Nimblewright

Pangea-Mu's page

254 posts. Alias of Eric Collins - France.


Full Name

PANGEA Mu Model

Race

N Sexless Android Biohacker | EAC 25, KAC 25 DR 6/- Cold & Fire Resist' 5 | Fort +7, Ref +7, Will +8 (+2 Disease, Mind-affecting, Poison, Sleep) | SP 64, HP 52, RP 10 | Perc +17 (Darkvision) | Init +9 | Speed 40 ft. | Trapfinder@10 ft.

Classes/Levels

- Status: SP 64, HP 52, RP 9/10 -

About Pangea-Mu

14 injections used
3 adamantine used
6 field dressings used
1 spinneret used
1 spark of ingenuity used
___________________
Biohacker (Studious)
Android
Xenoarchaelogist
Acquisitives Faction
Credit going to Pangea-Beta (SFS#101218-702)

PANGEA

15 Str - 20 Dex - 12 Con - 22 Int - 10 Wis - 8 Cha

SP 64 - HP 52 - RP 10

Fort' +7 - Ref' +7 - Will +8
+2 racial vs. disease, mind-affecting, poison, & sleep
(unless specifically vs. constructs)

Does not breathe or suffer the normal environmental effects of being in a vacuum
No need to drink or eat w. aeon stone

BAB +6 - Move 40 ft. - Init' +9

DR 6 (Kinetic) - Cold & Fire Resistance 5

Low-light & and Darkvision (60 ft.) - Trapfinder @10 ft.

Skills:
+2 to Sense Motive vs. me
+13 Acrobatics
+10 Athletics (+8 to jump)
-1 Bluff
+17 Computers (+4 to hack a system that controls a door)
+17 Culture  (+4 bonus when deciphering writing)
-1 Diplomacy
+18 Engineering (+4 recall Knowledge, and can take 20) (-5 DC to ID rare, ancient, or alien tech) (+4 vs. traps) (+4 circumstance to ID drug, medicinal, poison, other chemical substance) (+4 to disable a mechanical or technological lock)
+17 Life Science (ID living w. 30 ft. ; move action ; DC=rarity)
+17 Medicine
+1 Mysticism (+4 to ID a magic item) (+4 vs. traps)
(+4 circumstance to ID drug, medicinal, poison, other chemical substance)
+17 Perception (+4 bonus to Perception checks to search)
+17 Physical Science (ID non-living w. 30 ft. ; move action ; DC=rarity)
(+4 circumstance to ID drug, medicinal, poison, other chemical substance)
+15 Sense Motive
+16 Sleight of Hand
+12 Stealth

Feats:
Light Armor, Basic Melee Weapons, Small Arms, Grenades, weapons w. injection special property, Weapon Spec’ (non basic melee weapons proficient via injection get + 1/2 lvl. dam), Barricade, Improved Initiative, Toughness, Enhanced Resistance (6 DR - Kinetic)

Barricade:
Move action to stack & reinforce objects too small or too fragile to provide cover into a single square of adjacent cover. The GM has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material. Grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover.
The barricade is temporary and not particularly durable. When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (lvl. 4). Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn’t normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the GM).

• Weapons w. injection special property
+1 to Att. ; can choose no damage to ally ; ally considered flat footed ; choose which compound to use when shooting

Custom Scanner (Ex):
augmentation in my eyes
Basic Medkit (allows DC25 Medicine checks to treat deadly wounds)
Chemalyzer (+4 circumstance bonus to Engineering, Mysticism, and Physical Science to ID unknown drug, medicinal, poison, or other chemical substance)
Move action to target creature within 30 ft. & line of sight: roll Life Science if living creature, Physical Science if unliving, to ID it (DC = rarity)
Life Science or Physical Science, and not Mysticism, to make serums

• Studious Scientific Method (Ex) Int to Perception, Sense Motive & Will

Field of Study (Ex):
Primary: Enzymology (Secondary: Genetics)
• Injections (Ex) 14/day
• Standard (w. Quick Load) to choose which pulling out, load injection into injection weapon & attack
Syringe (1 hand ; lvl. = my lvl. ; no bulk ; hardness = lvl. ; 1hp)
Counteragent: lasts 4 rounds ; only one effect of mine can be active
•  –2 AC
• -5 DR
• -5 to 1 energy resistance
• give fatigued condition
• poison effect makes creature vulnerable to my choice of energy (if immune it passes to 10 resistance)

