Flumph

Sokon's page

20 posts. Alias of gemmik.


Full Name

Sokon

Race

| SP: 5/5, HP: 4/7, RP: 4/5 | EAC 11, KAC 12, CMD 20 | DR: -- Resistances: -- | F:+0 R:+0 W:+4 | Init +0 | Perc +3, Social +1, Sense Motive +6

Classes/Levels

Computers +8, Culture +5, Engineering +8, Life Sciences +9, Mysticiam +6, Physical Science +8 | Speed 5 ft., Fly 50 ft. | Spells: 1st: 3/4 | Applied Knowledge: 1/1, Spell Cache: 1/1 | Active Conditions: None

Strength 18
Dexterity 11
Constitution 10
Intelligence 18
Wisdom 14
Charisma 12

About Sokon

Statistics:

Sokon
Male Contemplative Scholar Technomancer 1
LN Medium humanoid (contemplative)
Init +0; Senses Darkvision 60 ft., Blindsense (thought) 30 ft., Perception +3

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DEFENSE
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SP 5 HP 7 RP 5
EAC 11 (10 +1 armour, +0 Dex, +0 misc)
KAC 12 (10 +2 armour, +0 Dex, +0 misc)
AC vs. Combat Maneuvers 20 (8+KAC)
DRResistances
Fort +0, Ref +0, Will +4
Defensive Abilities applied knowledge

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OFFENSE
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Speed 5 ft., Fly 50 ft.
Melee club -1 (1d6-1)
Ranged semi-automatic tactical pistol +0 (1d6 P) (30 ft.) (9 bullets /1 usage)
Spells Known (CL 1st, Concentration +5)
1st—4/day—holographic image, magic missile
0—At Will—daze (DC 14), ghost sound (DC 14), psychokinetic hand, telepathic message
Offensive Abilities barricade, spell cache (1/day)

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STATISTICS
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Str 18, Dex 11, Con 10, Int 18, Wis 14, Cha 12
Base Atk +0;
Feats barricade
Skills Computers +8, Culture +5, Engineering +8, Life Science +9 (-5 DC w/ ecology), Mysticism +6, Physical Science +8, Sense Motive +6
(8 points; 4 class, 4 INT)
Abilities applied knowledge (1/day), atrophied, psychic flight, psychic sense, spell cache (neural implant, AI), theme knowledge (ecology)
Languages Common, Brethedan, Kasatha, Lashunta, Shirren, Ysoki

Special Abilities:

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SPECIAL ABILITIES
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Applied Knowledge: Once per day before attempting a skill check or saving throw against a creature, a contemplative can use its bonus for the skill associated with that creature’s type (such as Life Science for an ooze or Mysticism for an outsider) in place of its normal bonus.

Atrophied: A contemplative’s limbs are practically vestigial. A contemplative can manipulate most tools and one-handed weapons (including small arms) without difficulty. A contemplative can’t properly wield a two-handed weapon without dedicating its telekinetic powers to supporting the weapon, and even then it takes a –4 penalty to attack rolls. It also can’t use its spell-like abilities or fly until it is no longer wielding that weapon.

Barricade: As a move action, you can stack and reinforce objects that are 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 to allow at least one such temporary barricade to be built. The barricade 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 (minimum 1st level). 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.

Spell Cache: 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

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear semi-automatic tactical pistol, extra bullets (20), club, spell gem (magic missile, 4)
Possessions second skin (1 upgrade slot: unused), backpack, miniaturized tier 1 computer, comm unit, backpack, everyday clothes, hygiene kit, mess kit, engineering kit, hacking kit

Carrying Capacity
Unencumbered 0-4 Encumbered 5-8 Overburdened 9+
Current Bulk 1 (4L)
Credits

Background:

Here to inspect the crashed ship drive.

Appearance and Personality:

Very smart.
Whispers or telepathy.