Torag

Guli Steeleyes's page

107 posts. Organized Play character for caps.


Race

SP 14 HP 18 | RP 3 | EAC 12; KAC 15 | Fort +4; Ref +3; Will +1; +2 vs. poisons, spells, and spell-like abilities | Init: +0 | Perc: +6, SM: +1, darkvision 60ft. |

Classes/Levels

Speed 20ft | combat tracking

Gender

Male LN dwarf priest of Talavet mechanic 2 |

About Guli Steeleyes

SFS # 137974-704
Experience 3

Slotted Faction Jadnura

Wealth 2242 Credits

Reputation 6 Fame, 6 Global Reputation
Reputation with Acquisitives:
Reputation with Dataphiles:
Reputation with Exoguardians:
Reputation with Second Seekers (Luwazi Elsebo):
Reputation with Second Seekers (Jadnura): 6
Reputation with Wayfinders:
___________________________________________

Guli Steeleyes
Mechanic 2
Priest
LN Medium humanoid (dwarf)
Init +0; Senses Perc +6, SM +1, darkvision 60ft.

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Defense
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EAC 12, KAC 15, CMD 23; +4 vs. Bull Rush while standing on the ground
SP 14/14 HP 18/18 RP 3/3
Fort +4, Ref +3, Will +1; +2 vs. poisons, spells, and spell-like abilities

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Offense
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Speed 20 ft.
Melee
[dice=Tactical Doshko, attack, combat tracking]1d20+4+1[/dice]
[dice=piercing]1d12+3[/dice]
unwieldy

Ranged
[dice=Tactical Plasma Bolter, attack, combat tracking]1d20+1+1[/dice]
[dice=energy, fire]1d10[/dice]
unwieldy, 40ft. range, 16/20 charges, usage 4

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

Space 5 ft.; Reach 5 ft.

Special Attacks
N/A
Spell-Like Abilities
Identify 2/2
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Statistics
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Str 16
Dex 10
Con 12
Int 14
Wis 13
Cha 8

Skills 12 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)
+7 Computers (+1 ranks +3 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)
+11 Engineering (+2 ranks +3 class +2 Int +1 Bypass + 3 Skill Focus)
+15 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)
+6 Mysticism (+2 ranks +3 class +1 Wis)
+10 Mysticism, disarm traps (mysticism + trapsmith's kit)
+6 Perception (+2 ranks +3 class +1 Wis)
+7 Physical Science (+2 ranks +3 class +2 Int)
+0 Piloting (+0 ranks +0 class +0 Dex)
+11 Profession, tinkerer (+2 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
+7 computers
+11 engineering
+6 mysticism
+7 physical science

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

Languages
Common, Dwarven, Kasathan, Undercommon

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

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

Accounting
53 credits
+
509 The Commencement
040 day job
200 sold Star Sugar Heartlove album
720 Skittershot
720 Storm of the End Times
=
2242 credits

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Special Abilities
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Dwarf:

Darkvision
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.

Stonecunning
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.

Mechanic:

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.
Exocortex
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.

Magic Item Scholar (Ex)
As an Arcanamirium sage, you have an almost instinctual grasp over magic and hybrid items. You gain an insight bonus equal to half your class level to Engineering and Mysticism checks to identify and repair hybrid and magic items, and you don’t need detect magic to determine whether an object is a magic item or to identify a magic item. You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem, even if you aren’t a spellcaster.
You gain access to the spell identify. If you have the spells class feature, you add identify to your list of spells known, and treat it as a spell on your class spell list. If you already have identify as a spell known, you instead gain an additional 1st-level spell known of your choice from your class spell list. If you do not have a class spell list or spells known, you gain identify as a spell-like ability you can cast twice per day.
Additionally, you can treat your character level as 1 higher for the purpose of purchasing hybrid or magic items; this does not stack with other abilities that increase your effective level when purchasing items.

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Boons Slotted this Adventure
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Ally: Allies in the Aeon Empire
Faction: Second Seekers (Jadnura) Champion
Personal:
Promotional:
Social: Cultivating a Faith
Starship:
Slotless: Marked Field Agent

All My Boons:

SLOTLESS BOONS
Marked Field Agent (Slotless Boon): 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. You receive this augmentation for free. This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder Society’s symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.

Star Sugar Heartlove!!! (Slotless Boon; Limited Use): During your commencement missions, you had the chance to pick up your own copy of the latest album from sugar-pop sensation Strawberry Machine Cake. This album is already a Pact Worlds hit and has quadrupled in price. You can resell the album for 200 credits prior to the start of your next adventure. If you sell the album, cross this boon off your Chronicle sheet. Alternatively, you can decide to keep the album, which might somehow prove useful in the future.

ALLY BOONS
Allies in the Aeon Empire (Ally Boon): During your mission to Wealdriad, you met with a group of shatoris from the Azlanti Star Empire. This group performed research outside of the Empire's purview, but they regularly operate within the Empire's borders. You an slot this boon at any point while operating with the Azlanti Star Empire to be able to make purchases following all of the normal rules for purchasing items. In addition, this boon might have other benefits in scenarios related to the Azlanti Star Empire, which your GM will make you aware of prior to slotting boons.

SOCIAL BOONS
▫ ▫ ▫ Faction’s Friend (Social Boon; Limited Use): 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 completing the adventure

Cultivating a Faith (Social Boon)
Many Starfinders spend their off-mission hours assisting their allied factions or pursuing personal goals. You've begun spending time assisting the church of a deity you follow, working tirelessly to promote your faith in a variety of different ways.
Benefit: When this boon is slotted, you can choose to spend your Downtime working to promote your faith. The selected deity or philosophy must be listed on page 482 of the Starfinder Core Rulebook, in any other source listed in the Additional Resources document, or allowed through a Chronicle sheet. In addition, the deity or philosophy you choose to promote must be within one step (on either the good-evil axis or the law-chaos axis) of your alignment. If you have the priest character theme, you must promote the same deity that you selected for your theme. Anytime you choose to spend Downtime to promote your faith, check one of the boxes below. Once you fill the first 5 boxes, you earn the basic benefit. Once you finish checking 10 boxes, you earn the elite benefit. When you finish checking 15 boxes, you earn the Master benefit.
x ▫ ▫ ▫ ▫ Basic—Your dedication has paid off enough to form a modest congregation of those who share your faith. When you slot this boon, at the beginning the adventure, your congregation puts together a small offering to help in your journey. This takes the form of two 1st-level spell gems, or one 1st-level spell ampoule. You can select the spells stored within. These items must be used before the end of the adventure, otherwise you must return them to your congregation. These items cannot be sold.
▫ ▫ ▫ ▫ ▫ Elite—Your congregation has grown enough that it can support its own space on Absalom Station (or a location of your choice). When you slot this boon, you also gain access to a devoted acolyte, who functions as per the Amateur Hireling Access boon, except that this hireling knows two skills that you can select when you first gain this benefit. When you slot this social boon, you continue to gain the basic support package benefit above, but also gain this hireling; however, you cannot slot another of the hireling access (amateur, basic, elite professional or master) in your Ally boon slot.
▫ ▫ ▫ ▫ ▫ Master—Your congregation continues to grow, as has your devoted acolyte's skill. The devoted acolyte's skill check bonuses increase to 6 + your level.
Special: Even though this reproduces the effect of an Ally boon, this is a Social boon slot and does not count toward your Ally boon slot.