Dragonwinged Ram

Nakotre's page

22 posts. Alias of Archpaladin Zousha.


Race

| SP 10/10 HP 16/16 | RP 5/5 | EAC 13; KAC 13 | Fort +0; Ref +1; Will +3 | Init: +1 | Perc: +5, SM: +5

Classes/Levels

| Speed 20ft | Efficient Sabotage (+1d6) 1/1 | Spells: 1st 3/3 | Active conditions: None.

Gender

Male NG megalonyxa vaster technomancer 2

About Nakotre

Experience 1,300
Wealth 13 Credits
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Nakotre
Technomancer 2
NG Large monstrous humanoid (megalonyxa)
Init +1; Senses Darkvision (60 ft.), Perc +5, SM +5,
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Defense
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EAC 13, KAC13
SP 10 HP 16 RP 5
Fort +0, Ref +1, Will +3
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Offense
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Speed 20 ft.
Melee Tinker-Class Crisis Wrench +2 (1d6+1 B|S)
Ranged NIL Grenade Launcher +2 (Damage by Grenade), 60 ft., Capacity 6 grenades; Incendiary Grenade, Mk 1 (1d6 F; burning 1d4; 5 ft.); Shock Grenade, Mk 1 (1d8 E; 15 ft.);
Space 10 ft.; Reach 10 ft.
Special Attacks
Spell-Like Abilities
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Statistics
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Str 12, Dex 12, Con 10, Int 18, Wis 11, Cha 10

Skills Computers +9, Engineering +10, Life Science +9, Mysticism +5, Perception +5, Physical Science +9, Profession (Maintenance Worker) +5, Sense Motive +5

Starship-Combat Version of Skills
Omitting Class features and items that do not affect Crew Actions

Feats Tight Fit

Languages Azlanti, Common, Draconic, Megalonic, Triaxian, Vesk

Other Abilities Darkvision (60 ft.), Efficient Sabotage (1/day), High Grav Worlder, Plodding, Tough Hide (DR 5/—)

Combat Gear NIL Grenade Launcher (1 Incendiary (I), 1 Shock (I), 3 Frag (I)), Tinker-Class Crisis Wrench, Vesk Brigandine (I)
Other Gear Comm Unit (Cache), Engineering Kit, Field Rations (1 week), Flashlight (Spare), Gear Maintenance Kit (5 UPBs), Hygiene Kit, Regular Clothes (5 sets), MKI Healing Serum (2)
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Special Abilities
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Theme Knowledge (Vaster):
All your life, you’ve had to fix essential machinery with the wrong parts and makeshift tools. Reduce the DC of Engineering checks to repair items by 5, which also applies to the following starship engineer actions: hold it together, patch, and quick fix. If you have all the proper parts and tools, you can halve the time it takes to repair an item; this stacks with the reduced time required to repair an object you crafted, so you spend only one quarter the original time required when repairing something you made. Engineering is a class skill for you, though if it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Engineering checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
Spell Cache (Su):
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.

If your spell cache is damaged, it is restored to full Hit Points the next time you regain your daily allotment of spell slots. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.

Magic Hack:
You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier.

Empowered Weapon


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Spells
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Level 0 5 Known DC15

Adhere, Detect Magic, Ghost Sound, Psychokinetic Hand, Token Spell

Level 1 3 Known (3/day) DC16

Dampen Spell, Grease, Incompetence
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Ten-Minute Background
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1. Nakotre is a Vaster, having spent most of his life on various space vessels and stations.
2. He is a hulking megalonyxa, standing about 10 ft. tall, big enough that heavy weapons sized for medium humanoids almost appears like handguns in his hands. He has a warm, baritone voice.
3. Nakotre is a primarily self-taught technomancer, though he has obtained the appropriate degrees and licenses via infosphere courses.
4. He has performed freelance technomancy and maintenance work for a number of different corporations and organizations across the Pact Worlds and the Veskarium.
5. His personality is friendly and unflappable. Very little in this galaxy surprises him, and while he can seem passive, he's immovable and stubborn in the face of corruption and cruelty.

1. When the Drift Crisis is about to commence, I'd like Nakotre to have a moment where he realizes what is about to happen and says "Well, this is gonna suck." I feel like it'd encapsulate his personality perfectly!
2. At some point in the future, it might be interesting for Nakotre to visit Karnoq, the abandoned megalonyxa homeworld, and explore the past of his people and himself, and the impacts those may have on his future.

1.
2. Nakotre doesn't know it, but the Aspis Consortium has been tracking his movements after he completed a contract with them. They know he won't willingly work for them, so they're eager to find ways to deceive him into doing things for them or determine ways his actions can advance their agendas.
3. Secret to be determined by the GM!

1. Qulhota, Nakotre's younger sister, is more settled than he is, having a permanent residence on Absalom Station, yet she's somehow more excitable too, happy to live "where the action is!" Nakotre can always count on being able to crash on her couch between contracts and residencies.
2. Haamori, a verthani technician, was giving a presentation on a solution for an issue his company was having, and hoping to be promoted for it, when Nakotre, who'd been hired on as a freelancer, proposed an alternative seemingly on the spot that was cheaper and more efficient, humiliating him. Haamori has never forgiven him for this, but Nakotre doesn't even really remember him.
3. Lezre, a nuar and member of the Starforgers who has hired Nakotre in the past to assist with the guild's research into starmetal applications. She admires his intellect and dependability, though she is slightly disappointed he turned down her offer to join the guild formally.

1. One of the most vivid memories Nakotre keeps is when he cast his first spell. He immediately ran to his parents and demonstrated it, causing an accident that made a terrible mess in the kitchen. His parents laughed and told him they were proud of him, then they worked together to clean it up.
2. Nakotre's looks fondly on the first time he entered the Drift aboard a starship. It was exhilarating to watch the darkness of space and white light of the stars melt into the bright multitude of colors of the plane. He stared in wide-eyed wonder and thought that this must be how the first megalonyxas to leave Karnoq felt, and if that was the case, he could see why they never looked back.
3. A memory that Nakotre doesn't like thinking about was when he freelanced for a bit for the Aspis Consortium. He frequently encountered tasks and requests that required him to look the other way, people who were too self-assured and callous for his liking and saw other people who were harmed by it that he wasn't allowed to help. When the contract was up, he gave his former employer the finger and declared he'd never work with them or their associates ever again.