Battlemage

Soryn Dalohea's page

16 posts. Alias of Redac.


Full Name

Soryn Dalohea

Race

Male Lashunta

Classes/Levels

Technomancer 1 [ SP: 5/5, HP: 9/9 | EAC: 13, KAC: 14 | F: +0, R: +2, W: +2 | Init: +2, Per: +1 | RP: 4/4 ]

Age

28

Alignment

LN

Languages

Akitonian, Castrovelian, Common, Elven, Vercite, Ysoki

Occupation

Bounty Hunter

Strength 10
Dexterity 14
Constitution 10
Intelligence 16
Wisdom 10
Charisma 13

About Soryn Dalohea

Male Lashunta (Damaya) Bounty Hunter Technomancer 1
LN Medium Humanoid (Lashunta)
Init +2; Senses Perception +1

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Defense
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EAC 13
KAC 14
CMD 22
Stamina 5
HP 9
Resolve 4
Fort +0, Ref +2, Will +2

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Offense
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Base Atk +0
Speed 30 ft.
Ranged Laser Rifle, Azimuth +2 (1d8, Fire) 120 ft., 1d6 Burn

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Statistics
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Str 10, Dex 14, Con 10, Int 16, Wis 10, Cha 13

Feats Longarm Proficiency

Languages Akitonian, Castrovelian, Common, Elven, Vercite, Ysoki

Skills
Computers +7
Engineering +7
Life Science +7
Mysticism +4
Perception +1
Piloting +6
Profession (Bounty Hunter) +4

Racial/Class/Theme Abilities
Bounty Hunter
Theme Knowledge Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias, or specific identity to be your mark. Reduce the DC of Culture or Profession (bounty hunter) checks to recall knowledge about your mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5. If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark. You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week. Survival 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 Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

Racial (Damaya lashunta)
Dimorphic
All lashuntas gain +2 Charisma at character creation. Damaya lashuntas are typically clever and well-spoken (+2 Intelligence at character creation) but somewhat delicate (–2 Constitution at character creation).

Lashunta Magic
Lashuntas gain the following Spell-Like abilities:

At will: daze, psychokinetic hand
1/day: detect thoughts

See Spell-Like Abilities on page 262. The caster level for these effects is equal to the lashunta’s level.

Limited Telepathy
Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.

Student
Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice. (Computers and Mysticism)

Class Abilities
Spells
You cast spells drawn from the technomancer spell list. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier.

You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–10: Technomancer. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown on Table 4–11: Technomancer Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new technomancer level, you learn one or more new spells, as indicated on Table 4–12: Technomancer Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Intelligence modifier.

Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You can cast any technomancer spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.

You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a Cursed or trapped spell gem.

Spell Cache (Su) 1st Level

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.

Spells Known
.0— Detect Magic, Ghost Sound, Token Spell, transfer charge
.1— Grease, Overheat

Gear
Backpack (Consumer)
Battery x2
Binders x2
Clothing (Everyday)
Clothing (Bounty Hunter)
CLothing (Travel)
Comm Unit (Personal)
Computer (customized)
-Firewall, Average secure data, Tier 1, Hardened, Miniturization, Self-charging
Laser rifle, azimuth
Second Skin
Tool kits (Engineering, Hacking, Trapsmith's tools)

49 credits