Race |
| SP 40/40 ; HP 30/30 ; RP 6/6 | EAC 19 ; KAC 20 | Ft +8 ; Rf +2 ; Wi +2 | Init. +1 ; Perc. +11; SM. 0 |
Classes/Levels |
| Speed 25ft | Active conditions: 10% Fortification | Nanite Surges: 8/8 |
Gender |
"Kruvenosh Ironscar" Male LN Warblood Vesk Nanocyte 4 (Guard) |
About Kruvenosh Ironscar
LN Medium humanoid (Vesk)
Init +1; Senses Perc +11, SM 0,
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Defense
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EAC 19, KAC 20
SP 40 HP 30 RP 6
Fort +8, Ref +2, Will +2
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Offense
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Speed 25 ft.
Melee Static Storm Doshko +7 (1d8+7 E)
Ranged Tactical Spear +7 (1d6+7, 20ft., P, Block)
Ranged Static Arc Pistol +5 (1d6+4, 50ft, E, Crit Arc 2)
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Statistics
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Str 16, Dex 13, Con 18, Int 10, Wis 10, Cha 8
Skills
Acrobatics +1, Athletics +10, Bluff -1, Computers +7, Diplomacy -1, Disguise -1, Engineering +7, Intimidate +3, Perception +11, Piloting +1, Sense Motive -2, Stealth +8
Feats
Heavy Armor Proficiency
Cleave
Weapon Specialization
Languages Common, Vesk
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Gear
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Kruvenosh Equipment
Basic Formian Hide (E7/K8, Max dex 3, Armor check -2, -5 speed)
Tactical Greataxe
Tactical Spear
Static Arc Pistol
Personal Comm Unit
Flashlight
Industrial Backpack
4x Mk1 Healing Serum
Engineering kit
Hacking kit
Extra battery x2 (20 charges)
Synaptic Accelerator (CON) Mk 1
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Special Abilities
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Proficiencies: Light Armor, Basic melee, Advanced melee, Small arms, Longarms
Nanite Surge: A number of times per day equal to half your nanocyte level plus your Constitution modifier (2 [half level] + 4 [CON] + 2 [Abundant Nanites] = 8), you can use a nanite surge to push your nanites to perform extraordinary feats in certain situations; the exact benefits vary by circumstance and are explained in the abilities below. At 5th level, you can spend 1 Resolve Point to gain and immediately use an additional nanite surge. You can use this ability multiple times.
Nanite Array: Your body hosts a multitude of nanites that you can direct to take one of three forms called arrays: they can flood out of your body to form a cloud, combine to temporarily create items, or mobilize within you to amplify your physical abilities. As a move action, you can direct your nanites to adopt an array, and you can have only one array active at a time. You can instead use a nanite surge (see above) to form or switch arrays as a swift action. The nanites maintain their array until you direct them into a different array, you fall unconscious, or you end your turn more than 10 feet from the array. If an array ends without being turned into a different array, the nanites disperse and return to your body at the beginning of your next turn and await further instructions. If you aren’t within 60 feet of the array or the array is physically blocked from reaching you, the nanites instead break down, and you can’t use your nanite array again until you spend 1 Resolve Point and take a full action to create a replacement array. Your nanites are technological in nature and can be detected by spells such as detect tech, but they aren’t otherwise subject to effects that affect technology. The three forms of nanite arrays—sheath, cloud, and gear—provide the following benefits only while the specific array is active.
Sheath Array: The nanite array reinforces your body, granting you a +1 enhancement bonus to Reflex saving throws and a +1 insight bonus to checks with two of the following skills: Acrobatics, Athletics, Sleight of Hand, or Stealth, selected when you form this array. At 3rd level and every 4 levels thereafter, these bonuses increase by 1. When you form a sheath array, you can use a nanite surge to gain a number of temporary Hit Points equal to your nanocyte level; you lose any remaining such temporary Hit Points when the sheath array ends.
Cloud Array: Your nanites spread out into a faintly visible cloud that fills up to a number of contiguous 5-foot squares (at least one of which must be adjacent to you) equal to 1 plus your Constitution bonus. The cloud is stationary once formed, though as a move action you can reconfigure its space: if you do so, at least one square of the cloud must remain unchanged. When you take a guarded step, you can move 10 feet as long as you begin and end this movement adjacent to or within your cloud array. When you form a cloud array, you can use a nanite surge to increase the cloud’s density. This causes the array’s space to provide concealment, but it provides only a 10% miss chance. It doesn’t provide enough concealment to hide, and your attacks ignore any miss chance provided by your cloud. This doesn’t stack with existing concealment. At 3rd level, whenever you form a cloud array, it can fill an additional 5-foot square and you increase any miss chance the cloud provides to 15%. At 7th level, it can fill two additional squares and any miss chance the cloud provides increases to 20%. At 11th level, the cloud fills up to a number of contiguous squares equal to 1 plus twice your Constitution modifier. At 15th level, when you use a nanite surge while forming the cloud array, the cloud instead provides normal concealment (though your attacks still ignore any miss chance). At 19th level, the cloud instead fills up to a number of contiguous squares equal to 1 plus four times your Constitution modifier.
