Trinia Sabor

Lufia Ashtear's page

2 posts. Organized Play character for Zwordsman.


Full Name

Lufia

Race

Gravity Dusk SIght Human

Classes/Levels

Mechanic 1 (Experimental Explosive)

Gender

Female

Age

23

Special Abilities

SP6/HP10. KAC: 13 EAC: 13

Alignment

F:2 R:4 W:0. Init +2

Languages

Common, Ysoki, Castrovelian, Shirren, Vesk

Occupation

Courier,

Strength 12
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 11
Charisma 8

About Lufia Ashtear

SFS # 218958-701 SFS

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Name Lufia
Class Experimental Explosive Mechanic
Theme Themeless (Stealth)
Race Femal. Gravity Human w/ Dusk Sight
Special Senses 60ft Darkvision (Infrared Sensors)
Speed 40
Languages: Common, Ysoki, Castrovelian, Shirren, Vesk
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Stats
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SP:6+0 HP: 4+6
EAC: 13 KAC: 13
F: 2 R: 4 W: 0
Join Battle: 2
Resolve: Int (4)

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Combat
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BAB +0
Melee +1
Cestus Battlegloves. 1d4+1str B Analog.
Unarmed Strike: 1d3+1B. Archaic Nonlethal

Ranged +2
Needle Revolver 1d4P 30ft 6 darts usage 1. Bulk L. Analog/Injection

Grenades:
+1 to throw(Str based?).
DC = 16 Reflex ( 10+Mechanic Lv + INT+1Grenade Mastery)
Options: (All Grenades = Mechanic Lv)
Name Range Capacity Bulk Special
Smoke Grenade 20 ft. drawn L explode (smoke cloud 1 minute; 20 ft.)
Concussion Grenade, Mk 20 ft. Drawn L Explode (knockdown, 10 ft.)
Defoliant Grenade, Mk 20 ft. Drawn L Explode (2d6 A, 15 ft.; see text)
Dye Grenade, I 20 ft. Drawn L Explode (1d4 A, dye-stained, 10 ft.)
Frag Grenade, Mk 1 20 ft. drawn L explode (1d6 P; 15 ft.)
Holo Grenade, Mk 1 20 ft. drawn L explode (10 ft.; see text)
Shock Grenade, Mk 1 20 ft. drawn L explode (1d8 E; 15 ft.)
Stickybomb Grenade, Mk 20 ft. drawn L explode (entangled 2d4 rounds; 10 ft.)

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Skills
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Skills.
4(class)+4(int) ACP = (factored). Bold are class skill. Context buffs listed below skill.
⦁ +2 Acrobatics Dex ACP
⦁ +5 Athletics 1 Str ACP
+8Enhancment via Leapers for Jumps.
⦁ -1 Bluff Cha
⦁ +9 [/b]Computers [/b] 1 Int +1 Insight (Bypass) trained only
⦁ +4 Culture int trained only
⦁ -1 Diplomacy cha
⦁ -1 Disguise cha
⦁ +9 Engineering 1 int +1 Insight (Bypass) trained only
⦁ -1 Intimidate Cha
⦁ +4 Life science Int trained only
⦁ +8 Medicine 1 Int trained only
⦁ +0 Mysticism Wis trained only
⦁ +6 Perception 1 wis +2 racial Dusk Sight
⦁ +4 Physical Science* Int Trained only
⦁ +6 Piloting 1 dex
⦁ +8 Profession (Courier) 1 Int. trained only
⦁ +0 Sense Motive wis
⦁ +2 Sleight of Hand dex. acp. trained only
⦁ +6 Stealth 1 dex acp
⦁ +0 Survival wis

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Feats
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Grenade Mastery: he save DC of any grenade you use is increased by 1. If the grenade has an item level 5 or more lower than your base attack bonus, you instead increase the DC by 2.

