racial bonus to survival skill checks

Roboticist You are fascinated by the internal workings of machines, whether they’re intelligent constructs or technological equipment. You might be someone who enjoys tinkering in a garage, or you might be a worker at a factory that specializes in building robots or weaponry. You’re likely interested in exploring and figuring out the innovations of other organizations and species on distant worlds. Regardless of your specific motivation, there’s always a gadget that needs tinkering with
Theme Knowledge You’re obsessed with the intricacies of constructs and how automated machines function. You can easily identify what a machine’s function is and have an easier time attempting to access the internal programming of mechanized life-forms. Reduce the dc of engineering checks to identify creatures and technology by 5. Computers is a class skill for you, though if it is a class skill from a class you take at 1st level, you instead gain a +1 bonus to computers checks. In addition, you gain an ability adjustment of +1 to intelligence at character creation
Crafting Savant You’ve mastered the art of putting together technological armor and weapons from a variety of components. While equipment you construct certainly has your flair, it’s also clear that you can accomplish great feats of construction. When calculating the number of ranks you have in a skill necessary to construct a technological (not magic or hybrid) item, increase that number by 1. This allows you to construct technological equipment of up to your character level + 1
Technical Knack You’ve developed a unique talent for efficiently repairing constructs and starships, whether effecting emergency repairs on a drone or keeping robotic allies in the fight. Once per day, you can cast make whole, but you can target only construct creatures or damaged technological (not hybrid or magical) items. When repairing a starship (starfinder core rulebook 321), you reduce the time spent to 2 hours of work instead of 5
Master Roboticist There are few pieces of technology that you’re unfamiliar with, so you are sure to take time to examine those unique discoveries you happen upon. Up to twice per day, after you spend at least 10 minutes studying a previously undiscovered piece of technology with an item level within 5 levels of your character level or the wreckage of a significant enemy technological construct, you regain 1 resolve point; this doesn’t count as resting to regain stamina points

Spell Cache 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

Improved Initiative Your quick reflexes allow you to react rapidly to danger You gain a +4 bonus to initiative checks