Dandy

G.U.N.N.'s page

47 posts. Organized Play character for Kelly Phillips.


Full Name

Gatecrasher Utilities Number Nine

Race

| SP 24/24 HP 28/28 | RP 5/5 | EAC 19; KAC 20 | Fort +3; Ref +8; Will +4 | Init: +6 | Perc: +8, SM: +6; darkvision, low-light vision

Classes/Levels

| Speed 40 ft, fly 30 ft (Avg)| Evasion | Active conditions: None

Gender

"G.U.N.N." non-binary LN Android mercenary operative 4

Size

Medium

Age

3

Special Abilities

Operative's Edge, Specialization (Hacker), Trick Attack, Evasion, Operative Exploits

Alignment

NG

Deity

-

Location

Absalom Station

Languages

Common, Drow, Akitonian, Castrovelian, Vercite

Occupation

Data acquisition specialist

Strength 12
Dexterity 18
Constitution 10
Intelligence 15
Wisdom 10
Charisma 8

About G.U.N.N.

Gatecrasher Utilities Number Nine
Android mercenary operative 4
NG Medium humanoid (android)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +9

DEFENSE
SP 24 HP 28 RP 5
EAC 19; KAC 20
Fort +3; Ref +8; Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)
Defensive Abilities evasion

OFFENSE
Speed 40 ft., fly 30 ft. (jump jets, average)
Melee survival knife +6 (1d4+3 S; analog, operative)
Ranged tactical semi-auto pistol +6 (1d6+2 P; analog)
or fragmentation grenade I -1 (explode [15 ft., 1d6 P])
or smoke grenade -1 (explode [Smoke cloud, 20 ft.])
Offensive Abilities debilitating trick, trick attack

STATISTICS
Str 12 (+1); Dex 18 (+4); Con 10 (+0); Int 15 (+2); Wis 10 (+0); Cha 8 (-1)
Skills Acrobatics +11, Athletics +10, Bluff +5, Computers +12 (4 ranks), Culture +10, Diplomacy +2, Disguise +6, Engineering +12 (4 ranks), Intimidate +7, Life Science +7, Medicine +8, Perception +8, Physical Science +7, Piloting +13 (4 ranks), Profession (Hacker) +10, Sense Motive +6, Sleight of Hand +11, Stealth +13, Survival +6; (reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5); (hacker specialization: +4 to Computer checks to make a trick attack)
Feats Great Fortitude, Amplified Glitch, Skill Focus (Computers, Engineering)
Languages Common, Akitonian, Brethedan, Castrovelian, Drow, Vercite, Ghibran
Other Abilities hacker specialization
Combat Gear mk 1 serums of healing (2), fragmentation grenade I, smoke grenade, medpatch;
Other Gear D-Suit (upgrade: jump jets), tactical semi-auto pistol with 30 small arm rounds, survival knife, everyday clothing, hygiene kit, custom comm unit, toolkit (engineering, hacking), clear spindle aeon stone, starstone compass, credstick (3489 credits)

SPECIAL ABILITIES
Constructed For effects targeting creatures by type, GUNN counts as both a construct and a humanoid (whichever is worse for GUNN).
Darkvision Iseph can see up to 60 feet in total darkness.
Debilitating Trick (Ex) When GUNN hits an enemy with a trick attack, GUNN can choose to make that enemy either flat-footed or off-target until the beginning of GUNN’s next turn.
Evasion (Ex) If GUNN succeeds at a Reflex save against an effect that has a partial effect on a successful save, they instead suffer no effect.
Flat Affect The DC of a Sense Motive check attempted against GUNN increases by 2.
Holographic Clone (Exploit) 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*.
Low-Light Vision GUNN can see in dim light as if it were normal light.
Operative's Edge Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks.
Trick Attack As a full action, GUNN can move up to 40 feet and make a single attack with a small arm (or a melee weapon with the operative special property) as a trick attack. Just before making the attack, GUNN attempts a Bluff, Intimidate, or Stealth check (whichever is better for Iseph) with a DC equal to 20 + the target’s CR. If the skill check is successful, the attack deals an additional 1d8 damage and the target is flat-footed against this attack.
Upgrade Slot
Uncanny Mobility (Exploit) When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement.

