Shaman

Neon Ten's page

651 posts. Organized Play character for BretI.


Race

| SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0

Classes/Levels

| Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Gender

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a

Strength 8
Dexterity 18
Constitution 12
Intelligence 23
Wisdom 10
Charisma 15

About Neon Ten

Neon Ten
Icon Technomancer (Starfinder Forerunner) 9
CG Small Humanoid (Ysoki)
Init +4; Senses Perc +0, SM +0; Darkvision

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Defense
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EAC 25 KAC 26
SP 54 HP 47 RP 10
Fort +4 Ref +7 Will +6
Resist Cold 5 Fire 5 (Thermal Capacitor)
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Offense
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Speed 60 ft.
Melee Survival Knife +10 (1d4+3 S Analog)
Ranged Azimuth Laser Pistol +10 (1d4+4 F Burn 1d4) or
… Ominous Trailblazer Static Arc Pistol +10 (1d6+4 E Arc 2 or Ominous, Stun) or
… Ghost Killer Advanced Tactical Pistol +10 (2d6+4 P)
Space 5 ft.; Reach 5 ft.
Special Attacks

Spell-Like Abilities
Spells DC 17 + spell level
0: Dancing Lights, Detect Magic, Mending, Energy Ray, Transfer Charge, Psychokinetic Hand
1: (7/day) Comprehend Languages, Identify, Magic Missile, Overheat, Unseen Servant
2: (6/day) Fog Cloud, Inject Nanobots, Invisibility, Mirror Image
3: (4/day) Arcing Surge, Flight III, Summon Monster III

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Statistics
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Str 8, Dex 18, Con 12, Int 23, Wis 10, Cha 15
Personal Upgrades: Mk I Dex Mk 2 Int

Skills
Acrobatics +6, Computers +21, Culture +18, Diplomacy +9, Engineering +20, Life Science +18, Mysticism +15, Physical Science +18, Piloting +16, Profession (Science, Technology, Engineering, Math & Magic Pundit) +15, Stealth +6, Survival +14

Skill notes:
-5 DC Culture or Profession for other Icons of profession or details of professional cultural aspects.
Trained for Trouble: 1/day roll Culture twice, take better result
+1 circumstance Profession: STEMM Pundit (professional clothing)
+4 Profession: STEMM Pundit (Professional toolkit: laser pointer, controller for displays, stock images)
+2 Circumstance Computers if access with Accelerated Datajack
+4 Circumstance Library Chips (Culture, Engineering, Life Science, Mysticism, Physical Science)

Starship-Combat Version of Skills
Gunnery +12
Computers +21
Engineering +20
Piloting +15

Feats Mobility, Fleet, Agile Casting, Shot on the Run, Weapon Focus (Sm Arms)

Languages Common, Atikonian, Ysoki, Common (Signed), Ysoki (Signed), Shobhad, Gnome, Shirren, Verrite, Eoxian, Ghibran, Drow, Drow (Signed), Aquan, Draconic, Jinsul, Azlanti, Morlamaw

Other Abilities Spell Cache, Magical Hack (Quick Scan), Cache Capacitor
Combat Gear D Suit III (Upgrades: Targeting Computer, Thermal Capacitor Mk I, Hydrojet), Survival Knife, Azimuth Laser Pistol, Ominous Trailblazer Static Arc Pistol, Battery x2, Mk II Serum of Healing, Spell Gem of See Invisibility, Spell gem of Electroplating (Armory), Spell Gem of Healing Junkbot, Ghost Killer Advanced Semi-Auto Pistol, 60 rounds, 30 cold iron rounds, 30 silver rounds, 30 adamantine rounds
Other Gear Personal Comm, Engineering Kit, Hacking Kit, Professional Kit, Industrial Backpack, Professional Clothes, Travel Clothes, Hygiene Kit, Fire Extinguisher, R2E meal x4, Tier I antitoxin, medpatch x3, Null Space Mk I, Mobile Hotelier, Freebooter Armor I, crafted grappler, crafted 30’ adamantine alloy cable line, Radiation Badge, Tier 2 computer (miniaturized x3, Range 1 mile, Fake Shell), Library Chips (Culture, Engineering, Life Science, Mysticism, Physical Science)

UPB as listed on ITS.

Augmentations
Synergizing Symbiote Mk II — Int
Synaptic Accellerator Mk I — Dex
Accelerated Datajack 8525
Standard Speed Suspension 8800

Summoned creatures

ITS and equipment list with bulk calculations

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Special Abilities
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Tattoo of the Starfinder
Starfinder Insignia
Trained for Trouble
Ready for Anything
Field Fix
Quick Scan

Quick Scan (Su): As a standard action, you can get a general sense of what information is stored on drives or other digital storage media. You must pass your hand in the air near the data source, but don't have to touch it or connect to it. The information you get is very general, such as “financial records,” “military records,” or “spells.” Getting detailed information requires interfacing with the data more directly. If you attempt a quick scan on a creature that stores its memories in a digital medium—to get a sense of the memories stored in a robot, for example—the target can attempt a Will save to negate the scan and prevent you from trying against it again for 24 hours.

