EAC 14, KAC 15, AC vs CM 23
SP: 10, HP: 14, RP: 5
Fort +0, Ref +2, Will +3;
Offense
Speed 20 ft Land Speed, 20ft Extraordinary Fly Speed (Average Maneuverability)
Melee Cestus Battleglove +1 vs KAC (1d4 B), Analog
Ranged Azimuth Laser Rifle +3 vs EAC (1d8 F), Crit: Burn 1d6, Range 120ft, Ammo 20/Usage 1.
Spells Level 1 (DC16) 3/day: Overheat, Magic Missile, Comprehend Languages
Level 0 (DC15): Detect Magic, Detect Affliction, Daze, Ghost Sound, Energy Ray
Spell Cache – Triune Tattoo on the Hand.
Statistics
Str 10, Dex 14, Con 11, Int 20, Wis 10, Cha 10
Base Atk +1; Melee Atk +1, Ranged Atk +3, Thrown Atk +1
Feats Long Arm Proficiency
Technomancer Hack Robot Influence
Skills
Acrobatics +4 (2 ranks),
Athletics +0,
Bluff +0,
Computers +11 (2 ranks),
Culture +7 (2 ranks),
Diplomacy +0,
Disguise +0,
Engineering +10 (2 ranks),
Intimidate +0,
Life Science +10 (2 ranks),
Medicine +7 (2 ranks),
Perception +0,
Piloting +2 (0 ranks),
Profession (Robotic Technician) +10,
Sense Motive +0,
Stealth +4 (2 ranks),
Survival +0;
Languages Common, Kiirinta, Drow, Draconic, Azlanti, Jinsul, Ghibrani, Vercite
Other Gear Freebooter Armour 1, Industry Backpack, Azimuth Laser Rifle, Personal Upgrade (+2 Int), Toolkits – Engineering, Hacking, Professional, Trapsmith, Radiation Badge, Cestus Battleglove
Special Abilities/Feats/Racial Traits
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.
Long Arm Proficiency:
LONGARM PROFICIENCY (COMBAT)
You know how to use longarms.
PREREQUISITES
Proficiency in small arms.
BENEFIT
You gain proficiency in longarms.
Robot Influence Technomancer Hack:
ROBOT INFLUENCE (EX)
You can affect constructs, robots, and other creatures that have the technological subtype with your mind-affecting spells, even if they’re mindless or normally immune to such effects. However, they receive a +2 bonus to their Will saves against your mind-affecting spells.
Fluttercloud Kiirinta Racial:
FLUTTERCLOUD
As a move action, a kiirinta within 15 feet of the ground can flutter their wings to stir up debris and a cloud of glistening sparkles around themself, granting them concealment (20% miss chance) for 1d4 rounds. A kiirinta can’t use this ability again until they have taken a 10-minute rest to recover Stamina Points.
Reverberating Shriek Kiirinta Racial:
REVERBERATING SHRIEK
As a standard action, a kiirinta can emit a shriek of sonic energy at an adjacent target, causing painful vibrations throughout the target’s body. This scream imparts the staggered condition for 1d4 rounds. The target can attempt a Fortitude save (DC = 10 + half the kiirinta’s character level + the target’s Constitution modifier) to negate the staggered effect. Whether successful or not, a creature can’t be affected by the same kiirinta’s reverberating shriek for 24 hours. A kiirinta can use this ability once per day plus one additional time per day for every 5 character levels they have.
Roboticist Theme:
ROBOTICIST +1 INT
You are fascinated by the internal workings of machines, whether they're intelligent constructs or technological equipment. You might be someone who enjoys tinkering in a garage, or you might be a worker at a factory that specializes in building robots or weaponry. You're likely interested in exploring and figuring out the innovations of other organizations and species on distant worlds. Regardless of your specific motivation, there's always a gadget that needs tinkering with.
THEME KNOWLEDGE 1st
You're obsessed with the intricacies of constructs and how automated machines function. You can easily identify what a machine's function is and have an easier time attempting to access the internal programming of mechanized life-forms. Reduce the DC of Engineering checks to identify creatures and technology by 5. Computers is a class skill for you, though if it is a class skill from a class you take at 1st level, you instead gain a +1 bonus to Computers checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
CRAFTING SAVANT 6th
You've mastered the art of putting together technological armour and weapons from a variety of components. While equipment you construct certainly has your flair, it's also clear that you can accomplish great feats of construction. When calculating the number of ranks you have in a skill necessary to construct a technological (not magic or hybrid) item, increase that number by 1. This allows you to construct technological equipment of up to your character level + 1.
TECHNICAL KNACK 12th
You've developed a unique talent for efficiently repairing constructs and starships, whether effecting emergency repairs on a drone or keeping robotic allies in the fight. Once per day, you can cast make whole, but you can target only construct creatures or damaged technological (not hybrid or magical) items. When repairing a starship (Starfinder Core Rulebook 321), you reduce the time spent to 2 hours of work instead of 5.
MASTER ROBOTICIST 18th
There are few pieces of technology that you're unfamiliar with, so you are sure to take time to examine those unique discoveries you happen upon. Up to twice per day, after you spend at least 10 minutes studying a previously undiscovered piece of technology with an item level within 5 levels of your character level or the wreckage of a significant enemy technological construct, you regain 1 Resolve Point; this doesn't count as resting to regain Stamina Points.