GEAR DESCRIPTIONS
Jump jets Capacity 20; Usage 2/action. 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.
Dragon gland You implant an arcanicus gland modified to function for a creature of your race at the back of your throat. You can trigger this gland as a standard action to expel a breath weapon in a 15-foot cone as an Extraordinary ability. You are not harmed by using your own breath weapon. Once you’ve used your breath weapon, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. A wyrmling dragon gland deals 3d6 damage.
Aeon stone, Clear spindle This aeon stone sustains you by negating the need for food or water.
Comm. unit, Custom Personal, Tier I Computer, Hardened, Range I, Self Charging
Semi-auto pistol, Tactical Anchoring fusion installed. A weapon with the anchoring fusion has a chance to immobilize its targets. The weapon gains immobilization as a critical hit effect. If the weapon already has a critical hit effect, choose each time whether to apply the weapon’s normal critical hit effect or the immobilization effect. A target affected by the immobilization critical hit effect is unable to move from its space under its own power for 1d4 rounds.
Knife, Survival Called fusion installed. A weapon with the called fusion can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A weapon with the called fusion must be in your possession for at least 24 hours for this ability to function.
Grenade, Smoke A smoke grenade deals no damage; instead, it releases a cloud of dense smoke. Each character who inhales smoke must succeed at a Fortitude saving throw each round (DC = 15 + 1 per previous check) or spend that round choking and coughing; he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection from a suit of armor prevents this effect altogether.) Regardless of the armor a character wears, smoke obscures vision, granting concealment to anyone within it.
Starstone Compass While you are in the Core system, this device lets you automatically know which direction Central Station is in relation to your current location, and it grants you a +2 insight bonus to Piloting checks when astrogating throughout the Core system.
Medpatch A medpatch allows you to attempt a Medicine check untrained with a +10 circumstance bonus, but only for the first aid, long-term stability, treat disease, and treat drugs or poison tasks.
Serum of Healing I Restores 1d8 Hit Points when administered to a living creature.

Boons:

Ally: Digital Imp
The Dataphiles have provided you with a digital construct. While commonly called an “imp,” this digital program can resemble any creature you desire, along with a personality you choose. Lacking physical form, this intricate program can reside within a wrist-mounted computer, a hacking kit, or even inside a mechanic’s exocortex. As a standard action, you can unleash the digital imp on an adjacent computer system , where it is able to perform the following uses of the Computers skill: Access Unsecured System, Destroy System or Module, Detect Fake Shell, Disable or Manipulate Module, Gain Root Access, or Hack System. The digital imp uses your bonus to Computers with a –4 penalty to the check and cannot take 10 or 20. The digital imp also doubles the time to perform any task, such as 2 full actions per tier of a computer system to hack a system. You can recollect the deployed digital imp as a standard action when adjacent to a computer system where the imp is deployed.

Promotional: I own several promotional items, but I don't think those are Play-by-Post friendly lol

Faction: Dataphiles Champion, Improved
This Faction boon allows the character to gain Reputation with the Dataphiles faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario.
In addition, once per adventure, when you succeed at a Computers or Engineering check that is written into the adventure, you recover 1 Resolve Point, up to your Resolve Point total.

Social: Faction's Friend
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 copmleting the adventure.

Personal: Nothing to slot.

Starship: This scenario does not have the "starship" tag.

Slotless: Digital Presence
If you complete a scenario that you played online, such as by using a virtual tabletop or a play-by-post format, you earn 1 additional Fame and 1 additional Reputation with the Dataphiles faction (regardless of whether you have the Dataphiles Champion Faction boon slotted for that scenario.

Marked Field Agent
Having met the amalgam of intelligences known as Guidance, you have successfully completed your induction into the Starfinder Society. The Society offered you a subdermal implant as part of your commencement.

Ghibran Linguist
So long as you possess this boon, all of your Starfinder Society Roleplaying Guild characters have access to the Ghibran language and can select it any time they would learn a new language.