Restorative: lasts 4 rounds ; multiple effects of mine can be active
• +1 enhancement to AC
• +2 enhancement to all skill checks
• +10 ft. enhancement to speed
• ignore the fatigued condition
• give 30 ft. blindsense (vibration), if already has blindsense: gain Blind-Fight
• allow a creature to take an extra move action during their next turn (before or after a full action, but not during). Additionally, all of the target’s modes of movement increase by 30 feet for 1 round, up to twice the target’s normal speed using that form of movement, which affects the target’s jumping distance as normal for increased speed. This counts as a haste effect, and the bonus to speed is an enhancement bonus

Theorems:
DC = 20 ; Skill check DC = 28
• Field Dressing (Ex)
Standard to use custom scanner & quickly render medical aid to adjacent, willing creature
Heal 2d8+6 HP ; if no HP lost = 2d8 SP (6/day)
• Quick Load (Ex)
 Standard to load injection into injection weapon & attack
• Friendly Aim (Ex) +3 insight bonus to ranged injection weapon used to deliver injection to ally (including healing serums, medicinals, counteragents, restoratives, breakthrough formula, or any of your injections)
• Versatile Injections (Ex) My injections that would normally affect only living creatures affect any creatures

Spark of ingenuity:
1/day
Combine effects 2 injections into 1, expending 1 use of injection ability to create & deliver both. Takes no additional time & target under effects of 2 different counteragents simultaneously (both last 6 rounds)

Purchase List:
18000 Cr. to start
One 8th level item 
- Vesk Brigandine, III
One 7th level item 
- Mk II upgrade (Int')
-1400 Cr. - Mk I upgrade (Dex')
-2250 Cr. - Targeting Computer
-3100 Cr. - Jetpack
-3600 Cr. - Thermal Capacitator
-490 Cr. - Injection Glove
-110 Cr. - Needler Rifle
-750 Cr. - Starfinder Backpack
-900 Cr. - Antitoxins
-1350 Cr. - Recovery Aegis
-860 Cr. - Kits
-15 Cr. - Fire Extinguisher
-580 Cr. - Ammo'
-1900 Cr. - Speed Suspension
-90 Cr. - Grenades
-330 Cr. - Spinneret
-250 Cr. - Library Chip (Engineering)

Vesk Brigandine, III:
EAC Bonus +10; KAC Bonus +10; Max. Dex Bonus +5
Armor Check Penalty —; Speed Adjustment — Upgrade Slots 2; Bulk L

Armor Upgrades:
• Targeting Computer
Ignore concealment on attacks you make.
Doesn’t have any effect against targets with total concealment.
• Jetpack - Bulk L (with 100 cap' battery in it)
Gain a fly speed of 30 feet (average maneuverability). You can use this for “cruising flight” at a usage of only 1 charge per minute, but you are flat-footed and off-target while doing so. Changing from normal flight to cruising flight or vice versa is a standard action.
• Thermal Capacitator, MK 1
Can exist comfortably in conditions between –50° and 170° F without needing to attempt Fortitude saves. Armor grants cold resistance and fire resistance 5.

Injection Glove:
Damage 1d4 P; Critical injection DC +2; Bulk L; Special: analog, injection

Looted Tactical Knife

Needler Rifle:
Damage 1d6 P; Range 60 ft.; Critical injection DC +2; Capacity 12 darts; Usage 1; Bulk 1; Special: analog, injection

Looted Corona Laser Pilot

Ammunition:
• 4 x charger of 12 darts - 2L
(9 darts left over)
• 1 x charger of 12 cold iron darts - 1L
• 1 x charger of 12 silver darts
• 1 x charger of 6 adamantine darts - 1L
• 2 x charger of 12 explosive darts - 1L
(1 dart left over)
extra damage from crit' is fire damage ; weapon deals 1/2 dam' to targets that take 1/2 damage from energy but no damage from kinetic (such as incorporeal) ; counts as weapon with explode property vs. swarm defenses ; at GM’s discretion can set extremely flammable materials on fire

Batteries
• 1 x Ultra-Capacity in Jet Pack
• 1 x Ultra-Capacity in backpack
• 1 x Standard in backpack

Grenades:
• 1 Smoke Grenade
• 1 Holo Grenade Mk I

Restraining Spinneret:
Hand
Your hand conceals a rapid-acting spinneret you can use to entangle an opponent with sticky webbing if you succeed at a melee attack against their EAC.
If you hit, your target gains the entangled condition for 1d4 rounds
Ending the entangled condition requires the target to succeed at an Acrobatics check or Strength check as a move action (DC = 19). Once you have used your restraining spinneret, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

Recovery Aegis:
+1 enhancement bonus to saving throws against effects you are already suffering, such as a disease, poison, or an ongoing damage effect; this bonus doesn’t apply to initial saving throws against such effects.
In addition, at any point when you have the dying condition, you can use the recovery aegis to stabilize without spending Resolve Points, and you can then spend 1 Resolve Point to stay in the fight during the same round.
The jewel in the recovery aegis crumbles to dust if you use it to stabilize in this way, and the amulet loses its powers, becoming nonmagical.

