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George 09-23's page

935 posts. Organized Play character for Mage of the Wyrmkin.


Full Name

George 09-23

Race

SP 56/56 HP 39/39|DR 5/-|Resist Fire, Cold 5|RP 9/9|EAC 20 KAC 21 AC 29|Fort +5* (Yeti Boon) Ref +5 Will +7 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +12 SM:+0 darkvision,low-light vision|Speed 40 feet|Endure Elements(-50 F to 170F)

Classes/Levels

Resources:
Jet Pack (uses) 20/20|Battery 80/80|Aeon Stone 1/1|Breath Weapon 1/1|+2 skill roll 1/1|Spell Cache (Tatoo) 1/1| Hack Capacitor 1/1|Energize Spell 1/1| Spells (Technomancer) 1st 6/6 2nd 5/5 3rd 3/3|

Gender

Male N Android Technomancer 7 (Themeless)Buffs:

Size

M

Languages

Common, Castroelian, Vesk, Ysoki, Shirren, Draconic, Infernal, Aklo, Abyssal, Auran, Aquan, Terran, Ignan, Dwarvern, Elven.

Strength 10
Dexterity 17
Constitution 14
Intelligence 23
Wisdom 14
Charisma 8

About George 09-23

Male N Android Technomancer 7 (Themeless)

Str 10 Dex 17 Con 14 Int 23 Wis 14 Cha 8

Stamina 56 HP 39 Resolve 9
Init +7 Speed 30'
Senses Darkvision 60', Low Light Vision Perception +12
EAC 20 KAC21 AC 29
F+4 R+5 W+7 (+2 vs Mind-Affecting, Disease, Poison, Sleep)
Does not breathe,immune to vacuum.
Flat Affect -2 to SM, Increase the DC by 2 for others to SM.
Upgrade Slot - Light Armor

Homeland: Castrovel
Size: Medium

BAB: +5
Melee Attack +5 Ranged Attack +8 Thrown Attack +5

Boons

Faction: Dataphiles Champion (2 Fame spent after 1st mission)

Starship: Enhanced Targeting (1 Fame)

Social: Expert Blackmail (1 Fame)

Social:Faction Friend (3)

Slotless: Limited use (1) - Tattoo of the Salamander. As an immediate action gain 10 temporary hit points (for 1 minute) and regain 1 resolve when either hit by a critical hit or dealt 15 hit points by a spell or supernatural attack.

Slotless: Marked Field Agent: Subdermal implant that identifies you as a member of the Starfinder Society.

Slotless: Rescued Starfinder: Create a 2nd level character with 3 XP, 2,160 credits, 5 Fame and 5 Reputation (with any faction).

Slotless: Big Win Against Big Potion: Reduce the cost of Medicinals. T1:75 CR, T2:450 CR, T3:2,700 CR and T4:16,200 CR.

Social: Budding Media Celebrity

Personal: Dwarven Admittance

Personal: Secured Stars Survivor. Reduce the cost to stabilize by 1 and regain 3d6 hit points. 1/day as a free action.

Ally Boon: (Ebaki's Debt) - Remove any affliction other than death for free (once)

Ally Boon: (Duskmire Allegiance-Yetis)+1 bonus to Strength and Dexterity based skill checks. +1 bonus to Fortitude saves.

Mnemonic Editor, MK 1 applied at the end of scenario 8 (cost 4 achievement points)

Skills
Acrobatics +13*, Athletics +0*(+4* to jump), Bluff -1, Computers +18, Culture +16, Diplomacy -1, Disguise -1, Engineering +18, Intimidate -1, Life Science +16, Medicine +13, Mysticism +14, Perception +12, Physical Science +16, Piloting +8*, Sense Motive +0, Sleight of Hand +7*, Stealth +11*, Survival +2.

* Includes ACP of -1 (if applicable) and slotted Yeti boon.

Skill notes: +4 to arm/disarm traps (Engineering and Mysticism), +4 to balance out of combat (Acrobatics), +4 to search (Perception), +4 to open a door or lock (Computer and Engineering).+4 on recall knowledge checks (Culture,Life Science,Mysticism and Physical Science).

Languages: Common, Castroelian, Vesk, Ysoki, Shirren, Draconic, Infernal, Aklo, Abyssal, Auran, Aquan, Terran, Ignan, Dwarvern, Elven.

Themeless: +1 Dex, Stealth as a class skill. Certainty: 1/day +2 on one skill roll.

Feats
Improved Initiative, Toughness, Skill Synergy (Acrobatics and Perception are now class skills), Skill Synergy (Culture, Engineering).

Spell Casting

Caster Level 7

Spell Cache (Tatoo) - Cast any Spell known 1/day.

Hack Capacitor (replaces Cache Capacitor).
As a move action choose a magical hack (from a list of three) for one minute (1/day). Each additional use (per day) requires the expenditure of a resolve point.

1) Energy Alteration (Su) - Change the damage type (of a spell that requires 1 standard action) to acid, bludgeoning, cold, electricity, fire, piercing, slashing or sonic. Either cast the spell as a full action or spend one resolve point to cast as a standard action.

2) Glitch Step (Su) - Expend a 1st level spell (or greater) to glitch. You must use this ability as a part of move action or use a withdraw action.

a) Ignore 20 (40 feet with 3rd level spell) feet of difficult terrain.

b)Move 10 feet (20 feet with 3rd level spell) as 5 feet of movement and you do not provoke attacks of opportunity as a move action.

c)Pass through up to 1 foot of solid objects including ceilings, floors and walls.

3)Cache concentration (Su)-Cast a spell with a duration of concentration.
Spend 1 RP to allow your spell cache to maintain concentration of this spell.

