Valeros

Telirix Sporestorm's page

389 posts. Organized Play character for therealthom.


Full Name

Telirix Sporestorm

Race

Init +7 Percept +15 SenseMotive +15+ 1d6 // F +6 R +10 W +10 (+4 on fort for a variety of saves) //

Classes/Levels

EAC 25 KAC 30 ; Stamina 89/89 HP 71/71 Resolve 9/9

Gender

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) //

About Telirix Sporestorm

Telirix
Male lashunta (damaya) mercenary envoy 10 / soldier 1 Archetypes Steward Officer,
None Medium humanoid (lashunta)
Init +7; Senses Perception +14

Botting/Dice Rolls:

[dice= Armor attack v red KAC] 1d20+12 [/dice] ... [dice= damage] 1d10+4 [/dice]
[dice= knife, survival +11 [/dice] ... [dice= damage] 1d4+7 , critical -; Analog, operative)

[dice= Hailcannon, Ultracold Cryo v EAC purple, get'em] 1d20 + 13 + 1 [/dice] ... [dice= damage] 4d8 + 11 [/dice] C & P 80'
[dice= Semi-Auto Pistol, Elite v KAC, blue] 1d20 + 10 [/dice] ... [dice= damage] 3d6 + 5 [/dice] P; Range 60 ft.; Critical

[dice= frag grenade i v DC 5] 1d20+10 /dice] ... [dice= damage] 1d6 [/dice] critical ; DC 13, Explode (1d6 P, 15 ft.))
[dice= shock grenade i v DC 5] 1d20+10 /dice] ... [dice= damage] 1d8 [/dice] critical ; DC 13, Explode (1d8 E, 15 ft.))
[dice= smoke grenade i v DC 5] 1d20+10 /dice] ... [dice= damage] 1d6 [/dice] critical ; DC 13, Explode (smoke cloud 1 minute, 20 ft.)))

Skills Acrobatics +16, Athletics +18, Bluff +17, Computers +13, Culture +13, Diplomacy +17, Disguise +8, Engineering +15, Intimidate +13, Medicine +7, Perception +14, Piloting +14, Profession (Mercenary) +8, Sense Motive +14, Sleight of Hand +8, Stealth +16, Survival +8

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DEFENSE
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EAC 22; KAC 23
SP 97 HP 77 RP 10
Fort +6, Ref +10, Will +10
, +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation., +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.
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OFFENSE
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Speed Walk 40'
Melee knife, survival +12 (1d4+8 , critical -; Analog, operative)
Ranged frag grenade i +11 (1d6, critical ; DC 13, Explode (1d6 P, 15 ft.))
Ranged shock grenade i +11 (1d8, critical ; DC 13, Explode (1d8 E, 15 ft.))
Ranged smoke grenade +11 (, critical ; DC 13, Explode (smoke cloud 1 minute, 20 ft.))
Ranged plasma cannon, red star (called) +14 (2d10+12, critical Burn 1d8; Explode (5 ft.), unwieldy, A weapon with the called fusion can be teleported to its owner's hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A weapon with the called fusion must be in your possession for at least 24 hours for this ability to function.)

