Kasatha

Top Down's page

92 posts. Organized Play character for Kludde.


Full Name

Top Down

Race

| SP 2/5 HP 9/9 | RP 5/5 | EAC 14; KAC 14 | Fort -1; Ref 6; Will 1 | Init: +4 | Perc: +5, SM: +5

Classes/Levels

| Speed: 30ft | Paradox: 16 1 14

Gender

Kasatha Drift Racer 1

Size

Medium

About Top Down

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Top Down
Male Kasatha Precog 1
NG Medium Kasatha
Init +4; Senses Perception +5

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DEFENSE
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EAC 14; KAC 15
SP 5 HP 9 RP 5
Fort: -1, Ref: +6, Will: +1

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OFFENSE
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Speed land: 30
Basic Melee Unarmed Strike: +0 (1d3; critical -; Archaic; Nonlethal; )
Longarm Pulsecaster Rifle: +4 (1d6; critical -; Nonlethal; )
Basic Melee Baton, Tactical: +4 (1d4; critical -; Analog; Operative; Thrown (20 ft.); )

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STATISTICS
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Str 10, Dex 18, Con 9, Int 14, Wis 12, Cha 10,
Base Atk +0 Grp +0
SkillsAcrobatics +8, Athletics +0, Bluff +0, Computers +2, Culture +6, Diplomacy +0, Disguise +0, Engineering +2, Intimidate +0, Life Science +2, Medicine +2, Mysticism +5, Perception +5, Physical Science +2, Piloting +11, Sense Motive +5, Sleight of Hand +4, Stealth +8, Survival +1, Profession +6
Languages:

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SPECIAL ABILITIES
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FEATS:
Longarm Proficiency: You gain proficiency in longarms.
Toughness: 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.

THEME BENEFITS
Theme: Ace Pilot, bonus: +1 dex
You are most comfortable at the controls of a vehicle, whether it's a starship racing through the inky void of space or a ground vehicle zooming between trees, around boulders, and across dusty badlands. You might be a member of an elite military force, the recipient of intense courses of training. Alternatively, you might be a total amateur with innate skills that make you a much-admired hotshot.
Theme Knowledge: (level 1): You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you've ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
Lone Wolf: (level 6): You know at least a little bit about handling every role on a starship, and you can sub in for certain tasks in a pinch. Whenever you need to attempt a skill check either during starship combat or to directly repair or otherwise maintain your starship, you can treat half your ranks in Piloting as your ranks in the appropriate skill for the check, if that would be better (since you effectively have ranks in the related skill, you are considered trained in the skill for the purposes of this check).
Need For Speed: (level 12): Speeding in a vehicle gives you a heady rush, and you can easily handle operating vehicles at high velocities that might send lesser pilots spinning out of control. Reduce any penalties to Piloting checks you make when on a vehicle by 1. When you take the double maneuver action during a vehicle chase, reduce the penalty for each action by 1. Whenever a Piloting check has a penalty for failing by 5 or more, you take that penalty only if you fail by 10 or more.
Master Pilot: (level 18): Your piloting accomplishments invigorate you, giving you renewed purpose and zeal. Up to twice per day, when you defeat a significant foe in starship combat as a pilot or succeed in a vehicle chase (meaning that you've either escaped a pursuer or caught or defeated your opponent), you recover 1 Resolve Point.

RACE FEATURES
Kasatha
Originally from a planet orbiting a dying star, the four-armed kasathas maintain a reputation as a noble and mysterious people. They are famous for their anachronistic warriors, ancient wisdom, and strange traditions.
Desert Stride: Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.
Four-Armed: Kasathas have four arms, which allows them to wield and hold up to four hands' worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn't increase the number of attacks they can make during combat.
Crew Member: Some kasatha families have a long tradition of training kin to serve on the Idari's crew. These kasathas have a +2 racial bonus to one skill among Computers, Engineering, or Piloting. This replaces historian.(Piloting: +2 racial bonus to Piloting)
Personal Traditions: Kasathas who lack strong bonds sometimes find strength in personal traditions. Once per day as a reaction, such a kasatha can reroll a failed saving throw. This replaces natural grace.