Technomancer

Magical Hack: Harmful Spells (+3 hit point damage for Instantaneous spells). Energize Spell (use a battery to power a spell slot as a move action, 20 charges/spell level. 1/day).

Spell Focus (+1 Spell DC)
Techlore (+2 Insight bonus to Mysticism and Computers)
Weapon Specialization (small arms and basic melee weapons)

Spells per Day 1st 6 2nd 5 3rd 3

Spells Known

0
Telepathic Message (7 Creatures, 170')
Detect Magic 60'
Token Spell
Ghost Sound (Will DC 17, up to 20 people, SR NO) 40'
Energy Ray (+8 ranged, 1d3+3 Acid,Cold, Electricity or Fire) 40'
Adhere (Touch, Permanent for object up to bulk 8. Strength check DC 17 to separate. Can touch a 5' square to make it sticky. Reflex DC 17 to avoid. 6 round duration)

1
Magic Missile (170') : 2d4+5 Force or 3d4+6 Force as a Full round action

Overheat (2d8+3 Fire, 15' Cone, Reflex DC 18 for half damage)

Holographic Image 680' range, up to 11, 10' cubes, concentration Will DC 18, SR=NO

Fluid Morphism +2 enhancement to ability checks and skill checks with one ability score. Can change the ability score with a standard action if the target is in range. 40' 7 min.

Dampen Spell (Reaction). 170', SR=NO, Save=None. When a spell is cast make a Dispel check d20+7 vs DC 11+ Spell caster's level to succeed. The caster can lose his action to save his spell slot if he chooses. Otherwise choose one of the options below:

1)Contract - Halve the spell's range. The caster can choose another target within the new range if he cannot reach the original target.
2)Exclude - Excludes one target of your choice for a multi-target or area effect spell.
3)Mistarget - Treat the spell as off-target as a thrown weapon that missed its grid intersection.
4)Shorten - Halve the duration for a spell duration measured in rounds or minutes.

2

Invisibility, one creature or object (up to 70 bulk), 7 minutes.

Mirror Image, 1d4 images, 7 minutes.

Microbot Assault 40', Concentration+1 round. 10' square that can split up into 4, 5' squares that chase your enemies (Fly speed of 20). They provide Harrying Fire and Covering Fire to foes in their squares. No Save. SR=NO.

Wall of Steam 40', up to 140' wall or a 15' radius ring up to 20' high, concentration + 7 rounds. Pick one side and it delivers 2d4 fire to creatures within 5' or 1d4 fire damage to creatures within 10'. Damage occurs when it appears and on your turn every round. Passing through the wall delivers 3d4 fire damage. Creatures have concealment (20% miss chance) from creatures on the opposite side of the wall. No save. SR=NO.

3

Summon Creature* 170', 7 rounds, 1 round casting time. SR=NO.

Explosive Blast 170', 20' radius blast, 9d6+3 Fire Damage. Reflex DC 20 for half damage. Requires a used battery as a spell component.

*Variable level spell. 3rd level creatures (Ksarik, Haan, Air Elemental, Shadow Creature). 2nd level creatures (Shadow Creature, Protean, Devil, Observer-Class Security Robot). 1st level creatures (Robot, Aeon, Water Elemental, Earth Elemental).

Armor Upgrades

Jet Pack (20 uses (40 charges). Fly 30' (average manoeuvrability). 2/charges per round or 1/minute at cruising speed. (Light Armor Slot 1 of 4)

Deflective Reinforcement. Grants DR 5/- and reduces armor check penalty by 2 when using Acrobatics to escape a grapple. (Light Armor Slot 2 of 4)

Thermal Capacitor, Mark I. Resist Fire and Cold 5. Comfortable in temperatures from -50 to 170 degrees F. (Upgrade Slot)

Augmentation

(Throat)
Dragon Gland, Wyrmling. 3d6 Electricity, Reflex DC 15, 15' Cone. Std action (Ex). Recharges with a 10 minute rest and 1 RP or instantly if you spend 1 RP.

(Legs)
Speed Suspension (Minimal): +10 feet enhancement bonus to land speed.

Personal Upgrades

Mark II (+4 Int - ability crystal, magic)

Mark I (+2 Con - ability crystal, magic)

Magical Items
Aeon Stone, Turquoise Cube: 1/day as a reaction add +1 to a failed save, attack or skill check retroactively.

Spell Gem, 1st level: Holographic Image
Spell Gem, 1st level: Magic Missile (2)

Serum of Healing Mark I (1d8) (6)

Equipment
Estex Suit III (Level 7,+7 EAC,+8 KAC,+5 Dex Max,-1 ACP,4 Slots,1 Bulk). Immunity to low and medium levels of radiation. +6 circumstance bonus to higher levels of radiation.
Battery, Super Capacity (80 charges)
Library Chips: Culture, Life Science, Mysticism and Physical Science.
Thieves Tools
Broad-Spectrum Scanning Kit
Personal Gravitational Redistributor
Engineering Kit
Hacking Hit
Trapsmith Tools (Engineering)
Trapsmith Tools (Mysticism)
Comm Unit -Personal
Everyday Clothing
Hygiene Kit

Credits 2,140

Bulk - 4,9L (Capacity 5 Bulk)

18 XP, 35 Reputation for Dataphiles. 155 (shared) Achievement points.

Scenarios Played 1-01, 1-09, 2-09, 1-20, 3-19, 3-99, 4-99, 3-15, 1-99, 5-14,6-01,6-06, 4-16, 6-05, 2-17, 6-13, 6-03, 7-05.