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Tofana's page

396 posts. Organized Play character for therealthom.


Full Name

Tofana

Race

Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) //

Classes/Levels

KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

Gender

Outlaw Android Operative //

About Tofana

Normally Tofana stands rigidly straight, as if trying to stretch her height to five and a half feet. Her straight black hair contrasts with her pale complexion, white eyes, and the pale blue tracery of circuits just under her skin. Mildly feminine features are offset by a broad mannish jaw and a compact body composed of wide shoulders, flat chest and narrow hips.

Ability Scores Abilities : S 13 D 20 ; Con 12 ; I 12 ; W 10 ; Ch 8
Movement 40

Attacks Base Atk +3; Grp+4

Botting/Dice Rolls:

[dice= Trick Attack v CR] 1d20 -20 + 7 bluff or 12 Computers pr 12 Stealth [/dice] If successful, opponent is flat-footed until my next turn.

[dice= Survival Knife v KAC] 1d20+7 [/dice] ... [dice= damage] 1d4+2 [/dice] S Analog, Operative
[dice= Static Arc Pistol v EAC ] 1d20+7 [/dice] ... [dice= damage] 1d6+1 [/dice] E, nonlethal 30' 1 charge/use 20 charges, critical Arc 2; Stun
[dice= Shobhad horizon striker, tactical v KAC] 1d20+8 [/dice] ... [dice= damage] 2d4+3 [/dice] SP 100 ft. — 2 rounds 1 2 Analog, sniper (500 ft.), unwieldy

[dice= If trick and attack are successful, Trick Attack damage] 1d8 [/dice]
13 Sniper rounds

Skills
Acrobatics (D) 12 ; Athletics (S) 9 ; Bluff (Ch) 7 ; Computers (I) 12 ; Culture (I) 8 ; Diplomacy (Ch) 2 ; Disguise (CH) 5
Engineering (I) 12 ; Intimidate (Ch) 5 ; Life Science (I) 2 u ; Medicine (I) 2 u ; Mysticism (W) 0 u ; Perception (W) 8 ;
Physical Science (I) 2 u ; Piloting (D) 12 ; Sense Motive (W) 5 ; Sleight of Hand (D) 11 ; Stealth (D) 12 ; Survival (W) 6 ; Profession (I,W,Ch) ?

Feats Mobility, Skill Focus (Computers, Engineering), Weapon Focus (Weapon Focus ~ Sniper Weapons)

Skills
Acrobatics (D) 12 ; Athletics (S) 9 ; Bluff (Ch) 7 ; Computers (I) 12 ; Culture (I) 8 ; Diplomacy (Ch) 2 ; Disguise (CH) 5
Engineering (I) 12 ; Intimidate (Ch) 5 ; Life Science (I) 2 u ; Medicine (I) 2 u ; Mysticism (W) 0 u ; Perception (W) 8 ;
Physical Science (I) 2 u ; Piloting (D) 12 ; Sense Motive (W) 5 ; Sleight of Hand (D) 11 ; Stealth (D) 12 ; Survival (W) 6 ; Profession (I,W,Ch) ?

Combat Gear field ration (per week), serum of healing mk 1 , serum of healing mk 2
Other Gear shobhad horizon striker, tactical, clothing (profession (corporate professional)), lashunta tempweave, basic, rounds, longarm and sniper (2), battery (2), comm unit (personal), flashlight, tool kit (hacking kit), hygiene kit, tool kit (disguise kit), backpack (industrial), knife, survival, arc pistol, static, 2214.0 gp, personal upgrade 1 (dex)

Starfinder Insignia (storage of Tier 1 datapad)

RACIALTRAITS
Size And Type Androids are medium humanoids with the android subtype
Constructed For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum
Exceptional Vision Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only. See low-light vision and darkvision on pages 264 and 263
Flat Affect Androids find emotions confusing and keep them bottled up. They take a -2 penalty to sense motive checks, but the DCs of sense motive checks attempted against them increase by 2
Upgrade Slot Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor
Jump Jets Itemlevel=2

Theme Abilities (Outlaw)
1st: Reduce DC of Culture checks about criminal stuff by 5.

CLASS FEATURES:(Operative, Hacker Specialization)
Operatives Edge: +2 to initiative and skill checks
Trick Attack You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a bluff, intimidate, or stealth check (or a check associated with your specialization; see page 94) with a dc equal to 20 + your target's cr. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can't use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack. [trick attack damage: 1d8]
Evasion If you succeed at a reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Operative Exploit As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the dc is equal to 10 + half your operative level + your dexterity modifier. If it requires an enemy to attempt a skill check, the dc is equal to 10 + 1-1/2 x your operative level + your dexterity modifier. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise
Holographic Clone You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as mirror image. You can use this exploit an additional time per day at 6th level, and again at 10th level
Quick Movement As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet
Weapon Specialization You gain the weapon specialization feat as a bonus feat for each weapon type with which this class grants you proficiency

Stats Calcs:

[spoiler= Starfinder stuff]

Player: therealthom
Character Name: Tofana
PFS #: 90661-701
Faction: Acquisitives

Slotted
Ally:
Faction: Acquisitive Champion
Personal:
Promotional:
Social:
Starship: Hero of the Stars
Vanity:
Slotless: Starfinder Insignia, Tattoo of the Starfinder

Available
Ally:
Faction: Acquisitive Champion
Personal:
Promotional:
Social:
Starship:Honorbound Allies, Hero of the Stars
Vanity:

XP: 2 Fame: 4 Reputations(Acquisitives): 4 ExoGuardian: 1 Infamy: 0

Tattoo of the Starfinder: As an immediate action when you are struck by a critical hit or dealt at least 15 points of damage from a spell or supernatural ability, you can check the box that precedes this boon and expend the tattoo’s magic to gain 10 temporary Hit Points that last for 1 minute. You also regain 1 previously expended Resolve Point when using this boon.

Notes and Background:

Starfinder ID 90661-701, Acquisitive Faction

Chronicles:
1. Into the Unknown (155 +720 units = 875 at end of scenario)
2. Blackmoon Survey (+717 units - 515 sniper rifle and ammo)
3. 1-04 Cries from the Drift (GM credit) 1738 at end of scenario

4.Chimera Mystery
5. Flight of the Sleepers
6. 2-2 Waking the Past

10.(can't use until 4th level) 1-31 Treading History's Folly