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STATISTICS
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Str 14, Dex 16, Con 13, Int 16, Wis 12, Cha 18,
Base Atk +9; Grp+11
Feats Close Combat, Coordinated Shot, Powered Armored Proficiency, Toughness, Versatile Specialization, Weapon Focus (Weapon Focus ~ Heavy Weapons)
Skills Acrobatics +17, Athletics +19, Bluff +18, Computers +13, Culture +14, Diplomacy +18, Disguise +8, Engineering +15, Intimidate +13, Life Science +4, Medicine +7, Mysticism +2, Perception +15, Piloting +14, Profession (Mercenary) +8, Sense Motive +15, Sleight of Hand +8, Stealth +17, Survival +9,
Languages Akitonian, Brethedan, Castrovelian, Common, Draconic, Eoxian, Kasatha, Sarcesian, Shirren, Triaxian, Vercite, Vesk
Combat Gear
Other Gear clothing (travel), lashunta tempweave, advanced, backpack (consumer), tool kit (engineering kit), tool kit (hacking kit), rounds, heavy, hideaway limb, quickdraw, frag grenade i (2), knife, survival, shock grenade i, smoke grenade, plasma cannon, red star (called), 3159.0 gp
DM Bonus Gear
Hover Suit -- Item Level 9; Price 13,300
EAC Bonus 12; KAC Bonus 17
Max Dex Bonus 3; Armor Check Penalty -4; Speed 30 feet, fly 30 feet (average)
Strength 18 (+4); Damage 1d10 B; Size Large (5-foot reach)
Capacity 100; Usage 1/minute
Weapon Slots 2; Upgrade Slots 2; Bulk 28
The powered armor is a hover suit, a miniaturized version of the more powerful flight frame armor better suited to maneuvering and performing heavy repairs.
Infrared Sensors -- Item Level 1; Price 200
Slots 1; Armor Type Any; Bulk L
You gain darkvision with a range of 60 feet.

Hailcannon, Ultracold Cryo 9 14,300 4d8 C & P 80 ft. staggered 40 charges 4 2 automatic

Semi-Auto Pistol, Elite v KAC, blue: 1d20 + 10 ⇒ (1) + 10 = 11... damage: 3d6 + 5 ⇒ (6, 3, 6) + 5 = 20 P; Range 60 ft.; Critical...

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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Lashuntas are medium humanoids with the lashunta subtype
Dimorphic All lashuntas gain +2 charisma at character creation. Korasha lashuntas are muscular (+2 strength at character creation) but often brash and unobservant (-2 wisdom 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 [not implemented]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

THEME BENEFITS
Mercenary Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy
Theme Knowledge You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the dc of culture checks and profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics 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 athletics checks. In addition, you gain an ability adjustment of +1 to strength at character creation
Grunt You're used to long marches while carrying heavy equipment and can hoist most machinery with ease. Treat your strength as 1 higher for the purpose of determining your bulk limit (see page 167)

CLASS FEATURES:
Additional Skill Expertise Computers, Diplomacy, Engineering Choose another skill in which you have at least 1 rank from the list of skills you can choose with the expertise class feature; you can use expertise with that skill. You can choose this talent up to three times, choosing a different skill each time
Demand Surrender As a full action, you can ready an action to attack a foe if it takes any actions other than the following: change grips (from two-handed to one-handed), combat banter, drop an item, drop prone, sheathe a weapon, or total defense; purely mental actions such as a lashunta's limited telepathy ability also do not trigger the attack. As part of the full action, you can attempt to demoralize that foe; if you successfully demoralize the foe, you also gain a +1 morale bonus to your attack roll if the readied action is triggered. If one of your allies attacks that foe before the readied action is triggered, you lose your readied action and your initiative count changes to the current initiative count for the remainder of the combat, as if the readied action had been triggered. Your allies can, however, also ready an action to attack your target without causing you to lose your readied action, provided that they choose the same trigger. If they do so and you have successfully demoralized the target, they also gain the +1 morale bonus to their attack rolls. At 14th level, you can use this ability as a standard action. Alternatively, you can use this ability as a full action, readying a full attack and an attempt to demoralize the target as part of the action
Diplomatic Training You gain culture and diplomacy as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, you learn to speak and read a new language. See page 41 of the starfinder core rulebook for a list of languages spoken in the pact worlds and beyond. You can use your diplomacy skill for intimidate checks to demoralize a target and your culture skill for life science checks to identify humanoids and monstrous humanoids. When you attempt a diplomacy check to change a creature's attitude but you fail the check, the creature's attitude worsens only if you fail the check by 10 or more
Envoy Improvisation You took an archetype that replaced this class feature removing envoy improvisations at levels 2, 4, 6, 12 and 18
Expertise You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a sense motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 resolve point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6. Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the skill focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results
Expertise Talent At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise. The list of expertise talents appears on pages 269-270
Skill Expertise At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: bluff (cha), computers (int), culture (int), diplomacy (cha), disguise (cha), engineering (int), intimidate (cha), and medicine (int)
Weapon Specialization You gain the weapon specialization feat as a bonus feat for each weapon type with which this class grants you proficiency
Get 'em As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. At 6th level, you can spend 1 resolve point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet
Hurry As a standard action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to take a guarded step, move up to her speed, or draw or sheathe a weapon. The ally can use her extra move action in between her other actions, and she can even use it before or after a full action. A character can use no more than one extra action from hurry in a single round
Improved Get 'em Your morale bonus from get 'em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get 'em against that target (applying these effects before making the attack roll). As with get 'em, you can spend 1 resolve point to grant the benefits against all enemies within 60 feet. You must have the get 'em envoy improvisation to choose this improvisation
Military Training You gain one of the following feats as a bonus feat (you must meet all the prerequisites of the chosen feat): advanced melee weapon proficiency, improved unarmed strike, or longarm proficiency. At 6th level, if you chose improved unarmed strike at 4th level, you gain improved combat maneuver. Otherwise, you gain the weapon specialization feat as a bonus feat for the same weapon type to which the bonus feat you gained at 4th level applies. If you already have all the listed feats, you can choose a bonus combat feat instead
Slick Customer When you attempt a diplomacy check, you can choose not to roll your expertise die until later. After you determine what the check's result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 resolve point to both reroll the check and add the result of your expertise die
Primary Fighting Style You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. Descriptions of the fighting styles you can choose from appear on pages 112-115
Blitz The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes
Primary Style Technique At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style
Rapid Response You gain a +4 bonus to initiative checks and increase your land speed by 10 feet

