Ratfolk Sage

Gig Razorbyte's page

900 posts. Alias of GM Harpwizard.


Full Name

Gig Razorbyte

Race

Ysoki Technomancer 18

Classes/Levels

SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

Size

Small

Alignment

NG

Deity

Yaraesa

Location

Absalom Station

Languages

Common, Ysoki, Akitonian, Abyssal, Draconic, Vesk

Occupation

Sythesizer Technician for Thrull Magnar, Keyboard Wizard

Strength 12
Dexterity 24
Constitution 20
Intelligence 26
Wisdom 10
Charisma 12

About Gig Razorbyte

SP 198/198 HP 92/92 RP 17/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:7/7, 4: 7/7, 5:5/5 6:4/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

Gig died aboard Ark Prime. You are Blue Sivv. Serial number S-25794

Gig Razorbyte
Scholar Technomancer 18
NG Small Ysoki
Init +5; Senses Perc +18
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Defense
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EAC 37, KAC 38 [EAC: 10+20(Armor) +7(Dex), KAC: 10+21(Armor) +7(Dex)]
SP 198 [(5 Technomancer + 5 Con +1 Toughness) x 18 Level) ]
HP 92 [2 Ysoki + (5 Technomancer x 18 Level) ]
RP 17 [.5 x 18 Level + 8 Int ]
Fort +13 ([6] + 5 Con +2 Great Fortitude)
Ref +15, ([6] + 7 Dex +2 Lightning Reflexes)
Will +15 ([11] + 0 Wis +4 Ring of Resistance)
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Offense
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Speed 30 ft.
+13 BAB
Melee: Club +14 [+13 BAB, +1 Str] (1d6 B, analog, archaic)
2 Elite rotating pistols (8d4 P, Range: 40 feet, Crit -)(Capacity: 9 rounds)
Ranged: Aurora Arc Pistol, +18 [+13 BAB, +5 Dex] (3d6 E, Range: 50 feet, Crit 2d6 Arc) (40 charges, 2 per usage, Special: Stun)
Ranged: Disruption Pistol, Minor +18 (2d6 So, Crit Staggered, 40’ Range, Boost 1d6, Relic)
Ranged: Periphelion Laser Pistol +18 (4d4 F, critical burn 2d4)
Space 5 ft.; Reach 5 ft.
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Statistics
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Str 12, Dex 20, Con 18, Int 20, Wis 10, Cha 12

Synaptic Accelerator = +6 Int, +4 Dex, +2 Con
15th = +1 Dex, +2 Con, +1 Int, +2 Cha
10th = +2 Str, +1 Dex, +2 Con, +1 Int,
5th = +2 Str, +2 Dex, +2 Con, +2 Int
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Starship
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Gunnery +25 = 18 Piloting Ranks + 7 Dex

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Skills
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Acrobatics +25([18]+7 Dex)
Athletics 0
Bluff 0
•Computers +37 ([18]+3 Class, + 8 Int, +6 Techlore, +2 Synergy)
Culture +26 ([18] +8 Int)
Diplomacy 1 (+1 Cha)
Disguise 1 (+1 Cha)
• Engineering +33 ([18]+3 Class +8 Int +2 Ysoki, +2 Synergy)
Intimidate 0
• Life Science +29([18]+3 Class +8 Int)
Medicine 8 (+8 Int)
• Mysticism +27 ([18]+3 Class +0 Wis + 6 Techlore)
Perception +20 ([18] +2 Keen Senses)
• Physical Science + 29 ([18]+3 Class +8 Int)
• Piloting +28([18] +3 Class +7 Dex)
• Profession (Synthesizer Repair Technician) + 27 ([18]+3 Class + 8 Int)
Sense Motive 0
• Sleight of Hand + 28 ([18] + 3 Class + 7 Dex)
Stealth +27 ([18]+7 Dex +2 Ysoki)
Survival +2 (+2 Ysoki)

[skill ranks per level = 4 + 8(Int)]=18 x 12=216
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Feats
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Light Armor (Class)
Basic Melee Weapons (Class)
Small Arms (Class)
Skill Synergy: Engineering & Computers, (1st Level)
Weapon Specialization (3rd Level)
Spell Focus (3rd Level Bonus)

Spell Penetration (5th Level):
Your spells break through spell resistance more easily than those of other spellcasters.

