Kane Hue's page

222 posts. Alias of DoubleGold.

Full Name

Kane Hue


Damaya Lashunata


Technomancer 4: Init:2, Perc:0 SP:0/20 HP:20/24 RP:5/6 EAC 16; KAC 16 Fort +1; Ref +3; Will +4










Castrovelian, Celestial, Common, Elven, Shirren, Triaxian; limited telepathy 30 ft.

Strength 10
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 10
Charisma 13

About Kane Hue

Female damaya lashunta xenoseeker technomancer 4
LG Medium humanoid (lashunta)
Init +2; Perception +0
EAC 16; KAC 16
Fort +1; Ref +3; Will +4
Speed 30 ft.
Melee tactical baton +5 (1d4+2; analog, operative)
Ranged thunderstrike sonic pistol +6 (1d8+2 So; critical
deafen [DC 14])
Offensive Abilities empowered weapon
Lashunta Spell-Like Abilities (CL 4th)
1/day—detect thoughts
At will—daze, psychokinetic hand
Technomancer Spells Known (CL 4th; ranged +6)
2nd (3/day) —flight*, invisibility
1st (4/day)—comprehend languages, grease, magic
missile, overheat
0 (at will)—dancing lights, detect magic, energy ray, ghost
sound, mending, transfer charge
* This spell can be cast using a 1st- or 2nd-level spell slot to
varying effect. See the spell’s description.
Str 10 (+0); Dex 14 (+2); Con 10 (+0); Int 18 (+4); Wis 10 (+0);
Cha 13 (+1)
Skills Computers +14 (4 ranks), Diplomacy +7, Engineering +11
(4 ranks), Intimidate +5, Life Science +14, Mysticism +8,
Physical Science +11, Piloting +9 (4 ranks); (reduce the DCs
of Life Science checks to identity rare creatures by 5)
Feats Amplified Glitch, Spell Focus, Weapon Focus (small arms)
Languages Castrovelian, Celestial, Common, Elven,
Shirren, Triaxian; limited telepathy 30 ft.
Other Abilities spell cache
Combat Gear mk 1 serums of healing (4); Other Gear basic
lashunta tempweave, thunderstrike sonic pistol with 2
batteries (20 charges each), tactical baton, engineering
tool kit, everyday clothing, field rations (1 week),
hygiene kit, personal comm unit, credstick (9 credits);
Augmentations mk 1 synaptic accelerators (Intelligence)
Amplified Glitch As a standard action, Raia can cause
technological devices to briefly malfunction in loud,
distracting ways. She can target four creatures, no two
of which can be more than 20 feet apart and all of which
must be within 30 feet of a technological device. With
a successful Computers check (DC = 15 + 1 per target
+ 1-1/2 the CR of the highest-CR target), she can cause
targets to be shaken for 1 round, plus 1 additional round
for every 5 by which she exceeds the check’s DC. A
creature she targets with this feat is immune to further
uses of this feat for 24 hours.
Empowered Weapon As a move action, Raia can expend a
spell slot to grant her weapon a bonus to attacks equal
to the level of the spell slot, and her attacks with that
weapon deal +1d6 bonus damage per level of spell slot
expended. This bonus lasts until the start of her next turn.
Lashunta Magic Raia has the following spell-like abilities.
Daze: This spell causes a humanoid creature of CR 3 or
lower to be dazed for 1 round (Will DC 11 negates).
Detect Thoughts: Raia can detect the surface thoughts of
intelligent creatures within a 60-foot cone, and if she
concentrates, she can attempt to read those thoughts
(Will DC 12 negates).
Psychokinetic Hand: Once this spell is cast, as long as Raia
concentrates (a standard action each round), she can
take a move action to move an object within 35 feet that
weighs 10 pounds or less up to 15 feet. She can’t perform
fine manipulation (such as firing a weapon or using a
computer), but she can push a single button or close a
container’s lid.
Limited Telepathy (Su) Raia can communicate
telepathically with creatures within 30 feet that share
a language with her.
Spell Cache (Su) Raia has an arm implant that functions
as her spell cache. Once per day, she can cast one of
her spells known even if she has expended all her
spell slots of that spell level.
Spells Raia can cast the following spells as a standard
action unless the spell says otherwise.
Comprehend Languages: Raia can understand spoken,
signed, or written languages for 40 minutes.
Dancing Lights: Raia can create up to four flashlight-sized
lights in a 10-foot-radius area.
Detect Magic: This spell reveals whether creatures or
objects seen within a 60-foot cone are magical, and with
concentration, can determine whether one magical source
is a spell, magic item, or other effect, and its caster level.
Energy Ray: Raia can fire a ray of energy (choose acid, cold,
electricity, or fire) as a ranged attack (+5 bonus) that targets
EAC and deals 1d3 damage of the chosen energy type.
Flight (1st-Level Spell): One Medium or smaller falling creature
or object per level, all within 20 feet of each other, falls at
60 feet per round and takes no damage when it lands. This
spell can be cast as a reaction.
Flight (2nd-Level Spell): One creature or object (up to 100
pounds/10 bulk per level) within 35 feet moves up or down
20 feet per round, as Kaia directs as a move action.
Ghost Sound: Raia can create an illusory sound (DC 15 to
disbelieve) that can be as loud as 20 normal humans.
Grease: Raia can coat a 10-foot square or one object with
slippery grease, causing creatures in the area to fall prone
or drop the object (Reflex DC 16 partial).
Invisibility: The creature touched is invisible for 4 minutes or
until it attacks.
Magic Missile: Raia can fire two missiles of magical energy
that automatically hit and deal 1d4+1 force damage
each. If she casts this spell as a full action, Raia fires
three missiles.
Mending: This spell restores 1d4 HP to one object or
construct of up to 1 bulk.
Overheat: This spell deals 2d8 fire damage to creatures in a
15-foot burst (Reflex DC 16 half).
Transfer Charge: Raia can transfer charges between two
identical batteries or power cells.
Basic Lashunta Tempweave While wearing this armor, Raia
can close its environmental seals and survive in a vacuum
(or other harsh environment) for up to 4 days.
Engineering Tool Kit These specialized tools allow Raia to
attempt Engineering checks without penalty.
Mk 1 Synaptic Accelerators These implants give Raia an
additional +2 to her Intelligence score (already included in
her statistics).
Mk 1 Serum of Healing Drinking a vial of this serum restores
1d8 HP.
Thunderstrike Sonic Pistol This weapon can be fired 10 times
before its battery needs to be recharged or replaced.