FEATS:
Close Combat When you are attacking a foe in melee, you know how to maneuver to make it more difficult for other foes to target you When you hit an adjacent foe with a melee attack, as long as you are adjacent to that target, you gain a +2 circumstance bonus to your ac against attacks from other creatures that are not adjacent to you until the beginning of your next turn
Coordinated Shot You can maneuver a foe to be in the direct line of an ally's fire When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe
Powered Armored Proficiency You know how to use powered armor You gain proficiency in powered armor (see armor proficiency on page 242)
Toughness You have enhanced physical resilience, and harsh conditions or long exertions don't easily tire you For every character level you have (and whenever you gain a new level), you gain 1 stamina point. In addition, you gain a +4 bonus to constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation
Versatile Specialization You know how to get full value out of weapon types your class doesn't normally use You gain specialization (see page 243) in all weapons with which you are proficient that can be selected with weapon specialization
Weapon Focus (weapon Focus ~ Heavy Weapons) You have increased training in a particular weapon type, making it easier to hit your target Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic's class level, if you are a drone), you gain a +2 bonus instead

Special Gear:
Hover Suit
Source SFS Scenario #3–04: The Vast Experiment: Falling into Deliverance pg. 31
Item Level 9; Price 13,300
EAC Bonus 12; KAC Bonus 17
Max Dex Bonus 3; Armor Check Penalty -4; Speed 30 feet, fly 30 feet (average)
Strength 18 (+4); Damage 1d10 B; Size Large (5-foot reach)
Capacity 100; Usage 1/minute
Weapon Slots 2; Upgrade Slots 2; Bulk 28
The powered armor is a hover suit, a miniaturized version of the more powerful flight frame armor better suited to maneuvering and performing heavy repairs.

Infrared Sensors
Source Starfinder Core Rulebook pg. 205
Item Level 1; Price 200
Slots 1; Armor Type Any; Bulk L
You gain darkvision with a range of 60 feet.

Name Category Level Price Damage Range Critical Capacity Usage Bulk Special
SFS Legal Hailcannon, Ultracold Cryo 9 14,300 4d8 C & P 80 ft. staggered 40 charges 4 2 automatic

When you make a full attack with a weapon in automatic mode, you can attack in a cone with a range of half the weapon’s range increment. This uses all the weapon’s remaining ammunition. Roll one attack against each target in the cone, starting with those closest to you. Attacks made with a weapon in automatic mode can’t score critical hits. Roll damage only once, and apply it to all targets struck. Each attack against an individual creature in the cone uses up the same amount of ammunition or charges as taking two shots, and once you no longer have enough ammunition to attack another target, you stop making attacks.

