| Full Name |
Lykos |
| Race |
Verthani |
| Classes/Levels |
Male Verthani (augmented) Cyberborn Technomancer 5 | Spd:30 | SP: 35/35, HP: 29/29, RP: 6/6 | EAC: 18 KAC:19 | Init +3 | Fort:3, Ref:4, Will:5 | Per:1 SM:1 |
| Gender |
M |
| Size |
M |
| Age |
26 |
| Alignment |
N |
| Deity |
Triune |
| Languages |
Brethedan, Castrovelian, Common, Eoxian, Triaxian, Vercite |
| Occupation |
Lab tech |
| Strength |
8 |
| Dexterity |
16 |
| Constitution |
14 |
| Intelligence |
19 |
| Wisdom |
12 |
| Charisma |
13 |
About Lykos 8601
Lykos, 5th level Technomancer/Augmented (Cyberborn) Starfinder Society #: 8601-705
Faction: Manifold Host SP/HP: 35/29 Move: 30 Vision: Darkvision (60), Low-light, infrared
Init: +3 (+3 Dex) Armor Check Penalty: 0
Race: Verthani (Augmented) Resolve points: 6
EAC: 18 (10, +5 armor, +3 Dex) KAC: 19 (10, +6 armor, +3 Dex)
Alignment: N BAB: +3 Religion: Triune Home world: Verces
Age: 26 Height: 8’2” Weight: 245 lbs
Languages: Brethedan, Castrovelian, Common, Eoxian, Triaxian, Vercite
Abilities:
• Str: 8 (-1) (0, -2 racial)
• Dex: 16 (+3) (4, +2 5th)
• Con: 14 (+2) (0, +2 racial, +2 5th)
• Int: 19 (+4) (3, +2 racial, theme, +2 personal upgrade, +1 5th)
• Wis: 12 (+1) (0, +1 5th)
• Cha: 13 (+1) (3)
Saves:
• Fort: +3 (+2 Con, +1 class)
• Ref: +4 (+3 Dex, +1 class)
• Will: +5 (+1 Wis, +4 class)
Skills:
• Computers +16 (5 ranks, +3 class, +4 Int, +3 insight, +1 theme)
• Diplomacy +6 (5 ranks, +0 class, +1 Cha)
• Engineering +12/+16* (5 ranks, +3 class, +4 Int, +4 vs traps*)
• Life Science +12 (5 ranks, +3 class, +4 Int)
• Mysticism +12/+16* (5 ranks, +3 class, +4 Int, +1 insight, +4 vs traps*)
• Physical Science +12 (5 ranks, +3 class, +4 Int)
• Piloting +11 (5 ranks, +3 class, +3 Dex)
• Profession (lab tech) +16 (5 ranks, +3 class, +4 Int, +1 circumstance, +4 untyped ((tool kit))
Feats/Theme:
• Skill focus: Computers (Verthani racial bonus)
• Mobility (1st level)
• Spell penetration (3rd level)
• Spell focus (3rd level bonus)
• Weapon specialization (3rd level bonus)
• Agile Casting (5th)
• Cyberborn (Theme) – DC -5 to Engineering re cybernetic augmentations and Life Science to recall knowledge about cybernetic augmentation techniques, as well as corporations and research facilities involved in the production of and experimentation with cybernetic augments.
Equipment/attacks:
• Survival Knife +5 (+3 BAB, +3 Dex), 1d4+1-1S, -, -, Analog; Operative
• Azimuth laser pistol +6 (+3 BAB, +3 Dex), 1d4+2F, 80 ft, 20 (1), Burn 1d4
• Frostbite-class Zero pistol +6 (+3 BAB, +3 Dex), 1d6+2C, 60 ft, 20 (1), Staggered
• Semi-auto pistol +6 (+3 BAB, +3 Dex), 1d6+2P,
• Dragon gland (wyrmling, electricity) 15ft cone, 3d6 damage, Ref DC 14 for ½ damage
Racial Abilities:
• Size and Type: Verthani are medium humanoids with the Verthani subtype.
• A verthani can install an additional augmentation (cybernetics only) into one system that already has an augmentation.
• Low light vision
• Skill focus - bonus feat
• Verthani can manipulate the pigments in their skin at will and with astonishing precision, creating bright decorative patterns or deceptive camouflage. A verthani who stays stationary for 1 round gains a +10 racial bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell or similar effects). If the verthani takes any action, he loses this bonus until he once again spends 1 round remaining still. A verthani wearing clothing or armor that covers more than one-quarter of his body can’t use this ability.
Class Abilities:
• 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.
• Spells
◦ Known:
▪ 0: 6; Detect Magic, Energy Ray, Mending, Psychokinetic Hand, Telepathic Message, Token Spell (DC 15)
▪ 1: 4; Comprehend Languages, Life Bubble, Magic Missile, Overheat (DC 16)
▪ 2: 2; Caustic Conversion, Invisibility (DC 17)
◦ Daily:
▪ 0: Unlimited
▪ 1: 5 (4 class, 1 ability)
▪ 2: 3 (2 class, 1 ability)
• (2) Favored Augmentation: 50% off augmentations in throat body system.
• (4) Nested Augmentations: You can install one additional augmentation into one system that already has an augmentation.
• (5) Magic Hack (Glitch Step): You can expend a 1st-level or higher spell slot to glitch yourself out of reality, as if you were an image on a bad view screen, allowing you to move in unpredictable ways. You must use this ability as part of a move action to move your speed or a withdraw action, and it provides you with one of the following benefits. You can use this ability only once per move action.
◦ Ignore 20 feet of difficult terrain. This increases to 40 feet of difficult terrain if you expend a 3rd- or 4th-level spell slot, and 60 feet of difficult terrain if you expend a 5th- or 6thlevel spell slot.
◦ Move 10 feet. This counts as 5 feet of movement, but you do not provoke attacks of opportunity when moving this way. Any other movement you attempt as part of your move action provokes reactions as normal. This increases to 20 feet if you expend a 3rd- or 4th-level spell slot, and 30 feet if you expend a 5th- or 6th-level spell slot.
◦ Pass through up to 1 foot of solid objects as if you were incorporeal (Core Rulebook 264). You can pass through ceilings, floors, and walls, provided they’re no thicker than 1 foot. This increases to 5 feet of solid objects if you expend a 3rd- or 4th-level spell slot, and 10 feet of solid objects if you expend a 5th- or 6th-level spell slot.
Total carried: Bulk:
• D Suit I L
◦ Upgrade 1: Jump jets -
• Azimuth laser pistol L
• Frostbolt-class zero pistol L
• Semi-auto pistol L
• Survival knife L
• Everyday clothes L
• Augmentations
◦ Dragon gland (wyrmling) (throat)
◦ Wide-spectrum ocular implant (eyes)
◦ Darkvision capacitor, standard (eyes)
• Backpack (Starfinder’s) 1
◦ 2x extra batteries 2L
◦ Everyday clothes L
◦ Formal clothes L
◦ Professional clothes L
◦ Hygiene kit 1
◦ Tool kit (hacking) L
◦ Tool kit (profession lab tech) L
◦ Tool kit (engineering) L
◦ Tool kit (trapsmith’s) L
◦ 4x mk 1 serum of healing 3L
◦ Tier 1 computer L
▪ Spell chip: Overheat -
▪ Spell chip: Sum Creature (AA)
▪ Spell chip: Flight -
◦ Cred stick
• Left on ship
• Second skin
Total Bulk Carried: 4 (7L)