Trained for Trouble (Ex): Once per day can roll Culture check twice and take the better result. You can attempt Survival skill checks to endure severe weather while moving at your full overland speed and receive the bonus you would normally receive for moving at half your overland speed. You can also attempt Survival checks to live off the land while moving at your full overland speed.

Ready for Anything (Ex):: When you are able to act in the surprise round of a combat, you gain a +2 bonus to your initiative check for that combat.

When you successfully identify a creature with a skill check, you learn one more useful piece of information than normal. When you reach 11th level in the class with which you took this archetype, you instead learn two more pieces of useful information than normal.

When you attempt a Culture check to decipher writing, there is no chance you will misconstrue the message (though you might still be unable to translate it), and you can take 20 on Culture checks to decipher writing even if you are not trained in Computers and don't have access to a computer or downloaded dataset.

Field Fix (Ex): You've spent enough time in strange lands, far from the safety of known civilization, to learn to patch up technology and vehicles— and even yourself and fellow travelers—using whatever is at hand. Once per day as a standard action, you can spend 1 Resolve Point to regain a number of Stamina Points equal to your class level (up to your maximum). Alternatively, you can take 10 minutes and spend 1 Resolve Point to restore Hit Points equal to your class level to one vehicle, piece of equipment, or creature. It is assumed you have gathered whatever materials you need to perform this action in your normal activities.

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Boons Slotted this Adventure
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Ally:
Faction:
Personal:
Promotional:
Social:
Starship:
Slotless:

All My Boons

Bot Me!:

Fill Cache Capacitor with Unseen Servant each day.

Use Magic Missile to eliminate badly hurt opponents. He will usually attempt to do it as a full round casting in order to get all three missiles.

[dice=Magic Missle]2d4+2[/dice]
[dice=Magic Missle, full round]3d4+3[/dice]

Use Overheat with Agile Casting, can move into position and then move away.
[dice=Overheat Fire Damage]2d8[/dice] 15’ cone of fire, DC 19 Reflexives for half damage

Use Inject Nanobots when threatened and no way out or just before moving
[dice=Inject Nanobots]d20+5[/dice] vs. EAC
[dice=Damage]4d8[/dice] DC 18 Fort half Damage and not confused. May attempt DC 18 Will at beginning of turn to end the confusion

Use arcing surge to clear a hallway or reach out and hurt someone
[dice=Arcing Surge, Electrical damage]10d6[/dice] 120’ line shaped burst, DC 20 Reflex for half damage

[dice=Survival Knife]d20+10[/dice]
[dice=Slashing damage]d4+3[/dice]

[dice=Azimuth Laser Pistol]d20+10[/dice]
[dice=Flame Damage]d4+4[/dice]

Static Arc Pistol with Ominous and Trailblazer Fusion, by default is set to non-lethal damage.
[dice=Ominous Trailblazer Static Arc Pistol]d20+10[/dice] 50’ range, stun, 20/2 charges
[dice=Electrical non-lethal Damage]d6+4[/dice]
Crit choice of Arc 2 or Intimidation: A target affected by the intimidation critical hit effect is shaken for 1d4 rounds (Fortitude DC 13 save negates).

Ghostkiller Advanced Semi-Auto Pistol
[dice=Ghostkiller Advanced Semi-Auto Pistol]d20+10[/dice] 60’ range, analog, 12 round clip
[dice=Piercing damage]2d6+4[/dice]

In Ship Combat, he will typically switch back and forth between Science Officer and Engineer as needed.

[dice=Computers]d20+21[/dice]
[dice=Engineering]d20+20[/dice]
[dice=Gunnery]d20+13[/dice]

Monster Identification, Ready for Anything gives one extra piece of information on success (Starfinder Forerunner)
[dice=Life Science]d20+18[/dice] +4 if can use Library Chip
[dice=Mysticism]d20+15[/dice] +4 if can use Library Chip
[dice=Engineering]+20[/dice] +4 if can use Library Chip


Skills breakdown:

4+6 skill ranks per level

I need to put points into Acrobatics for skill in flying!
Acrobatics +6 = 2 ranks +4 Dex
Computers +21 = 9 ranks +3 class +6 Int +3 insight Tech Lore
Culture +18 = 9 ranks +3 class (Icon) +6 Int
Diplomacy +9 = 7 ranks +2 Cha
Engineering +20 = 9 ranks +3 class +6 Int +2 racial
Life Science +18 = 9 ranks +3 class +6 Int
Mysticism +15 = 9 ranks +3 class +3 insight Tech Lore
Physical Science +18 = 9 ranks +3 class +6 Int
Piloting +16 = +9 ranks +3 class +4 Dex
Profession (Science, Technology, Engineering, Math & Magic Pundit) +15 = +9 ranks +3 class +2 Cha +1 Icon
Stealth +6 = 0 ranks +4 Dex +2 racial
Survival +14 = 9 ranks +3 class (Forerunner) +2 racial

SFS # 701
Slotted Faction
Wealth and Reputation See ITS