Guli Steeleyes's page

50 posts. Organized Play character for caps.


| SP 7 HP 12 | RP 3 | EAC 12; KAC 15 | Fort +3; Ref +2; Will +1; +2 vs. poisons, spells, and spell-like abilities | Init: +0 | Perc: +5, SM: +1, darkvision 60ft.


| Speed 20ft | combat tracking


Male LN dwarf priest of Talavet mechanic 1

About Guli Steeleyes

SFS # 137974-704
Experience 0

Slotted Faction ???

Wealth 53 Credits

Reputation 0 Fame, 0 Global Reputation
Reputation with Acquisitives:
Reputation with Dataphiles:
Reputation with Exoguardians:
Reputation with Second Seekers (Luwazi Elsebo):
Reputation with Wayfinders:

Guli Steeleyes
Mechanic 1
LN Medium humanoid (dwarf)
Init +0; Senses Perc +5, SM +1, darkvision 60ft.

EAC 12, KAC 15, CMD 23; +4 vs. Bull Rush while standing on the ground
SP 7/7 HP 12/12 RP 3/3
Fort +3, Ref +2, Will +1; +2 vs. poisons, spells, and spell-like abilities

Speed 20 ft.
[dice=Tactical Doshko, attack, combat tracking]1d20+4+1[/dice]

[dice=Tactical Plasma Bolter, attack, combat tracking]1d20+1[/dice]
[dice=energy, fire]1d10[/dice]
unwieldy, 40ft. range, 20/20 charges, usage 4

[dice=frag grenade mk 1, attack, combat tracking]1d20+1[/dice]
[dice=piercing, 15 feet radius]1d6[/dice]
20ft. range, 3/3

Space 5 ft.; Reach 5 ft.

Special Attacks
Spell-Like Abilities
Str 16
Dex 10
Con 12
Int 14
Wis 13
Cha 8

Skills 6 ranks (4 class + 2 Int)
+0* Acrobatics (+0 ranks +0 class +0 Dex)
+7* Athletics (+1 ranks +3 class +3 Str)
-1 Bluff (+0 ranks +0 class -1 Cha)
+3 Computers (+0 ranks +0 class +2 Int +1 Bypass)
+2 Culture (+0 ranks +0 class +2 Int)
-1 Diplomacy (+0 ranks +0 class -1 Cha)
-1 Disguise (+0 ranks +0 class -1 Cha)
+10 Engineering (+1 ranks +3 class +2 Int +1 Bypass + 3 Skill Focus)
+14 Engineering, disarm traps (engineering + trapsmith's kit)
-1 Intimidate (+0 ranks +0 class -1 Cha)
+2 Life Science (+0 ranks +0 class +2 Int)
+2 Medicine (+0 ranks +0 class +2 Int)
+5 Mysticism (+1 ranks +3 class +1 Wis)
+9 Mysticism, disarm traps (mysticism + trapsmith's kit)
+5 Perception (+1 ranks +3 class +1 Wis)
+6 Physical Science (+1 ranks +3 class +2 Int)
+0 Piloting (+0 ranks +0 class +0 Dex)
+10 Profession, tinkerer (+1 ranks +3 class +2 Int +4 professional's tools)
+1 Sense Motive (+0 ranks +0 class +1 Wis)
+0* Sleight of Hand (+0 ranks +0 class +0 Dex)
+0* Stealth (+0 ranks +0 class +0 Dex)
+1 Survival (+0 ranks +0 class +1 Wis)
*-3 ACP

Starship-Combat Version of Skills
Omitting Class features and items that do not affect Crew Actions

Exocortex Memory Module: Skill Focus (engineering)
Dwarf: weapon proficiency (advanced melee weapons)
Weapon Focus (advanced melee weapons)

Common, Dwarven, Kasathan +1 more

Other Abilities
Combat Tracking
Memory Module, skill check reroll 1/1
Custom Rig

Combat Gear
0250 Golemforged Plating I, 3 bulk
0240 Tactical Doshko, 1 bulk
0260 Tactical Plasma Bolter, 2 bulk
0105 frag grenades I (3)

Other Gear
0025 titanium alloy cable, 50ft. 5L
0020 professional's tools
0020 engineering kit
0020 trapsmith’s tools
0003 backpack, -
0003 hygiene kit, L
0001 everyday clothing, L

53 credits

Special Abilities


Dwarves can see up to 60 feet in the dark.

Slow but Steady
Dwarves have a land speed of 20 feet, which is never modified when they are encumbered or wearing heavy armor. They also gain a +2 racial bonus to saving throws against poisons, spells, and spell-like abilities, and when standing on the ground they gain a +4 racial bonus to their KAC against bull rush and trip combat maneuvers.

Dwarves gain a +2 bonus to Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Traditional Enemies
Dwarves still train to fight their ancient enemies. A dwarf gains a +1 racial bonus to attack rolls against a creature with the goblinoid or orc subtype and a +4 racial bonus to AC against an attack from a creature with the giant subtype.

Weapon Familiarity
Dwarves are proficient with basic and advanced melee weapons and gain specialization with those weapons at 3rd level.


Artificial Intelligence (Ex)
You construct an artificial intelligence (or AI), a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This AI is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation.
You begin play with an exocortex, an artificial processor that interacts with and augments your biological brain’s cognitive functions, which can aid you in a variety of tasks, from combat to digital infiltration. Your exocortex is implanted within your physical body or brain, similar to a piece of cybernetic hardware, allowing your AI to access your mind and feed you information. As you gain levels, your exocortex advances in sophistication and processing power—see Exocortex on page 79. Only you can access or interact with your exocortex.

Combat Tracking (Ex)
Your exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor and longarms. At 3rd level, you gain weapon specialization in longarms just as if your class granted proficiency. As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level. Designating another target causes you to immediately lose this bonus against the previous target.

Memory Module (Ex)
You can use your exocortex’s memory module to enhance your own knowledge. Once per day, as a reaction while not in combat, you can reroll a failed skill check (see page 243) to recall knowledge (see page 143). In addition, your exocortex grants you the Skill Focus feat as a bonus feat. You can’t use your exocortex’s memory module while combat tracking is activated. Every time you gain a mechanic level, you can rebuild your exocortex’s memory module, replacing the exocortex’s bonus Skill Focus feat with Skill Focus in a different skill.

Bypass (Ex)
You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.

Custom Rig (Ex)
You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. For more information on augmentations, see Chapter 7: Equipment. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks (see page 71) and drone mods (see page 77) require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit (see Chapter 7: Equipment). Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet.
If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.

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