Benefit: You gain a +2 bonus to caster level checks to overcome a creature’s spell resistance (see page 265).

Toughness (7th Level)
(9th Level)
Great Fortitude(11th Level)
Lightning Reflexes (13th Level)

Adaptive Casting (15th Level):
Source Character Operations Manual pg. 112
You have a few extra eldritch tricks up your sleeve.

Prerequisites: Key ability score 19, caster level 7.

Benefit: Select three spells from class spell lists you can cast spells from. They must be at least 1 level lower than the highest spell level you can cast. Once per day, you can cast one of these spells as a spell-like ability. Each time you gain a caster level, you can change which three spells you have selected with this feat.

Focussed Spellcaster (17th Level):
You have learned to casually ignore wounds that would interfere with a lesser spellcaster’s concentration.

Prerequisites: Combat Casting, ability to cast 4th-level spells.

Benefit: If your spell would fail as a result of you taking damage either from a successful attack or from an effect that you failed a saving throw against during the casting of the spell, as a reaction you can spend a Resolve Point to prevent the spell from failing. You suffer the effects of the attack as normal, but as long as you remain able to complete the spellcasting after the attack, you successfully cast the spell.


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Spells Known
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O Level (Unlimited) [6 known + 1]
• Detect Magic
• Energy Ray [Ray deals 1d3 Acid, Cold, Electricity, or Fire damage]
• Ghost Sound [Create minor illusory sounds]
• Mending [Restore 1d4 Hit Points to an object or construct]
• Psychokinetic Hand [Telekinetically move an object of 1 bulk or less]
• Telepathic Message [Send a short telepathic message and hear simple reply]
• Transfer Charge [Move charges from one power source to another source of same type]

1st Level (5 +2 Spells/day) [6 + 1 known] DC 20
• Grease [Make a 10 ft. Square or object slippery]
• Life Bubble [Encase targeted creature with a shell of tolerable atmosphere]
• Magic Missile [Two missiles deal 1d4+1 damage, Full Action: 3 Missiles instead of 2]
• Overheat [Deal 2d8 damage to creatures in cone]
• Comprehend Languages [You understand all language]
• Unseen Servant

2nd Level (5 +2 Spells/day) [6+1 known] DC 21
• Caustic Conversion (4d4 Acid Damage + 5 in subsequent rounds)
• Invisibility [Target is invisible for 1 min/level]
• Flight [Target moves up or down at your direction]
• Knock [Opens a Locked or Magically Sealed Door]
• Make Whole [Restore 5d6 Hit Points to an object or construct]
• Recharge [Replenish charges in a battery or similar device]

3rd Level (5 +2 Spells/day) [5 known] DC 22
• Arcing Surge[Deal 10d6 electricity damage in a 120-foot line.]
• Dispel Magic [Cancel one spell or effect]
• Explosive Blast [Deal 9d6 fire damage to creatures in a 20-foot radius]
• Flight [Target flies at speed of 60 feet ]
• Tongues: Target can speak and understand any language.

4th Level (5 +2 Spells/day) [5 known] DC 23
• Corrosive Haze[5 ft. Diameter Cloud moves 30 ft deals 4d6 acid damage each round] (Ref. Neg)
• Dimension Door [ Teleport short distances]
• Flight [ Target flies at a speed of 70 feet]
• Wall of Fire [ wall of violet fire deals 5d6 passing, 2d6 up to 10 feet, 1d6 up to 20 feet.]