Gear Array: Your nanites shape themselves into a single piece of equipment, such as a weapon, tool, or even a cybernetic augmentation. You can direct your nanites to create a limited selection of equipment, divided into major forms and minor forms. Major forms include weapons and cybernetic augmentations, while minor forms include technological items (excluding armor and weapons) and personal items. At 1st level, you know how to create two major forms and three minor forms. You learn a new minor form at 2nd level and every 2 levels thereafter, and a new major form at 3rd level and every 4 levels thereafter. When you reach 5th level, and each time you gain a level thereafter, you can replace one of your major forms with a new major form and one of your minor forms with a new minor form. To select a piece of equipment as one of your gear array’s major or minor forms, its level must be equal to or lower than your nanocyte level plus 1, and its price must be equal to or lower than your nanite investment (see below). Augmentations must be cybernetic, weapons and items must be technological items (not magic or hybrid), and you can’t select equipment that is consumed on use (such as grenades) or whose bulk exceeds your Constitution modifier. Nanite Investment: The equipment you can create with your gear array is limited in part by your investment of raw material into your nanites, in the form of universal polymer bases (UPBs; Starfinder Core Rulebook 233). This is a numerical value called your nanite investment, and it starts at 0 when you gain your first nanocyte level. You can spend an hour using your nanites to break down an unattended weapon or technological item (with a maximum level equal to or lower than your nanocyte level plus 1) into component UPBs that you can then invest in your nanites. When you do, your nanite investment becomes equal to that item’s price. During this hour, you can also add additional UPBs equal to 10% of the item’s price to increase your nanite investment by that amount. When you use your gear array to create a hand-held nanite weapon, technological item, or personal item, you can automatically grab and begin wielding it if you have the requisite number of hands free. Otherwise, the item floats in your space until the end of your turn, at which point it drops in your space. When you use your gear array to create a cybernetic augmentation, it is automatically installed in the appropriate body slot as long as that slot is empty; otherwise it fails to manifest. If a given augmentation has a limited number of uses or frequency, that limit applies regardless of how many times you’ve created it with your gear array. Equipment that requires a battery or ammunition to function must be loaded to function. When you create such equipment, you can have it absorb and automatically load one appropriately sized battery or set of suitable ammunition in your possession. Any item that uses a battery with fewer than 20 charges can instead use a standard battery.
Defensive Dispersal (2): By using a nanite surge as a reaction when you take damage, you can protect yourself with your nanites as they create a temporary barrier or even cause part of your body to temporarily disperse. You reduce the damage dealt by the triggering effect by an amount equal to your nanocyte level plus your Constitution modifier, and you gain a +1 circumstance bonus to the first saving throw against the effect (such as the initial saving throw to resist a poison, but not subsequent saves against it).
Weapon Specialization (3): You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with, including any weapons for which you gained proficiency through a nanocyte knack.
Cyto-Conversion (3): As your connection to your nanites grows, the swarm’s ability to break down and reassemble your body strengthens, gradually making you more machine than mortal. You receive a +1 circumstance bonus to saving throws against bleed, disease, poison, and sleep effects. In addition, you gain a 10% chance to treat a critical hit against you as a normal hit; it deals normal damage and doesn’t apply any critical hit effect. This percentage doesn’t stack with similar effects. At 10th level, the circumstance bonus to saving throws increases to +2, and the fortification percentage increases to 20%. At 16th level, the circumstance bonus to saving throws increases to +3, and the fortification percentage increases to 30%.
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Primary Nanite Faculty: Regeneration
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Whether by their design or your own innovation, your nanites excel at a specialized task. Choose your primary faculty upon taking your first level in nanocyte—once made, this choice can’t be changed. Descriptions of faculties appear on pages 4–7.
Reactive Repair (1): As a swift action, you can use a nanite surge to direct your nanites to repair and reinforce an ally. The target must either be adjacent to you or be adjacent to or within your nanite cloud. Alternatively, you can target yourself with this ability. For 1 minute or until the target begins their turn no longer adjacent to you or adjacent to or within your cloud array, the target gains fast healing 1 (as per the universal creature rule), except that the ability restores Stamina Points instead of Hit Points. Whenever the target regains a Stamina Point from this ability, they also gain 1 temporary Hit Point that doesn’t stack with other temporary Hit Points. When the effect ends, the target loses any temporary Hit Points gained from this ability. At 5th level and every 4 levels thereafter, the fast healing increases by 1 and the temporary Hit Points increase by 2.
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Nanocyte Knacks:
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Abundant Nanites: Your body houses a seemingly inexhaustible amount of nanites. When calculating your number of nanite surges per day and the maximum bulk of your nanite gear, treat your Constitution modifier as 2 higher.
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Boons Slotted this Adventure
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Ally:
Faction:
Personal:
Promotional:
Social:
Starship:
Slotless:
Chronicle Sheets