Prince Kasiya

RZMR's page

45 posts. Organized Play character for Kludde.


| SP 12/12 HP 14/14 | RP 4/4 | EAC 12; KAC 13 | Fort +2; Ref +1; Will +3 | Init: +1 | Perc: +0, SM: -2


| Speed 30ft |


Male Android Menacing AI 1

About RZMR

Male Android technomancer 2
None Medium humanoid (android)
Init +1, Senses Perception +0
EAC 12, KAC 13
hp 14 ((2d1)+12)
Fort +2, Ref +1, Will +3, +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs

Speed 30 ft.
Ranged semi-auto pistol, tactical +2 (1d6/none/x0)
Melee staff, battle +1 (1d4/none/x0)

Technomancer Spells Known (CL 2nd; concentration +5)
1st(3/day)-jolting surge, life bubble(DC 15), overheat(DC 15)
0th(0/day)-daze(DC 14), energy ray, psychokinetic hand, telepathic message, token spell


Str 10, Dex 12, Con 14, Int 18, Wis 10, Cha 9,
Base Atk +1; Grp+1
Feats Mystic Strike
Skills Computers +9, Engineering +9, Life Science +9, Mysticism +5, Physical Science +10, Piloting +6, Profession (Psychologist) +9, Sleight of Hand +6,
Languages Akitonian, Castrovelian, Common, Eoxian, Vesk
Combat Gear serum of healing mk 1 (2),
Other Gear semi-auto pistol, tactical, second skin, rounds, small arm (2), staff, battle, 2179.0 gp
Spell Cache (Su)
[Paizo - Starfinder Core Rulebook, p.119]
     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
[Paizo - Starfinder Core Rulebook, p.119]
     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. The list of magic hacks appears starting on page 120.
Countertech (Su)
[Paizo - Starfinder Core Rulebook, p.120]
     As a reaction when you take damage from an attack by a technological weapon or source within medium range that specifically targets you, you can expend an unused spell slot to disrupt the attack. With a spell slot of 1st to 5th level, you can counter an attack from a technological weapon whose item level is equal to or less than the level of the expended spell slot x 3, to a maximum of your caster level. 6th-level spell slots can counter any weapon with a level equal to or less than your caster level. For example, at 2nd level, you could expend a 1st-level spell slot to counter an attack from a 1st- or 2nd-level weapon. To successfully counter the attack, you must roll a countertech check (1d20 + your caster level) with a DC equal to 11 + the weapon's level. If the countertech check succeeds, the attack deals half damage. If the countertech check fails, the attack deals normal damage. This magic hack only affects attacks that target you directly; you cannot use countertech against attacks that target an area or that target another person.
Mystic Strike
[Paizo - Starfinder Core Rulebook, p.160]
    Your magical power flows into your weapons.
    Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures.

[Paizo - Starfinder Core Rulebook, p.42]
     Androids are Medium humanoids with the android subtype.
[Paizo - Starfinder Core Rulebook, p.42]
     For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). 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, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
[Paizo - Starfinder Core Rulebook, p.42]
     Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only. See low-light vision and darkvision on pages 264 and 263.
[Paizo - Starfinder Core Rulebook, p.42]
     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.
[Paizo - Starfinder Core Rulebook, p.42]
     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.
[Paizo - Starfinder Core Rulebook, p.36]
     Your longing to journey among the stars can't be sated. You yearn for the adventure of stepping onto a distant world and exploring its secrets. You tend to greet every new opportunity with bravery and fortitude, confident that your multitude of skills will pull you through. Perhaps you simply find joy in the act of traveling with your companions, or perhaps you are just out to line your pockets with all sorts of alien loot!
[Paizo - Starfinder Core Rulebook, p.36]
     You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science 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 Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.