Speed Suspension (all legs) 10 speed enhancement

Looted Clear Spindle Aeon Stone (no food or water needed)
Looted Purple Sphere Aeon Stone (like a purple force field, daily capacity of 10 charges and fully recharges itself every 24 hours)

Force Field:
Activate or deactivate w. a standard action. Once active, invisible force field around you, including all your worn and carried items. Blocks solids and liquids but not gases or light (including laser beams). You can breathe while the field is active, but you can’t eat or drink.
Gain 5 temporary Hit Points. All damage dealt to you is subtracted that first.
A force field has fast healing 2, meaning it regains temporary Hit Points at a fixed rate each round at the end of your turn, up to its normal maximum.
If the force field’s temporary Hit Points are reduced to 0, it is inactive until the end of your next turn, when its fast healing restores some of its Hit Points.
It uses 1 charge per round (max' charge 10 per day).

Starfinder Backpack:
Strength score is 4 higher for carrying capacity.
When you seek an object stowed in the backpack, you find it immediately, allowing you to retrieve the object as if you were drawing a weapon
You can stow objects of 1 bulk or less in the pack as if you were sheathing a weapon. Bulk 11 L
ª Mk1 Healing Serum - 1L
• Fire extinguisher - 1L
• 6 x Tier 1 Antitoxins (+4 vs. poison for 1 hour)
• engineering kit - 1L
• hacking kit - 1L
• trapsmith’s tools (+4 to Engineering or Mysticism vs. traps) - 1L
• aura-translation kit (+4 bonus to Mysticism checks to identify a magic item) - 1L
• broad-spectrum scanning kit (+4 bonus to Perception checks to search) - 1L
• thieves’ tools (+4 bonus to Computers checks to hack a computer system that controls a door and a +4 bonus to Engineering checks to disable a mechanical or technological lock) - 1L
• linguist’s kit (+4 bonus to Culture checks when deciphering writing) - 1L
• Efficient Bandolier - 1 L

Engineering Library Chip in Comm' Unit computer

25 Cr. left

Carrying 1 Bulk 23 L = 3 Bulk (11 Bulk = Encumbered)

BOT THE 'DROID:
• vs. ALLY
- melee
[DICE=Injection Glove vs. Flat Footed KAC]1d20+9[/DICE]
- ranged
[DICE=Needler Rifle vs. Flat Footed KAC]1d20+15[/DICE]
• vs. ENEMY
- melee
[DICE=Injection Glove vs KAC]1d20+9[/DICE]
[DICE=Piercing]1d4+6[/DICE]
[DICE=Tactical Knife vs KAC]1d20+11[/DICE] Analog
[DICE=Slashing]2d4+6[/DICE]
- ranged
[DICE=Needler Rifle vs KAC]1d20+12[/DICE]
[DICE=Piercing]1d6+4[/DICE]
[DICE=Laser Pistol vs EAC]1d20+11[/DICE] [ooc]90 ft. range, 1 ch. / 20, crit' 1d4 burning[/ooc
[DICE=Fire]2d4+4[/DICE] [ooc]crit' 1d4 burning[/ooc
- ranged full attack (2 shots)
[DICE=Needler Rifle vs KAC#1]1d20+8[/DICE]
[DICE=Piercing#1]1d6+4[/DICE]
[DICE=Needler Rifle vs KAC#2]1d20+8[/DICE]
[DICE=Piercing#2]1d6+4[/DICE]
[DICE=Laser Pistol vs EAC#1]1d20+7[/DICE] [ooc]90 ft. range, 1 ch. / 20[/ooc
[DICE=Fire]2d4+4[/DICE] [ooc]crit' 1d4 burning[/ooc
[DICE=Laser Pistol vs EAC#2]1d20+7[/DICE]
[DICE=Fire#2]2d4+4[/DICE]
- spinneret
[DICE=Restraining Spinneret vs EAC]1d20+11[/DICE]
[ooc]Target gains entangled condition for 1d4 rounds. Acrobatics or Strength check as move action (DC19) to free.[/ooc