CLASS FEATURES
Precog
Through some cosmic event, you have come to understand the ebb and flow of time to a degree that only a select few can. You manipulate time dexterously—accelerating, slowing, or even reshaping chronologies to suit your needs. The skeins of time are yours to see, and you know how to apply enough pressure to adjust their threads ever so subtly. Your ability to understand the infinite possibilities of time also shaped you into someone capable of altering the material universe through powerful spellcasting, and you can harness temporal paradoxes to foresee the future—and dictate the present—in powerful ways.
Weapon Proficiency: You gain proficiency in one of the following: advanced melee weapons, longarms, or sniper rifles.(Longarms: )
Anchor: You have a preternatural affinity for an aspect of time itself that grants you power. Your anchor grounds your ability to interact with time and provides the foundation of all your powers. The exact nature of your specific anchor might be specific to you or be a broad element shared by other precogs. You must pick an anchor upon taking your first level of precog—once made, this choice can't be changed.(Fragmented Past: There was a moment in your life that never should have happened. Though others may not believe you, you are certain in your very core that one critical moment altered whatever fate had in store for you. Since that divergence, you've gained a wider appreciation of time's passage and a sense of what could have been, and you're able to influence the timeline more than others could ever hope to. Still, you remain sure that your timeline is wrong, and it's only a matter of time before someone or something comes to correct that error.)
Paradox: Your unique relationship with time allows you to dexterously manipulate its flow at key moments, allowing you to know what's going to happen before it transpires.

Each day when you regain your spell slots, you also gain a number of paradoxes equal to 1 + half your Dexterity modifier (minimum 2) and lose any unused paradoxes from the previous day. Whenever you gain these or any other paradoxes, roll 1d20 for each and record the result associated with that paradox. You can never reroll paradoxes.

Many precog abilities allow you to use a paradox in place of a specific d20 roll you would make, using the paradox's associated result instead of rolling a random result. The paradox functions in every way like a normally rolled die; a paradox of 1 functions as a natural 1, and a paradox of 20 functions as a natural 20. You can't use a paradox for a die that has already been rolled or rerolled, and you can't reroll a paradox. Some precog abilities simply require you to use a paradox without using its associated result. Regardless of how you use a paradox, it is lost and can't be used again.

At 1st level, you can use a paradox in place of your d20 roll for an ability score check or caster level check. In addition, you can use a paradox on a d20 roll associated with your anchor's focal paradox; once per day when you do, you immediately gain a new paradox.

At 3rd level, you can also use paradoxes in place of your initiative checks, Reflex saving throws, and skill checks (for skills in which you are trained).

At 5th level, you can also use paradoxes in place of your attack rolls, Fortitude and Will saving throws, and skill checks (for skills in which you are untrained).

INVENTORY
Unarmed Strike: An unarmed strike can be dealt with any limb or appendage. Unarmed strikes deal nonlethal damage, and the damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damage rolls.
Pulsecaster Rifle: The pulsecaster rifle sends a low-voltage blast at its target and has a longer range than the handheld pulsecaster. The blast can stun the target and deal nonlethal damage.
Baton, Tactical: A baton is a thin, solid metal shaft, usually with a textured rubber grip. A tactical baton can be used to inflict precise bludgeoning blows. An advanced baton, used by elite mercenary and security companies, often has an additional shaft, as well as a weighted end that can be powered to connect with substantially more force than a tactical baton.
Stationwear Flight Suit: Many types of reinforced clothing afford protection without sacrificing comfort or fashion. The prevalence of this kind of light armor on Absalom Station has led to the colloquial term "stationwear". Stationwear ranges in style from casual wear to business suits and more formal garb. The usual environmental protections of armor are concealed in the design of these outfits. The grades of armor - business, casual, elite, and flight suit - refer to the quality of the garments, not the style.
Aeon Stone, Clear Spindle: This aeon stone sustains you by negating the need for food or water.
Tool Kit (Engineering Kit): A engineering kit is required for Engineering checks. Checks without one take a –2 penalty.
Tool Kit (Hacking Kit): A hacking kit required for most Computer checks.
Datapad: Datapads are among the most common handheld computers and are ubiquitous in homes, manufacturing settings, and offices. Datapads require at least one hand to use. Nearly all datapads also incorporate a comm unit (which includes a microphone and speaker) along with several other functions, such as infosphere connectivity and data storage. Datapads can record simple audio and video (though not in high enough resolution to serve as proof of recorded events in most courts of law), store thousands of hours of recordings, play games, track time and set time-based alarms, act as word processors, and perform numerous other minor data processing and entertainment functions.

