Phentomite

Lenleath's page

49 posts. Organized Play character for Sethran.


Full Name

Lenleath

Race

| SP 24/24 HP 30/30 | RP 5/5 | EAC 17 ; KAC 18 | CMD 26 (KAC+8) Fort +4; Ref +4; Will +1 | Init: +0 | Perc: +7, SM: +0

Classes/Levels

| Speed 30ft | Darkvision 60’ |Re-roll (2 Novas)1/1 |Energy Shield: 7/7| Active conditions:

Gender

Male Izaalguun Battle-Medic Mechanic /4

About Lenleath

SFS # 34762-705
Experience 9
Slotted Faction Dataphiles
Wealth Credits

Reputation 10 Fame, 16 Global Reputation
Reputation with Acquisitives:
Reputation with Dataphiles: 15
Reputation with Exoguardians:
Reputation with Second Seekers (Luwazi Elsebo): 1
Reputation with Wayfinders:
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Name
Mechanic 3
LN Large monstrous humanoid (Izaalguun)
Init +; Senses Darkvision 60’ Perc +, SM +,

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Defense
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EAC 17, KAC18
SP 24 HP 30 RP 5
Fort +4, Ref +4, Will +1

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Offense
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Speed 40ft. / 20ft

Melee Proto-Spear + 8 vs EAC ; D4 + 8 E&F (Powered 40/1), Reach ; Wound DC15 (Called)
Stun Staff, Tactical + 8 vs EAC ; D4 + 8 E (Powered 20/1, Block, Stun) ; Staggered

Ranged Singing Disk, Sopranino +8 vs EAC; d4 + 8 Sonic ; Analog, Thrown 20’ ; Confuse (Called)

Space 10ft.; Reach 5ft/10ft

Special Attacks
Superior Firepower: When you attack with your experimental weapon prototype, you can enhance its damage dealt to select foes. As a move action, you calibrate your weapon prototype to deal additional damage to one enemy you can see. You gain an insight bonus equal to your mechanic level to damage on all attacks against the designated target. Calibrating your weapon against another enemy causes you to immediately lose this bonus against the previous enemy.

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Statistics
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Str 18, Dex 10, Con 10, Int 16, Wis 11, Cha 10
BAB: +3

Skills 7/level
Athletics (3) +7
Computers (4) +13
Engineering (4) +13
Life Science (4) +10
Medicine (4) +11
Perception (4) +7
Physical Science (4) +10
Profession (1) +11 (+1 Dayjobs)

Hireling: Bluff + 9, Diplomacy +9, Intimidate +9

Theme: Reduce the DC of any Life Science or Mysticism check to recall knowledge about a disease or poison by 5.

Starship-Combat Version of Skills
Omitting Class features and items that do not affect Crew Actions
Athletics (3) +10
Computers (4) +13
Engineering (4) +13

Feats Heavy Armour Proficiency, Weapon Focus (Advanced Melee), Weapon Specialisation (Basic Melee, Advanced Melee, Small Arms)

Languages Common, Izaalguun, Jinsul, Drow, Kasathan,

Combat Gear Prototype Weapon, Formian Hide, Basic (Mobility Enhancer, Mk 1, Frag Grenade 1 x4,

Other Gear Synaptic Accelerator (Strength) Mk1, Serum of Healing Mk1 x4, Professional Outfit, Fire Extinguisher, Radiation Badge, Nanite Hypopen, Brown, Antitoxin, Tier 1, Basic Medikit, Backpack, Industrial, Gear Maintenance Kit

Augmentations: Dragon Gland, Wyrmling (DC 12 Reflex),

Tool Kits:
Trapsmith's Kit (provides a +4 bonus to Engineering or Mysticism checks to arm or disarm traps)
Thieves’ Tools, (grants a +4 bonus to Computers checks to hack a computer system that controls a door and a +4 bonus to Engineering checks to disable a mechanical or technological lock)
Profession Kit (+4 to Profession Checks)
Medkit, Basic

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Tricks
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Energy Shield: As a standard action, you can use your custom rig to activate an energy shield around yourself. This shield provides you with a number of temporary Hit Points equal to your Intelligence modifier plus your mechanic level. The shield remains active for 1 minute per mechanic level or until all of its temporary Hit Points are depleted, whichever comes first. Once used, you cannot use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest; your shield automatically shuts off during this period of rest.

Overcharge (Ex): As a standard action, you can use your custom rig to overcharge and attack with a ranged energy weapon or a melee weapon with the powered special property (see page 181) that you’re holding. If you hit, you deal 1d6 additional damage of the same type the weapon normally deals. This attack uses three times as many charges from the battery or power cell as normal and can’t be used if the weapon doesn’t have enough charges. This trick has no effect on a weapon without a battery or power cell. You can instead use this ability as a move action on a touched powered weapon that is unattended or attended by an ally to grant the same effect to that weapon’s next attack before the beginning of your next turn.

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Special Abilities
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Posture Izalguuns can walk on two limbs or four. As a move action, an izalguun can switch between a bipedal and a quadrupedal posture. When in its quadrupedal posture, an izalguun has a land speed of 40 feet and a reach of 5 feet. While in its bipedal posture, an izalguun has a land speed of 20 feet, a reach of 10 feet, and the multiarmed (4) universal creature rule.

Weapon Prototype Proficiency: You gain proficiency in advanced melee weapons. Your weapon prototype must be a weapon of this type. Your designated weapon prototype calculates its hardness, HP, and saves as if its item level were 5 higher.

Improved Magazine: Your experimental weapon prototype can carry more ammunition than a normal weapon of its type. If it contains individual darts, petrol, rounds, shells, or similar physical ammunition, its capacity is doubled. If it uses batteries, it can hold two batteries of the normal size for that weapon, drawing charges from either.

Bypass: You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.

Custom Rig: You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. For more information on augmentations, see Chapter 7: Equipment. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks (see page 71) and drone mods (see page 77) require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit (see Chapter 7: Equipment). Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet.

If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.

Overload As a standard action, you can cause a short in an electronic device, including most ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. Overload doesn’t cause a locked door, safe, or other device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to use this ability. If you have a drone, you can instead use this ability on an electronic device adjacent to your drone. If you have an exocortex with the wireless hack ability, you can instead use this ability on any electronic device within range of your exocortex’s wireless hack. If you use overload on an item or armor upgrade in someone’s possession, the owner can attempt a Reflex saving throw to negate the effect (DC = 10 + half your mechanic level + your Intelligence modifier). Overload doesn’t affect androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all of which have shielding against this sort of attack), or items larger than Medium. Once a device has been successfully overloaded, a residual static charge prevents that device from being overloaded again for 1 minute.
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Boons Slotted this Adventure
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Ally:
Faction:
Personal:
Promotional:
Social:
Starship:
Slotless:

All My Boons:

Bot Me!:

Activate Energy Shield in the 1st round, Attack with the Protospear and use the Superior Firepower when needed. Throw the Soprano disk if not in range

[dice=Protospear vs EAC] 1d20+8[/dice]
[dice= Magic, E&F Damage] d4 + 8 [/dice] +Level if Superior Firepower is used.

[dice=Protospear vs EAC, Overcharge] 1d20+8[/dice]
[dice= Magic, E&F Damage] d4 + d6 + 8 [/dice] +Level if Superior Firepower is used.

[dice=Soprano vs EAC]1d20+ 8 [/dice]
[dice=Magic, Sonic Damage] d4 + 8 [/dice]