About Sev+Sev wrote:
Sev Male android scholar technomancer 10N Medium humanoid (android) Init +5; Senses darkvision 60 ft., low-light vision; Perception +12 -------------------- Defense SP 80 HP 54 RP 12 -------------------- EAC 26; KAC 27 Fort +6; Ref +8; Will +9; +1 against radiation dangers DR 5/— -------------------- Offense -------------------- Speed 40 ft. Ranged malediction tactical magnetar rifle +12 (2d8+10 P; automatic, analog) or . . merciful yellow star plasma rifle +12 (2d10+10 E & F nonlethal; burn 1d8; line, unwieldy, nonlethal) or . . merciful frostbite-class zero pistol +12 (1d6+5 C nonlethal; staggered [DC 17]; nonlethal) Offensive Abilities empowered weapon Technomancer Spells Known (CL 10th; melee +7; ranged +12) . . 4th (3/day)—greater invisibility, resilient sphere (DC 23) . . 3rd (5/day)—flight*, haste, holographic image* (DC 22), probability prediction . . 2nd (6/day)—caustic conversion, invisibility, microbot assault, mirror image, vigilant junkbot[COM] . . 1st (7/day)—comprehend languages, grease (DC 20), jolting surge, magic missile, supercharge weapon . . 0 (at will)—detect magic (at-will), energy ray (at-will), mending (at-will), psychokinetic hand (at-will), token spell (at-will), transfer charge (at-will) (DC 19) * This spell can be cast using a lower level spell slot to varying effect. See the spell’s description. -------------------- Statistics -------------------- Str 10 (+0); Dex 20 (+5); Con 16 (+3); Int 24 (+7); Wis 14 (+2); Cha 8 (-1) Skills Computers +23 (+25 when accessing a system via your datajack) (10 ranks), Culture +17, Engineering +20 (10 ranks), Life Science +20, Medicine +17, Mysticism +18, Perception +12, Physical Science +21, Piloting +18 (10 ranks), Sense Motive +0, Sleight Of Hand +18, Stealth +15; (reduce the DCs of Physical Science checks by 5 when recalling knowledge about specialized field) Feats Longarm Proficiency, Mobility, Spell Focus, Spell Focus, Spring Attack, Versatile Specialization Languages Akitonian, Aklo, Aquan, Azlanti, Brethedan, Common, Cyrunian, Draconic, Eoxian, Ghibran, Goblin, Kalo, Kasatha, Morlamaw, Triaxian, Vercite, Vesk Other Abilities cache capacitor I (current spell), constructed, digital presence, fabricate tech, field trainee, glitch step[COM], spell cache (item type), team spirit, tip of the tongue Combat Gear mk I serums of healing (2), mk III serums of healing (2); Other Gear d-suit III (upgrade: deflective reinforcement, jetpack, longstrider module), malediction tactical magnetar rifle with 19 longarm rounds, merciful frostbite-class zero pistol with 1 battery (20 charges), merciful yellow star plasma rifle with 1 high-capacity battery (40 charges), engineering tool kit, longstrider module[AR], mk 1 null-space chamber, mk 1 ring of resistance, personal comm unit, radiation badge[PW], radiation environmental clothing, signal jammer, signal jammer, tier 1 antitoxin, credstick (500 UPB; 14,528 credits); Augmentations accelerated datajack, mk 1 synergizing symbiote (dexterity), mk 2 synaptic accelerator (intelligence), quickdraw leg hideaway limb Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Abilities
Theme Knowledge - Sev has specialized in physics. The DC of Sev's skill checks to recall knowledge about this specialty is reduced by 5. Sev also gains a +1 bonus to Physical Science checks and an ability adjustment of +1 to Intelligence at character creation (both already factored into his stats). Tip of the Tongue - Once per day, Sev can reroll any skill check to recall knowledge. Sev must decide to use this ability after rolling but before learning the information from the first roll. The second result must be taken, even if it is worse. Spell Cache (Su) - Once per day, Sev can activate his spell cache to cast any one spell he knows and is capable of casting, even if he's expended all his spell slots for that spell’s level. If his spell cache is damaged, it is restored to full Hit Points the next time he prepares spells. If the spell cache is lost or destroyed, he can replace it after 1 week with a special ritual that takes 8 hours to complete. Magic Hack (Empowered Weapon)(Ex) - As a move action, Sev can expend an unused spell slot to reconfigure and enhance a weapon he's wielding. Until the start of his next turn, his attacks with the enhanced weapon gain a bonus to attack rolls equal to the level of the spell slot expended. In addition, Sev's attacks with that weapon deal 1d6 additional damage per level of the expended spell slot. This damage is of the same type the weapon normally deals. Magic Hack (Fabricate Tech)(Sp) - As a full action, Sev can expend an unused spell slot to temporarily construct a piece of technological gear from raw magic. Sev can create any single technological item with a level equal to or less than the level of the expended spell slot × 3, to a maximum of his caster level. The item appears in his hands or in an adjacent square. Seve can use fuse spells with this magic hack. The size of the item cannot exceed 10 bulk or Medium size, and the quality of the item is average. Treat this as a spell of the same level as the expended spell slot. For example, at 4th level, Sev could expend a 1st-level spell slot to fabricate an item of up to 3rd level, or he could expend a 2nd-level spell slot to fabricate an item of up to 4th level. The item persists for a number of minutes equal to Sev's technomancer level. At the end of this duration, the item disappears. Sev can’t create armor, weapons, magic items, or items with limited uses or charges (such as batteries, drugs, or fuel) with this hack. When casting a spell, Sev 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. Techlore (Ex) - Sev gains a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter. These bonuses are already factored into Sev's stats. Slotted Boons:
Available Boons:
Marked Field Agent (Slotless) Starfinder Insignia (Slotless) Starfinder Society Care Package: Spellgem Cache [][] (Slotless) Protector of the Future (Slotless) Ghibrani Linguist (Slotless) Abysshead Download (Slotless) Salvation's Delver (Slotless) Claimant to Salvation (Slotless) Morlamaw Linguist (Slotless) Luwazi Elsabo Champion Improved (Faction) Augmented Affiliation (Social)
Field Trainee (Ally)
Journey to the Scoured Stars: Segment I (Unidentified)
Automated Defenses (Starship)
Devolved [Simian] (Personal)
Society Contract (Slotless)
Organized Play Info:
SFS No. 90900-701 Reputation: Second Seekers (Luwasi Elsabo): 38 Dataphiles: 1 Exo-Guardians 1 Wayfinders: 3 Fame: 24
BOT SEV!:
In Combat: At range: Surprise/first round:
Next round: Sev fires his laser rifle.
Subsequent rounds: Sev fires his laser rifle.
If a party member suggests the use of non-lethal force, when at range: Surprise/first round: Sev casts supercharge weapon on his pulsecaster pistol. Following round:
Subsequent rounds:
If Sev is unarmed or an opponent appears to be resistant to fire or electricity damage: Sev casts energy ray.
In Melee:
Sev swings his battle staff.
Outside of Combat:
While exploring:
Sev casts token spell to create illumination for those who lack darkvision or other means of light. dim light; 30 ft. radius In social situations:
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