Apsu (Symbol)

I-apvii's page

133 posts. Organized Play character for FLite.


Full Name

The inevitable advance of progress via iterative improvement.

Race

LN Urog Nanocyte 3 (Discorperation) (They / Them / It) | Xenoarchaeologist | Temp HP: 0/3 SP 22/33 HP 24/24 RP 6/6 | EAC 10; KAC 12| Fort +8, Ref +0 (+2), Will +0 |Init: +0 | Perc: +6 | Speed 20ft | Nanite Surge 3/8 |

Classes/Levels

Nanocyte 3 (Discorperation)

Gender

They / Them / It

Alignment

LN (Rules are important.)

Strength 10
Dexterity 11
Constitution 20
Intelligence 16
Wisdom 10
Charisma 8

About I-apvii

Resist Electricity 5
10% chance to negate critical hits.
Dark Vision (60 ft) / Low Light Vision / Electrolocation (60 ft) / Limited Telepathy (30 ft)

Electrolocation:
An urog who is in contact with a crystalline or metallic surface can detect the presence of other creatures within 60 feet that are also in contact with the same surface, even through walls and other obstacles. This otherwise functions as blindsense (vision).

Silly K:

Silicanid Lvl 3
Small animal (fire)
Senses blindsense (scent) 60 ft., low-light vision
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Hp 30 | 30
EAC 13 | KAC 16 | Fort: +2, Ref: +5, Will: +2
Resist Fire 10, Weaknesses vulnerable to cold
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Speed 40 ft.; burrow 20 ft.
Bite +4 damage 1d4+3 (F & P)
Claws +4 damage 1d4+3 (F & S)
Space 5 ft. Reach 5 ft.

Str: +0, Dex: +2, Con: +0, Int: -4, Wis: +1, Cha: +0
Skills: +7 Acrobatics, Athletics, Perception, and Stealth checks, and Survival skill checks to endure severe weather, follow tracks, live off the land, and orienteer.

Special Abilities
Aura of Warmth (Ex) Silicanids exude an aura of soothing warmth. Creatures adjacent to a silicanid are immune to the effects of cold weather, treat severe cold as cold weather, and treat extreme cold as severe cold.
Takedown (Ex) When a silicanid attacks on a charge and hits a creature of Medium size or smaller, the target is knocked prone.
Tracking (Ex) A silicanid can use Perception to perform the follow tracks task of the Survival skill, using scent.

Macros:

Swarm Strike
[dice=Swarm Strike To Hit]1d20+8[/dice]
[dice=Swarm Strike Damage]1d3+9[/dice] (B, P, S, Chose up to 2)

Defensive Dispersal:
Crystaline nanites surge out of the wound as the strike hits, hardening and then shattering. (Damage is reduced by 8 hp. And I-apvii recieves a +1 to the first saving through caused by the strike.) (Costs 1 reaction + 1 Nanite Surge)

Reactive Spray:
As the strike lands, a cloud of crystals sprays from the wound and hangs in mid air. (If this was a critical hit) I-apvii glides effortlessly backward, interposing the cloud between himself and his enemy. (Costs 1 reaction, and on a crit may take a 10 foot guarded step. The cloud fills 6 squares. Can spend a nanite surge to cause the cloud to give 10% miss chance.)