Male human xenoseeker technomancer 3
CG Medium humanoid (human)
Init +3; Perception +2
DefenseSP 15 HP 19 RP 4
EAC 14; KAC 15
Fort +1; Ref +4; Will +3
Speed 30 ft.
Melee tactical baton +5 (1d4+1 B; analog, operative)
Ranged azimuth laser pistol +5 (1d4+1 F; critical burn 1d4) or
. . azimuth laser pistol +5 (1d4+1 F; critical burn 1d4) or
. . tactical semi-auto pistol +5 (1d6+1 P; analog)
Technomancer Spells Known (CL 3rd)
. . 1st (4/day)—comprehend languages, flight, grease, magic missile
. . 0 (at will)—daze, detect magic, mending, psychokinetic hand, telepathic message, transfer charge
Str 10 (+0); Dex 16 (+3); Con 10 (+0); Int 16 (+3); Wis 10 (+0); Cha 11 (+0)
Skills Computers +12 (3 ranks), Culture +4, Engineering +9 (3 ranks), Life Science +12, Medicine +9, Mysticism +5, Perception +2, Physical Science +8, Piloting +9 (3 ranks), Sense Motive +1, Sleight Of Hand +8; (reduce the DC of Life Science checks to identity rare creatures by 5)
Feats Mobility, Skill Focus (computers), Skill Synergy (life science, medicine), Spell Focus
Languages Common, Kasatha, Shirren, Triaxian, Vercite, Vesk
Other Abilities energize spell, spell cache (item type)
Other Gear second skin, azimuth laser pistol with 1 battery (20 charges), azimuth laser pistol with 1 battery (20 charges), tactical baton, tactical semi-auto pistol with 9 small arm rounds, basic medkit, engineering tool kit, toolkit (hacking)
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Raised by Starfinder parents aboard Absalom Station, Jaxom has long had a desire to reach to the stars and explore. However, life has not been kind enough to give him that opportunity, yet. He has largely been grounded on the station, keeping the systems running, and the air flowing. Nonetheless, he dreams of leaving the station, and he earnestly hopes such an opportunity will come as he is nearing middle age.
Spell Cache (SU) (3D/Holo-Tattoo of Diamaante, from one of her racier scenes, over his heart):
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.
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.