For example, if you were using a tactical X-gen gun with 27 rounds remaining, you would target the nearest 6 creatures in the cone and use up all 27 rounds.

If more than one creature is equidistant and you don’t have enough cartridges remaining to shoot at all equidistant creatures, determine randomly which one you target. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once, even if you have enough cartridges to fire more shots than you have targets. Attacks in automatic mode take the same penalties as other full attacks.

Semi-Auto Pistol, Elite v KAC, blue: 1d20 + 10 ⇒ (1) + 10 = 11... damage: 3d6 + 5 ⇒ (6, 3, 6) + 5 = 20 P; Range 60 ft.; Critical...

Running ShadowKnight:

A mech’s available actions per turn depend on the number of operators currently controlling it. While at least one operator is controlling it, a mech can take one move action per turn and one reaction per round.
Operators can take a full action to pilot a mech, granting it an additional move action or standard action that turn (maximum six additional actions per turn). A mech can perform a full action either in place of a standard and move action or in place of two standard actions. Regardless of its total number of actions, a mech can’t use more than two actions to move each turn, and it can’t activate any one mech component (such as a weapon or auxiliary system; see pages 102–108) more than once per round unless otherwise noted.
For example, if a mech has four operators, and each takes a full action to grant the mech actions, the mech can take up to four standard actions and one move action. The mech could use these actions to move its speed and attack once each with four different weapons. Alternatively, the mech could move its speed twice, attack once with one weapon, and make a full attack with another weapon. There are many other possible combinations, depending on the mech’s available systems.
Skills: A mech with at least one operator can take the appropriate action, if any, to attempt an Acrobatics, Athletics, or Perception skill check, or else an Intimidate check to demoralize. Some frames and auxiliary systems allow mechs to use additional skills; see page 112 for calculating a mech’s skill modifiers.
Guarded Step: When using the guarded step action, a mech can move up to 10 feet without provoking an attack of opportunity.

Power Points
Each mech’s power core (page 102) provides it ample energy to move and fight while also generating excess power—measured in Power Points (PP) that the mech can exploit to supercharge its systems. A mech’s power core determines how many PP it begins each encounter with, how many it can store at a time, and how many it generates at the end of each turn. Many auxiliary systems, weapons, and other components have special abilities that require expending PP to function.
In addition, several Power Points abilities available to all mechs can be used without spending actions. None of these abilities can be applied to the same check more than once.
Aim (1 PP): Before attempting an attack roll, the mech can activate this ability to roll 1d4 and add the result as an insight bonus to the attack roll.
Devastating Hit (3 PP): After hitting a creature with an attack, but before dealing damage, the mech increases its weapon’s damage value by one step against that creature (e.g. medium damage instead deals high damage). A weapon that already deals extreme damage instead adds 1 additional damage for every damage die rolled for the attack. This ability can’t be used for weapons that attack an intersection rather than a creature, such as weapons with the explode weapon special property.
Maneuver (1 PP): Choose one skill. Until the beginning of the mech’s next turn, operators add any insight bonuses they have that apply to that skill to the mech’s checks with that skill.
Replenish (2 PP): Activate this ability when regaining Shield Points. The number of SP the mech recovers increases by 1d8. This increases by an additional 1d8 at tier 5 and every 5 tiers thereafter.
Resist (1 PP): Before attempting a saving throw, the mech can activate this ability to roll 1d4 and add the result as a resistance bonus to the saving throw.