All datapads have light bulk, and most are tier 1 computers with the miniaturization upgrade. Tier 2 and higher datapads are generally used only by the wealthy elites or technological sophisticates due to the additional miniaturization technology involved, but they are more powerful than many stationary computers while still fitting comfortably in one hand. Datapads can have computer modules and countermeasures installed at the usual additional costs. For example, most datapads in military or industrial use have the hardened upgrade.

Saboteurs and spies frequently disguise eavesdropping devices or explosives as ordinary datapads, knowing that the datapads' universal use means they won't raise suspicion.

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You might be a member of an elite military force, the recipient of intense courses of training. Alternatively, you might be a total amateur with innate skills that make you a much-admired hotshot.","benefits":[{"name":"Theme Knowledge","level":1,"description":"You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.","selectedOptions":null},{"name":"Lone Wolf","level":6,"description":"You know at least a little bit about handling every role on a starship, and you can sub in for certain tasks in a pinch. 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Your ability to understand the infinite possibilities of time also shaped you into someone capable of altering the material universe through powerful spellcasting, and you can harness temporal paradoxes to foresee the future—and dictate the present—in powerful ways.","baseHitPoints":5,"baseStaminaPoints":5,"baseSkillRanksPerLevel":6,"keyAbility":"Dexterity","levels":1,"spells":[{"name":"Daze","description":"This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute.","school":"Enchantment","level":[{"class":"Mystic","level":0},{"class":"Precog","level":0},{"class":"Technomancer","level":0},{"class":"Witchwarper","level":0}],"castingTime":"1 standard action","range":"close (25 ft. + 5 ft./2 levels)","area":null,"effect":null,"target":"one humanoid creature of CR 3 or lower","duration":"1 round","dismissible":false,"savingThrow":[{"save":"Will","effect":"negates"}],"spellResistance":[{"resistance":true,"effect":null}],"reference":{" name":"Core Rulebook","shortName":"CRB","page":347}},{"name":"Ghost Sound","description":"You create a volume of sound that rises, falls, recedes, approaches, or remains fixed. You choose what type of sound this spell creates when casting it and cannot thereafter change the sound’s basic character.\n\nThe volume of sound created can produce as much noise as 20 normal humans. Thus, you can create shouting, singing, talking, marching, running, or walking sounds, as well as sounds of battle or small explosions. You can make noises that sound like machines, the general chatter of distant conversation, or the roar of an alien predator, but you can’t make specific sounds such as intelligible speech or the exact hum of a particular Starship’s engines.","school":"Illusion","level":[{"class":"Mystic","level":0},{"class":"Precog","level":0},{"class":"Technomancer","level":0},{"class":"Witchwarper","level":0}],"castingTime":"1 standard action","range":"close (25 ft. + 5 ft./2 levels)","area":null,"effect":"illusory sounds","target":null,"duration":"1 round/level","dismissible":true,"savingThrow":[{"save":"Will","effect":"disbelief"}],"spellResistance":[],"referenc e":{"name":"Core Rulebook","shortName":"CRB","page":356}},{"name":"Incompetence","descriptio n":"You cause all targets of this spell to lose proficiency with one class of weapons of your choice (basic or advanced melee weapons, small arms, longarms, heavy weapons, grenades, or natural weapons) and suffer the normal penalties for attacks made with weapons they are not proficient with.","school":"Enchantment","level":[{"class":"Precog","level":1},{"class":"Technomancer","level":1}],"castingTime":"1 standard action","range":"close (25 ft. + 5 ft./2 levels)","area":null,"effect":null,"target":"one creatures/level","duration":"1 round/level","dismissible":false,"savingThrow":[{"save":"Will","effect":"negates"}],"spellResistance":[{"resistance":true,"effect":null}],"referen ce":{"name":"Armory","shortName":"ARM","page":157}},{"name":"Injury Echo","description":"You manifest an injury from the target’s future or past. Choose bludgeoning, piercing, or slashing when you cast this spell. The target must succeed at a Will saving throw or take 1d6 damage of the chosen type.