Option-8
Description: Male Android Technomancer 3
CG Medium Humanoid (Android)
Dressed in green and purple freebooter armor with a face-shield and cowl covering their head, a pistol strapped to their hip.
He usually states the following greeting, "Acknowledgement of your salutations and return them onto you. You may refer to me as Option-8. My principal activity is to utilize Tech to empower, harness and manipulate magic, which in turn is wielded to augment, control and modify technology. My scientific studies and experimentations in manipulating the physical world allows me to weave illusions, peer through time and space and if necessary, to blast foes into atoms."
Init +6; Senses Low-Light Vision & Darkvision 60'; Perception +3
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Defense:
SP: 18 HP: 19 RP: 5
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EAC: 14; KAC: 15
Fort: +2; Ref: +3; Will: +3;
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Offense
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Speed: 30 ft.
Offensive Abilities
Melee: Unarmed strike +2 (1d3+0 B)
Ranged: Static Arc Pistol +4 (1d6+1 E, 50' Crit: Arc 2)
Space: 5 ft.; Reach: 5 ft.
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Statistics
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Str: 10 (+0); Dex: 14 (+2); Con: 13 (+1); Int: 18 (+4); Wis: 10 (+0); Cha: 8 (-1)
Skills: Acrobatics +2, Athletics +0, Bluff -1, Computers +11 (3 Ranks), Cultures +7 (3 Ranks), Diplomacy -1, Engineering +10 (3 Ranks), Intimidate -1, Life Science +9 (2 Ranks), Medicine +7 (3 Rank), Mysticism +7 (3 Rank), Perception +3 (3 Ranks), Physical Science +9 (1 Rank), Piloting +5, Profession (Archeology) +14 (3 Ranks), Sense Motive -2, Stealth +2, Survival +0
(Reduce the DC checks by 5 when recalling knowledge about Physical Science (Geography)).
Equipment: Static Arc Pistol, Needler Pistol, Freebooter Armor Type I with Jump Jets, Industrial Backpack, PCU, Engineering Kit, Hacking Kit, Trapsmith's Tools, Professional's Tools, Professional Clothing, Field Rations, Starstone Compass, Serum of Healing Mk 1 (Heals 1d8).
Feats:
Improved Initiative-Your quick reflexes allow you to react rapidly to danger.
• Benefit: You gain a +4 bonus to initiative checks.
Mobility-You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.
Class Abilities:
Proficiencies-Light Armor, Basic melee weapons, small arms
Spell Cache 1/Day - 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 prepare spells. 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: Energize Spell - 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.
Once per day as a move action, you can use a battery or a weapon’s power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. You must cast the spell before the start of your next turn, or the charges are wasted with no effect.
Spell Focus - The DC of spells you cast increases by 1. At 11th level, the DC of your spells instead increases by 2, and at 17th level, the DC of spells you cast instead increases by 3. This bonus does not apply to spell-like abilities.
Techlore - You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter.
Weapon Specialization - You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.
You add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Languages: Akitonian, Azlanti, Brethedan, Celestial, Common, Draconic, Eoxian, Ysoki.
Racial Abilities
Constucted-For effects targeting creatures by type, synthetic creatures count as both their actual creature type and constructs (whichever type allows an ability to affect them for abilities that affect only one type, and whichever type is worse for abilities that affect both creature types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, synthetic creatures do not breathe or suffer the normal environmental effects of being in a vacuum.
Flat Effect-Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Upgrade Slot-Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.
Theme
Theme Knowledge: Physical Science (Geography) - You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick Physical Science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
Spells: DC:15
0-Level: 6 Known / Cast Unlimited
Detect Magic
Energy Ray vs EAC
Mending
Token Spell
Psychokinetic Hand
Telepathic Message
1st Level: 4 Known / Cast 4 (3 used)
Comprehend Languages
Magic Missile
Supercharge Weapon
Jolting Surge