5th Level (4 + 1 Spells/day) [4 known] DC 24
• Dispel Magic, Greater [Cancel multiple magical spells or effects]
• Heat Leech [Deal 13d8 cold damage to creatures in a cone]
• Radiation Ray [ Attack Roll and Deal 8d12 Fire Damage plus High Radiation]

6th Level (3 +1 Spells/day) [2 known] DC 25
• Disintegrate [Spell Attack Ray to deal 14d20 (Ref. Fail) or 4d20 (Ref. Success)

(Saving Throw DC = 10+level of spell+key ability modifier+1 Spell Focus]
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Technomancer
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Spell Cache
Magic Hack: Harmful Spells [When you cast an instantaneous spell that deals damage, you can increase the spell’s damage by half your technomancer level]
Magic Hack: Magic Negation
Magic Hack: Flash Teleport [As a move action, you can spend 1 Resolve Point to teleport up to 30 feet]
Spell Focus [The DC of the spells you cast increases by 1]
Techlore:+5
Cache Capacitor: Keen Senses
Cache Capacitor: Resist Armor, Lesser (DR10/- or Energy Resistance 10 for 3 energy types)
Magic Hack (11): Eternal Spell (Magic Missile)
Magic Hack (14): Spell Library [Gain one extra spell for each level of spell]

Magic Hack (17): Rain of Fire :
Once per day as a full action, you can spend 2 Resolve Points to shoot a ranged weapon at multiple targets within range; the maximum number of targets is equal to half your technomancer level or the number of shots in your weapon, whichever is lower. Each attack uses your highest attack bonus, and each enemy can be targeted only by a single shot.

Cache Capacitor: Flight

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Gear
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D-suite V (Light Armor)(Filterd Rebreather, Jetpack, Haste Circuit, deflective reinforcement (DR5/-),mk I spell reflector(Level 4 or lower)) (+20 EAC, +21 KAC, +7 Max Dex)

Estex Suite IV (, mk I spell
reflector(Level 4 or lower))(+15 EAC, + 16 KAC)

D-suit III (Light Armor)
Mk 4 Ring of Resistance +4
Perihelion Laser Pistol (battery, 20 charges)
Corona Laser Pistol (battery, 20 charges)
Disruption Pistol, Minor (2 Kishalee Batteries, 20 charges each)
battery (20 charges),
Ultra Capacity Battery (100 charges)
Spell Gem of Arcane Eye
Spell Gem of Flight (5th Level)
Spell Gem of Slow
engineering kit
hacking kit,
personal comm unit
2 healing serum mk1,
3 healing serum mk 3
Industrial backpack
Package of chewing gum
3 Spell gems of Remove Radioactivity

Carbon Skin, Graphite (+3 EAC, +4 KAC, +4 Max Dex, -1 Armor Check)
Ring of Resistance +1
Clear Spindle Aeon Stone (negating the need for food and water)
Ring of Whispers
Tool Kit, Trapsmith Tools

credstick (233 credits) Bulk 1 8L
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Special Abilities
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Darkvision 60'
Cheek Pouches (1 cubic foot weighing 1 bulk)
Scrounger (+2 Engineering, Stealth, and Survival)

Long Ranged Darkvision Capacitors

These replacement eyes allow you to see in total darkness, giving you darkvision with a range of 60 feet. They operate by sending out low-powered ultraviolet lasers that are then detected by receptors within the capacitors. When your capacitors are in operation, their lasers can be detected by creatures that have darkvision capacitors or can otherwise see ultraviolet light.

Advanced darkvision capacitors have the benefits of a wide-spectrum ocular implant. Long-range darkvision capacitors function like advanced capacitors but provide a darkvision range of 120 feet.

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Purchases
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Synaptic Accelerator, MK 1 (+2 Con) 1400 credits
Synaptic Accelerator, MK 2 (+4 Dex) 6500 credits
Synaptic Accelerator, MK 3 (+6 Int) 75000 credits
Rind of Resistance +4, MK 4