\n\n**Variant: Scaling 0-Level Spells (Galactic Magic Pg. 88)** \nAt 3rd level, add half your character level to damage with these spells.\n\nAt 7th level, increase the damage of spells that deal 1d3 or less damage to 2d4. Increase the damage of spells that deal 1d6 damage to 2d6.\n\nAt each of 10th, 13th, and 15th levels, increase the damage of these spells by one die of the same type (d4 or d6).\n\nAt each of 17th and 19th levels, increase the damage of these spells by two dice of the same type.\n\n| Level | 1 | 7 | 10 | 13 | 15 | 17 | 19 |\n| --- | --- | --- | --- | --- | --- | --- | --- |\n| Dice | 1d6 | 2d6 | 3d6 | 4d6 | 5d6 | 7d6 | 9d6 |","school":"Transmutation","level":[{"class":"Precog","level":0}],"castingTime":"1 standard action","range":"close (25 ft. + 5 ft./2 levels)","area":null,"effect":null,"target":"one creature","duration":"instantaneous","dismissible":false,"savingThrow":[{"save":"Will","effect":"negates"}],"sp ellResistance":[{"resistance":true,"effect":null}],"reference":{"name":"Galactic Magic","shortName":"GMG","page":76}},{"name":"Overheat","description":"You collect the heat generated by nearby bodies and devices and vent it outward in a thermal wave, dealing 2d8 fire damage to creatures and objects in the area.","school":"Evocation","level":[{"class":"Precog","level":1},{"class":"Technomancer","level":1},{"class":"Witchwarper","level":1}],"castingTime":"1 standard action","range":"15 ft.","area":"cone-shaped burst","effect":null,"target":null,"duration":"instantaneous","dismissible" :false,"savingThrow":[{"save":"Reflex","effect":"half"}],"spellResistance":[{"resistance":true,"effect":null}],"reference":{"name":"Core Rulebook","shortName":"CRB","page":367}},{"name":"Psychokinetic Hand","description":"You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.","school":"Transmutation","level":[{"class":"Mystic","level":0},{"class":"Precog","level":0},{"class":"Technomancer","level":0},{"class":"Witchwarper","level":0}],"castingTime":"1 standard action","range":"close (25 ft. + 5 ft./2 levels)","area":null,"effect":null,"target":"one unattended object of no more than 10 lbs. or 1 bulk","duration":"concentration","dismissible":false,"savingThrow":[],"spellR esistance":[],"reference":{"name":"Core Rulebook","shortName":"CRB","page":370}}],"spellsUsed":[],"spellsKnown":[4,2,0,0,0,0,0],"spe llsPerDay":[-1,3,0,0,0,0,0],"baseAttackBonus":0,"savingThrows":{"fortitude":0,"reflex":2,"w ill":0},"classSkills":["Acrobatics","Bluff","Culture","Diplomacy","Mysticism","Perception","Piloting","Profession","Sense Motive","Stealth"],"features":[{"name":"Weapon Proficiency","description":"You gain proficiency in one of the following: advanced melee weapons, longarms, or sniper rifles.","options":[{"name":"Longarms","description":""}]},{"name":"Anchor","description":"You have a preternatural affinity for an aspect of time itself that grants you power. Your anchor grounds your ability to interact with time and provides the foundation of all your powers. The exact nature of your specific anchor might be specific to you or be a broad element shared by other precogs. You must pick an anchor upon taking your first level of precog—once made, this choice can’t be changed.","options":[{"name":"Fragmented Past","description":"There was a moment in your life that never should have happened. Though others may not believe you, you are certain in your very core that one critical moment altered whatever fate had in store for you. Since that divergence, you’ve gained a wider appreciation of time’s passage and a sense of what could have been, and you’re able to influence the timeline more than others could ever hope to. Still, you remain sure that your timeline is wrong, and it’s only a matter of time before someone or something comes to correct that error."