Helios-4's page

341 posts. Organized Play character for CaptainBacon.

Full Name



| SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2


| Speed 30ft | Active conditions: None. |

[dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]


"Helios-4" Male N Android Technomancer 4 (Ace Pilot)


5'1'' (Medium)








Common, Akitonian, Signed Common, Vesk, Kasatha, Castrovelian, Shirren, Brethedan, Triaxian, Vercite


Test Pilot

Strength 10
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 11
Charisma 8

About Helios-4

N Medium humanoid (Android)

Backstory (In Construction):

Taken from Ash's Guide to RPG Personality & Background

Primary Motivator: Discovery
Emotional Disposition: Curious
Moodiness: Labile
Outlook: Pessimistic
Integrity: Conscientious
Impulsiveness: Spontaneous
Boldness: Intrepid
Agreeableness: Agreeable
Interactivity: Engaging
Conformity: Heterodox

"Me? I come from a sh*t-hole... Uh, a planet named Akiton"

Helios-4 was born in a foundry, on Akiton, after the body's previous owner, Helios-3, passed away there. Helios-3 was working as a small-time mechanic on the planet, mostly taking up small jobs and leading a very calm life. Upon his arrival to the world, Helios-4 took up the business to make a living using the databases Helios-3 set up, though he hated the work. For a few years it went on, until the Android's urge to see the world for himself grew too strong. Using some of his contacts, he learned the ropes of Technomancy, to add a few skills to his curriculum in hopes of being hired aboard a ship. A few years later, he was hired as a spaceship mechanic aboard the Stargazer, a scientific vessel. There, he had a chance to learn more about both magic and technology, honing various skills, until pirates attacked. Due to an accident aboard the ship, he was forced to take the controls and managed to get the ship to safety. Due to that, he was referred to a merchant vessel, the Eye of Alice, as a pilot. He soon became bored with the job though, and signed up as a test pilot for new starship models. He still works there, though he has lately joined the Wayfinder faction of the Starfinder Society to satisfy his biggest desire: to see the world and discover new cultures.

"Tw*t that had my body - Helios-3 - he worked as a small-time mechanic on Akiton. Fool never thought about leaving the damned planet and actually do something with his life. He was a bloody Android, Besmara's sake! What was he even afraid of!?"

Helios-4 has always been very angry with Helios-3. He cannot understand why his body's former owner never quit his life as a mechanic to explore the world, especially coming from a nigh-immortal race with amazing learning abilities. This anger was amplified by the fact that he couldn't leave the planet easily because he did not have a lot of money, which brought him to become a workaholic, working tirelessly so he get passage on a starship.
Due to this, Helios loathes being in the same place or situation for too long, and craves thrill and action. He also cannot understand - and judges harshly - whoever refuses to use his full potential, may it be due to comfort, fear or sheer laziness.

"Wanted thrill, excitement, but above all, I wanted to see the world, to see something else than that cursed red sand every time I opened my eyes. So I became a test pilot."

In order to leave Akiton, Helios contacted a few people that owed Helios-3 for them to each him a few tricks. Using data cobbled together, he managed to learn a few small technomancy tricks: charge transfer, small electronics repair, telekinesis, etc. Using those skills as a way to work more efficiently, he managed to get hired on a scientific vessel, the Stargazer, as a mechanic. The thrill of this new job was shorted-lived, however; as much as he was happy to leave Akiton, he felt that this job was too similar to the one he had back on the red planet.

He got the change he wanted so much when a pirate vessel attacked the Stargazer, who had ventured too far in uncharted territory. A blast from one of the cannons caused an electrical malfunction that killed the pilot. Helios, who was the closest to the commands, rushed to the crew's aid, and through careful maneuvering managed to escape the pirates without too many casualties. Even though the vessel was in dire need of a repair and stuck in Absalom Station for a while, Helios was referred to a merchant vessel, The Eye of Alice.

"Yeah, I get told that a lot. Some fool once told me it was my 'way of coping with my frustrations, and the fact that I can't interact properly with people, as other races would.' Bloody hell. Bah, why am I telling this to you!?"

Init +2; Senses Perc +3, SM -2,

EAC 15, KAC 14
SP 24 HP 24 RP 7
Fort +2, Ref +3, Will +4

Speed 30 ft.
Melee Tactical Baton +5 (1d4+2 B)
Ranged Azimuth Laser Rifle +5 (1d8+4 F, Crit 1d6 Burn)
Ranged Pulsecaster Pistol +5 (1d4+2 E, nonlethal)

Str 11, Dex 14, Con 12, Int 20, Wis 10, Cha 8

Acrobatics +3, Bluff -1, Computers +13, Culture +8, Diplomacy -1, Disguise -1, Engineering +12, Intimidate -1, Life Science +12, Medicine +8, Mysticism +8, Perception +4, Physical Science +12, Piloting +10, Sense Motive -2, Sleight of Hand +6, Stealth +2

Longarm Proficiency
Versatile Specialization

Languages Common, Akitonian, Signed Common, Vesk, Kasatha, Shirren, Castrovelian, Brethedan, Triaxian, Vercite


For equipment & credits, refer to:

Helios-4 Character Sheet

Special Abilities

Spells You cast spells drawn from the technomancer spell list. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier.
Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.
You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a Cursed or trapped spell gem.

Spell Cache (1) As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level.
If your spell cache is damaged, it is restored to full Hit Points the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.

Theme Knowledge (Ace Pilot) You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle Models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Magic Hacks You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier. The list of magic hacks appears starting on page 120.

Current Magic Hacks:
2nd level:

Energize Spell (Ex)
Once per day as a move action, you can use a battery or a weapon’s power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. You must cast the spell before the start of your next turn, or the charges are wasted with no effect.

Spell Focus (3):
The DC of Spells you cast increases by 1. At 11th level, the DC of your Spells instead increases by 2, and at 17th level, the DC of Spells you cast instead increases by 3. This bonus does not apply to Spell-Like abilities.

Techlore (Ex) (3):
You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter.

Weapon Specialization (Ex) (3):
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.
Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

Cantrips (6): Daze, Detect Magic, Telepathic Message, Token Spell, Transfer Charge, missing 1
Level 1 (4): Grease, Magic Missile, Supercharge Weapon, missing 1
Level 2 (2): missing 2

Spells per day:
Level 1: 5 (3 slots + 2 Int bonus)
Level 2: 3 (2 slots + 1 Int bonus)
+ Spell Cache (1)

Boons Slotted this Adventure
Faction: Wayfinders Champion
Personal: Scoured Stars Survivor
Social: Friend of the Ghibrani
Starship: Defender of the Fleet

Botting instructions:

Helios-4 will try to stay on the backline as much as possible, but might get a bit 'cocky' if things are going well. Most of the time, he will attack with his Azimuth Laser Rifle, though he will also use Daze if his opponent is a humanoid that might be affected.

Completed Scenarios: p=sharing

Chronicle Sheets