Mechs can perform the following special actions.
Called Shot (Standard Action): The mech expends either 1 PP or 3 PP and makes an attack against a single mech. If the attack’s damage causes system damage, the operator can choose which component takes system damage, excluding the power core or cockpit; if the mech expended 3 PP, the operator can select any component to take the system damage.
Hurl (Full Action): The mech grabs a nearby object and throws it as a ranged attack with a range increment of 30 feet. The object can be, at largest, two size categories smaller than the mech. For an object of the maximum size or next smallest size, the attack deals medium damage to the thrown object and the target as if it were a weapon with a level equal to the mech’s tier. For any smaller objects, the weapon deals light damage instead.
The mech can use this ability to grab and throw a creature or moving vehicle within reach, but to do so, the mech must also succeed at a grapple combat maneuver against the creature to be thrown. If the combat maneuver fails, the hurl action fails, but the mech gains a move action (effectively wasting a standard action).
Scan (Move Action): The mech uses its sensor array to study one creature, mech, or object it is observing with a precise sense. Against a creature, this functions as a check to identify a creature, using the mech’s Computers bonus in place of the skill typically used to identify creatures of that type. If the check succeeds, the mech also gains a +1 insight bonus to the next attack it makes against that creature before the end of its next turn.
If the mech scans a mech or object, the mech attempts a Computers check; against an unattended mech or object, the DC is 10, and against a wielded object or piloted mech, the DC equals 10 + the target’s tier or item level. If it succeeds, the mech identifies two of the following pieces of information about the mech or object (operator’s choice): its hardness, maximum Hit Points, resistances (if any), EAC, KAC, number of passengers or operators, Strength DC to break, speed, full speed (vehicle only), systems or auxiliary systems, or weapons. For every 5 by which the Computers check exceeds the DC, the mech identifies one additional piece of information.
Repeated scans reveal little information unless the mech expends additional energy. Each additional attempt to scan a target requires the mech expend 1 PP for each previous time the mech has attempted to scan that target within the last hour.

Shadow Knight Special Abilities
Weapon Core (Cold, Electric)
Engergize Weapon
(2 PP) Choose one of the weapon core’s two types of energy. As part of a standard action or full action used to make one or more attacks with one of the mech’s melee weapons, the mech charges the weapon with the chosen energy; the energy selected must be a type of energy damage the weapon doesn’t currently deal. Until the end of the mech’s turn, half of the damage dealt by this weapon is replaced with damage of the chosen type. If the weapon already deals two types of damage, replace one of them with the chosen energy damage. This effect never causes a weapon that normally targets KAC to target EAC.
Boomerang Strike (2 PP) As part of a standard action to make a ranged attack with a thrown melee weapon, the mech infuses the weapon with telekinetic magic, granting the weapon the effects of the returning weapon fusion for 1 minute. The mech can apply this effect only to mech weapons, not to improvised weapons like those thrown with the hurl) special action

Inubrix Frame
An inubrix frame mech gleams a pale white color, its metal appearing almost translucent in spots. The unusual properties of inubrix make it ideal for mechs designed for reconnaissance and stealth. Mechs with inubrix frames gain the following special abilities.
Ethereal Body (2 PP) As a standard action, the mech's molecular structure becomes slightly intangible. It's treated as incorporeal for the purpose of taking damage until the end of its next turn.
Ghost Shift (3 PP) As a move action, the mech passes through a solid object or surface of a thickness no more than 1 foot per its mech tier, emerging on the other side. If the object is too thick, the mech is shunted back where it began and takes 1d6 damage per foot of surface above its tier.

Cloaker
Prerequisite: The mech must have a recon frame.
Consisting of light-warping and sound-dampening technomagical mechanisms installed just beneath the armor, a cloaker system enhances a mech’s ability to avoid notice. The mech gains the ability to attempt Stealth checks.
Fade (0 PP) As a full action, the mech initiates active camouflage, granting it concealment until it makes an attack or performs other harmful actions, at which point the effect ends. If the mech begins combat while this ability is active, it begins the encounter with 1 less PP (minimum 1).
Cloak (4 PP) As a standard action, the mech fades from view as per invisibility. The effect lasts for 1 round, though the mech can extend the duration each round by expending 1 PP. The effect ends if the mech makes an attack or performs other harmful actions.