Reputation 2 Fame, 3 Global Reputation
Reputation with Acquisitives: 0
Reputation with Dataphiles: 3
Reputation with Exoguardians: 0
Reputation with Second Seekers (Luwazi Elsebo): 0
Reputation with Wayfinders: 0
Peri
Bleachling gnome priest technomancer 1
N Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +1
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DefenseSP 6 HP 9 RP 4
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EAC 13; KAC 14
Fort +1; Ref +2; Will +3; +2 vs. fear and despair effects, +2 vs. illusion spells and effects
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Offense
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Speed 30 ft.
Ranged azimuth laser rifle +2 (1d8 F; critical burn 1d6)
Spell-Like Abilities (CL 1st)
. . 1/day—dancing lights, ghost sound (DC 11), token spell Technomancer Spells Known (CL 1st)
. . 1st (3/day)— summon monster(Robot, Inevitable, Skittermander Whelp, Aeon), supercharge weapon
. . 0 (at will)—detect magic, psychokinetic hand, telepathic message, transfer charge
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Statistics
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Str 9 (-1); Dex 14 (+2); Con 12 (+1); Int 16 (+3); Wis 12 (+1); Cha 10 (+0)
Skills Computers +7 (1 ranks), Culture +6, Engineering +7 (+11 to arm or disarm traps) (1 ranks), Life Science +7, Mysticism +6 (+10 to arm or disarm traps), Physical Science +7, Piloting +6 (1 ranks); (reduce the DCs of Culture and Mysticism checks by 5 when recalling knowledge about religious traditions, religious symbols, and famous religious leaders)
Feats Longarm Proficiency
Languages Common, Gnome
Other Abilities eternal hope, gnome magic, spell cache
Combat Gear mk I serum of healing, mk I serum of healing; Other Gear second skin, azimuth laser rifle with 1 battery (20 charges), computer (tier 1), engineering tool kit, toolkit (hacking), trapsmith's tools, credstick (842 credits)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
TBD!
Peri is an inquisitive soul, and tries to follow the most logical course of actions (even if this doesn't mesh with people's feelings). They do tend to enjoy explosions and bigger weapons, hence the laser rifle. They really dislike melee, and will tend to take a guarded step away and shoot, instead of drawing a melee weapon. If they see a cluster of people, they'll encourage a grenadier to hold out a grenade to supercharge for a bigger boom. They prefer to summon robots when an extra hand is needed, since they're Triune's children.
In ship combat, they haven't quite figured out their role just yet, but make a competent science officer or engineer.
Summoned Robot:
Robot
N Tiny construct
Init +1; Senses low-light vision, darkvision 60ft; Perception +1
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DefenseHP 6
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EAC 11; KAC 12
Fort +3; Ref +1; Will +0
ImmunitiesConstruct immunities, Unliving
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Offense
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Speed 30 ft.
Melee slam +2 (1d6+3 B); double slam -2/-2 (1d6+3 B)
Ranged sonic gun (40’) +5 (1d4 So); double sonic gun +1/+1 (1d4 So)
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Statistics
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Str +3; Dex +1; Con +0; Int -3; Wis +0; Cha +0
Skills Acrobatics +3, Athletics +3, Computers +3
Languages Common
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Construct Immunities (Ex) - bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning, ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage, any effect that requires a Fortitude save (unless the effect works on objects or is harmless.)
Unliving (Ex) - The creature has no Constitution score or modifier. Any DCs or other statistics that rely on a Constitution score treat the creature as having a score of 10 (+0). The creature is immediately destroyed when it reaches 0 Hit Points. An unliving creature doesn’t heal damage naturally, but a construct can be repaired with the right tools. Spells such as make whole can heal constructs, and magic effects can heal undead. An unliving creature with fast healing (see page 154) still benefits from that ability. Unliving creatures don’t breathe, eat, or sleep.