![]()
About Harlan RiggsHarlan Riggs
Technomancer Spells Known (CL 8):
Level 0 (inf/day)
Detect Magic Holographic Interface Misfire Psychokinetic Hand Starwalk Wardrobe Change Level 1 (DC 18)
Level 2 (DC 19)
Level 3 (DC 20)
--------------------
Abilities:
Str 13 Dex 12 Con 14 Int 18+4 Wis 12 Cha 12+2 Feats:
Heavy Armor Proficiency Proficient with Heavy Armor
Improved Demoralize You can use the Intimidate skill to demoralize as a move action. Skill Focus Intimidate Choose a skill. You gain a +3 insight bonus to checks involving the chosen skill. Superheated Spells Your spells, spell-like abilities, and supernatural abilities that deal fire damage deal an additional amount of fire damage equal to half your level (minimum 1), and they deal full damage underwater. Theme:
Gladiator (+1 CON):
Theme Knowledge: Your experience in the arenas has exposed you to countless warrior cultures, and you both recognize strange martial arts and know how to impress others with your own unique style. Reduce the DC of Culture checks to recall knowledge about entertainment combat, fighting styles, and gladiatorial traditions by 5. Intimidate is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Intimidate checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation. Famous Fighter: You have developed a considerable fandom that loves you for your arena prowess. You’re famous enough that others require only a DC 15 Culture check to recognize your name and a DC 25 Culture check to recognize you out of context from your appearance alone. Because you’re famous for your brutal stage presence, you can spend twice the normal amount of time when using Intimidate to bully a creature whose attitude is indifferent or better. If you do and succeed at the check, when the effect wears off, the creature’s attitude toward you is worsened only to indifferent, not unfriendly. At the GM’s discretion, a die-hard fan’s attitude might be worsened to friendly instead, or you might be able to use this ability against an unfriendly target. Skills:
(80 total ranks (4+6)x8) ACP-2
Acrobatics +7 (8 rank, 1 Dex, -2 ACP) Athletics +7 (8 rank, 1 Str, -2 ACP) Bluff +2 ~Computers +19 (8 rank, 3 CS, 6 Int, 2 techlore) Culture +14 (8 rank, 6 Int) Diplomacy +2 Disguise +2 ~Engineering +17 (8 rank, 3 CS, 6 Int) ~Intimidate +18 (8 rank, 3 CS, 3 Insight, 2 Intimidating, 2 Cha) +2 if voice amplifier ~Life Science +17 (8 rank, 3 CS, 6 Int) Medicine -- ~Mysticism +14 (8 rank, 3 CS, 1 Wis, 2 techlore) Perception +9 (8 rank, 1 Wis) ~Physical Science +17 (8 rank, 3 CS, 6 Int) ~Piloting +1 ~Profession (Mafioso) +1 Sense Motive +1 ~Sleight of Hand +1 Stealth +1 Survival +3 Languages:
Common, Orc, eight other languages Gear:
Permanent: Journeyman Mageplate (Mk1 Thermal Capacitor), Apprentice Elemental Gimmick (fire), Personal Upgrades (+4INT/+2CHA), Strix Mobility Graft, Minimal Speed Suspension, Survival Knife, Personal Comm Device, Skill kit (Hacking), Skill kit (Engineering), Consumer Backpack, Everyday Clothing, Travel Clothing, Cable Line 50ft (titanium).
Activatable Applied Knowledge Graft, Voice Amplifier, Caustic Acid Reservoir Consumable Turbocurarine x6, Blue Whinnis x2, Mk1 Healing Serum x5, Mk2 Healing Serum x1, Empty standard battery x7 Cash 1316 cred Racial Capabilities:
Darkvision: Half-orcs can see up to 60 feet in the dark.
Intimidating: Half-orcs receive a +2 racial bonus to Intimidate skill checks. Self-Sufficient: Half-orcs receive a +2 racial bonus to Survival skill checks. Armor Ease: Half-orcs on Apostae can be trained to wear armor at an early age. They reduce the armor check penalty of any armor they wear by 1 and the speed penalty by 5 feet. -------------------- TRACKED RESOURCES -------------------- See stat line above. -------------------- Special Abilities -------------------- Spell Cache (Su) (Form = Old fashioned Watch) 1/day, cast any one spell you know without expending a slot. Damage spell caches are restored to full HP when you rest, but replacing a lost or damaged cache takes 8 hours after 1 week. Magic Hack / Harmful Spells (Ex) When you cast an instantaneous spell that deals damage, you can increase the spell’s damage by half your technomancer level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks (such as magic missile), the increased damage applies only to a single ray or missile. This increased damage doesn’t apply to ongoing damage from the spell (such as bleed or burn). This magic hack doesn’t increase ability damage or other spell effects, only damage to Stamina Points or Hit Points. Techlore: You gain a +2 insight bonus to computers and mysticism checks. (This bonus increases at 9th and every 3 levels afterward) Spell Focus: You have +1 spell DC. (This bonus increases at 11th and 17th) Weapon Specialization (basic melee weapons, small arms): You have weapon specialization in the indicated weapon types. Magic Hack / Toxic Spell (Su) When you cast an instantaneous spell that deals damage and are holding a dose of an injury poison in hand, you can expend the held poison to deliver it through your spell, breaking it down to its components and magically inserting it into your spell’s code. Choose a single target of the spell, or a single target within the spell’s area; if that target is damaged by the spell, they are also subjected to the poison. Cache Hack - Devastator Cache (Su) First Slot (6th Level): jolting surge*, magic missile*, overheat*, supercharge weapon*. Second Slot (12th Level): caustic conversion*, directed denial of strength attack*, inject nanobots*, or logic bomb*. Third Slot (18th Level): arcing surge*, entropic grasp*, explosive blast*, or irradiate*. Magic Hack / Mental Mark (Su) When an enemy fails a Will save against one of your technomancer spells, it takes a –2 penalty to saving throws and AC for 1 round. When an enemy succeeds at a Will save against one of your technomancer spells, it takes a –1 penalty to saving throws against your spells for 1 round. A creature can take only one penalty from a mental mark at a time. Character Fluff:
Appearance: ?
Background: ? Personality: ? Purchase Log:
40000 credit budget
12800 Journeyman Mageplate 7900 Personal Upgrades 181 Current minor goodies 1300 Apprentice Elemental Gimmick (fire) 3100 Strix Mobility graft (spinal) 1900 Minimal Speed Suspension (legs) 600 10x standard batteries 3240 Mk1 Thermal Capacitor 260x6 Turbocurarine 1000x2Blue Whinnis 400 Applied Knowledge Graft (brain) 125 Voice Amplifier (throat) 2950 Acid Reservoir, Caustic (arm) 50x5 Mk1 Healing Serum 383 Mk2 Healing Serum |