| Full Name |
Proxy-83959 |
| Race |
HP 17, AC 16, F+4/ R+7/ W +5, Per +3 | |
| Classes/Levels |
Android envoy 1 |
| Strength |
0 |
| Dexterity |
2 |
| Constitution |
1 |
| Intelligence |
3 |
| Wisdom |
0 |
| Charisma |
3 |
About Proxy-83959
[ spoiler=Quick stats]
HP 17/17
AC 16
Fort +4, Ref +7, Will +5
Hero points: 1
Effects:
[/spoiler]
[dice=Plasma caster (60 feet, boost 1d10, tech, 10/10 charges)]1d20+5[/dice]
[dice=Fire]1d8+xx[/dice]
Reload 1, Expend 2
[dice=Rotating pistol (60 feet, agile, analog, concealable, 6/6 projectiles]1d20+5[/dice]
[dice=Concussive (piercing/bludgeoning)]1d6+xx[/dice]
Reload 1, expend 1
[dice=Talon (Agile, finesse, modular]1d20+xx[/dice]
[dice=Acid/slashing]1d6+xx[/dice]
Acid has tech trait, slashing has analog trait
Proxy-83959
Birthplace: xxx
Gender & Pronouns: Male, he/him
Ancestry: Android (networked)
Background: Tech Support
Class Envoy (infosphere director); Level: 1
Medium, Android, Humanoid
Deity: Triune
Languages: Common, Akitonian, Castrovelian, Trinary, Vesk
0 Str
2 Dex +1a +1f
1 Con +1f
3 Int +1a +1b +1f
0 Wis
3 Cha -1a +1a +1b +1c +1f
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SENSES
Perception: [dice=Perception (trained)]1d20+3[/dice]
Special Senses: Low-light vision
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DEFENSES
Hit Points: 17/17 (8 Envoy, 1 Con, 8 ancestry)
AC: 16 (+1 armor, +2 Dex, +3 trained)
Armor Abadarcorp Travel Suit (+1 AC, 3 Dex cap, +0 Str, L Bulk, Upgrades 2)
Armor proficiencies trained in light, unarmored
SAVING THROWS
Fortitude: [dice=Fortitude (trained)]1d20+ 4 [/dice]
Reflex: [dice=Reflex (expert)]1d20+ 7 [/dice]
Will: [dice=Will (expert)]1d20+ 5[/dice]
Notes: Your synthetic body resists ailments better than that of a purely biological organism. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and
radiation. You always have basic environmental protections.
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OFFENSE
Class DC: 16 (trained)
Speed: 25 ft.
Weapon proficiencies trained in simple, martial, unarmed
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SKILLS
Acrobatics (U, Dex)
[dice=Acrobatics (untrained)]1d20+ 2 [/dice]
Arcana (T, Int)
[dice=Arcana (trained)]1d20+ 6 [/dice]
Athletics (T, Str)
[dice=Athletics (trained)]1d20+ 3 [/dice]
Computers (T, Int)
[dice= Computers (trained)]1d20+ 6 [/dice]
Crafting (T, Int)
[dice=Crafting (trained)]1d20+ 6 [/dice]
Deception (T, Cha)
[dice=Deception (trained)]1d20+ 6[/dice]
Diplomacy (T, Cha)
[dice=Diplomacy (trained)]1d20+ 6 [/dice]
Intimidation (U, Cha)
[dice=Intimidation (untrained)]1d20+ 3 [/dice]
Lore (business) (T, Int)
[dice=Lore (business) (trained)]1d20+ 6 [/dice]
Medicine (T, Wis)
[dice=Medicine (trained)]1d20+ 3[/dice]
Nature (U, Wis)
[dice=Nature (untrained)]1d20+ 0 [/dice]
Occultism (T, Int)
[dice=Occultism (trained)]1d20+ 6 [/dice]
Performance (U, Cha)
[dice=Performance (untrained)]1d20+3 [/dice]
Piloting (T, Dex)
[dice= Piloting (trained)]1d20+5 [/dice]
Religion (T, Wis)
[dice=Religion (trained)]1d20+ 6 [/dice]
Society (T, Int)
[dice=Society (trained)]1d20+6 [/dice]
Stealth (T, Dex)
[dice=Stealth (trained)]1d20+5[/dice]
Survival (U, Wis)
[dice=Survival (untrained)]1d20+0[/dice]
Thievery (U, Dex)
[dice=Thievery (untrained)]1d20+2[/dice]
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FEATS:
Ancestry Feats and Abilities
* Heritage: Your body was modified to network seamlessly with other tech creatures. You gain shortwave, allowing you to communicate wirelessly with any creatures within 30 feet, as long as they have shortwave or are a construct with the tech trait. This doesn’t give any special access to their thoughts or programming and communicates no more information than normal speech would. You can attempt Computers checks to Hack systems, Combat Hack, create a Digital Diversion, Disable a Device, or Pick a Lock without a hacker’s toolkit or free hand at a range of 30 feet.
* 1st: Memory Recovery: You retain instincts and fragmentary memories from the androids who previously occupied your body or from ancient programming embedded in your system. During your daily preparations, you can tap into these archived memories to become trained in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat.
Class Feats and Abilities
* Feature 1st: Get ‘Em [one action, two actions] You single out an enemy for you and your allies to focus your attacks on. Select an enemy within 60 feet that you can see. You and your allies gain a +1 status bonus to attacks against that target until the beginning of your next turn.
Lead by Example If you used two actions, Strike the target. You gain a status bonus to the damage roll equal to your Charisma modifier. Regardless of whether the Strike hits, you and your allies gain a +1 status bonus to damage on subsequent Strikes made against the enemy until the start of your next turn. Increase the damage by 1 at 5th, 10th, 15th, and 20th levels.
* Feature 1st: Digital Assessment [one action, two actions] A quick check of your records and local infospheres lets you quickly disseminate information to your allies. Choose a creature within 100 feet and Recall Knowledge about the target. When you succeed at identifying your target with Recall Knowledge, you note a resistance or immunity in the creature’s defenses in addition to any other benefits.
Lead by Example If you used two actions, you Strike the target. You and your allies gain a +1 circumstance bonus to AC against attacks made by the target until the start of your next turn. If the target has the tech trait, it must attempt a Fortitude save against your class DC. On a failure, the target becomes glitching 1. The target is then immune to Digital Assessment for 1 hour.
* 1st: Watch Out [reaction] Trigger: A creature targets an ally within 60 feet with an attack, and you can see both the attacker and your ally. Effect: You signal a warning to your ally, granting them a +2 circumstance bonus to AC against the triggering attack.
General Feats
* 3rd: xx
Skill Feats
* Background: Quick Install
* 1st (Bonus): Digital Diversion: Requirements You are holding or wearing a hacking toolkit and have a free hand. Effect: Whether it’s a sudden comm unit ping or a warning alarm on an equipment display, you can Create a Diversion by using Computers instead of Deception on an adjacent target carrying, wearing, or wielding a tech item.
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EQUIPMENT
Gear: Abadarcorp Travel Suit, plasma caster (2 commercial batteries), rotating pistol (30 projectiles), talon, 2 commercial batteries, commercial flashlight, hygiene kit
Starfinder Training Gear: xx
Credits: 24
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CAMPAIGN NOTES