Fleet: 10 movement
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Gear
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1B 1L

Gear Maintenance Kit 5cr L
Travel Clothing: 10cr L
Industrial Backpack 25cr L (+2str for carry)
Binoculars 50cr L (+1 circ for vision vs further than 30ft. move action)
Serum of Healing Mk1 50cr L
140cr

Needler revolver. 105cr L
Darts 25. 20cr L
Cestus Battle Glove 100cr L
225

Utilty Coverall. 230cr L. (+1/+1. dex 4. 2 upgrade slots. Light armor)
Infrared Sensors 200 (60ft dark vision)
Leapers 205cr
635

Remaining 0

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Stats
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base race theme 10pts modifiers
str 10 2 0 12
dex 10 2 2 14
con 10 0 10
int 10 8 18
wis 10 1 11
cha 10 -2 8

race:

Human. HP 4
+1 feat
Skilled (replaced w/ Dusk SIght)

Dusk Sight
Source Character Operations Manual pg. 18
Humans who live in environments that lack regular exposure to bright natural light, such as the sunset cities of tidally locked Verces or Aballonian underground compounds, adapt to their surroundings as best they can. Humans with this racial trait have low-light vision and a +2 racial bonus to Perception checks.

Gravity Dweller
Source Character Operations Manual pg. 18
Humans who have adapted to a high-gravity world develop thick musculature over sturdier forms. They spend more of their lives struggling against harsh conditions than learning how to interact with others. These humans have ability adjustments of +2 Strength, +2 Dexterity, and –2 Charisma.
Alternate Racial Traits

This replaces skilled.

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Proficiencies
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Armor
Light armor
Weapons
Basic melee weapons, grenades, small arms

Mechanic Class Info:

Bypass (Ex) - 1st Level
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 (Ex) - 1st Level
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 personal comm unit (see page 218). 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.

Experimental Explosives (Ex)
Source Tech Revolution pg. 22

You’re an expert at improvising explosives, the components for which you carry in a special pack, case, or weapons belt that weighs 1 bulk. Each day when you recover any spent Resolve Points, you can spend 10 minutes using your custom rig to create a number of experimental grenades and explosive charges (pages 68–69) equal to 1 + your Intelligence modifier. You create these explosives at no cost, and you don’t need to decide which specific grenades or explosives you have until you use them, but when you do, each must have an item level equal to or less than your mechanic level. Any experimental explosives you don’t use that day become inert, even if they’re still in your possession. Your experimental explosives don’t work for anyone but you. Whenever you take a 10-minute rest to recover Stamina Points, you can also prepare one additional experimental explosive, up to the maximum number of experimental explosives you can have. In addition, your custom rig functions as a detonator (Core Rulebook 218), and when calculating the DC of the save to resist your grenade’s effects, you can use your Intelligence modifier in place of your Dexterity modifier.
At 5th level, you add 1/2 your mechanic level, rounded down, to your damage with grenades; when you explode grenades using the arm explosives task and a detonator, add this bonus damage only once. Also, your experimental explosives are magic weapons for the purpose of overcoming damage reduction.
At 7th level, when you use Engineering to perform the arm explosives or demolitions tasks, you can do so in half the normal time. You can still use the quick demolitions option (page 69) to further reduce the time expended. When making an attack with a grenade, you can draw that grenade as part of the action of making a thrown attack with it.
At 10th level, you can spend 2 Resolve Points as a move action to assemble an experimental grenade or explosive charge. This grenade or explosive can have an item level no higher than your mechanic level, and it counts against the maximum number of experimental explosives you can have. At 15th level, you can use this ability as a swift action or reduce its Resolve Point cost to 1. At 11th level, when you use Engineering for demolitions tasks, each secondary charge you apply adds +3 to your Engineering check, instead of +2. You increase the range of your thrown grenades by 10 feet.
At 20th level, you increase the maximum result of your explosive charges by an amount equal to twice your Intelligence modifier, and each secondary charge you apply when using the demolitions task adds +4 to your Engineering check, instead of +2. When you make a full attack, you can make up to three attacks, so long as at least one of those attacks is used to throw or launch a grenade. You take a –6 penalty to these attacks, instead of a –4 penalty.
Experimental explosives replaces the artificial intelligence (AI) and coordinated assault class features.