}]},{"name":"Paradox","description":"Your unique relationship with time allows you to dexterously manipulate its flow at key moments, allowing you to know what’s going to happen before it transpires.\n\n Each day when you regain your spell slots, you also gain a number of paradoxes equal to 1 + half your Dexterity modifier (minimum 2) and lose any unused paradoxes from the previous day. Whenever you gain these or any other paradoxes, roll 1d20 for each and record the result associated with that paradox. You can never reroll paradoxes.\n\n Many precog abilities allow you to use a paradox in place of a specific d20 roll you would make, using the paradox’s associated result instead of rolling a random result. The paradox functions in every way like a normally rolled die; a paradox of 1 functions as a natural 1, and a paradox of 20 functions as a natural 20. You can’t use a paradox for a die that has already been rolled or rerolled, and you can’t reroll a paradox. Some precog abilities simply require you to use a paradox without using its associated result. Regardless of how you use a paradox, it is lost and can’t be used again.\n\nAt 1st level, you can use a paradox in place of your d20 roll for an ability score check or caster level check. In addition, you can use a paradox on a d20 roll associated with your anchor’s focal paradox; once per day when you do, you immediately gain a new paradox.\n\n At 3rd level, you can also use paradoxes in place of your initiative checks, Reflex saving throws, and skill checks (for skills in which you are trained).\n\n At 5th level, you can also use paradoxes in place of your attack rolls, Fortitude and Will saving throws, and skill checks (for skills in which you are untrained).","options":[]}],"archetype":null}],"feats":{"acquiredFeats":[{"name":"Longarm Proficiency","description":"You know how to use longarms.","prerequisite":"Proficiency in small arms.","benefit":"You gain proficiency in longarms.","benefitEffect":[{"append":{"value":{"weaponType":"longarm"},"property":"character.proficiency.weapon"}}],"normal":null,"special":null,"isCombatFeat":true,"selectedOptions":null,"r eference":{"name":"Core Rulebook","shortName":"CRB","page":162}},{"name":"Toughness","description": "You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.","prerequisite":null,"benefit":"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.","benefitEffect":[{"bonus":{"value":{"property":"character.level"},"property":"character.stamina","bonusType":"misc"}}],"normal":null,"special":null,"isCombatFeat": false,"selectedOptions":null,"reference":{"name":"Core Rulebook","shortName":"CRB","page":163}}],"notes":""},"inventory":[{"type":"Weapon","id":"Unarmed Strike","name":"Unarmed Strike","description":"An unarmed strike can be dealt with any limb or appendage. Unarmed strikes deal nonlethal damage, and the damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damage rolls.","level":1,"price":0,"bulk":0,"weaponType":"Basic Melee","handedness":1,"category":null,"toHit":0,"damage":{"dice":{"count":1,"sides":3},"damage":["B"],"alternateDamage":null},"damageBonus":0,"critical":null,"special":[{"name":"Archaic","additionalInfo":null},{"name":"Nonlethal","additionalInfo":null}],"range" :null,"capacity":null,"ammunitionType":null,"ammunitionId":null,"usage":nul l,"accessoryIds":[],"fusionIds":[],"reference":{"name":"Core Rulebook","shortName":"CRB","page":171},"isEquipped":true,"stashed":false," proficient":true,"specialization":false,"notes":""},{"type":"Weapon","id":" 318501117","name":"Pulsecaster Rifle","description":"The pulsecaster rifle sends a low-voltage blast at its target and has a longer range than the handheld pulsecaster. The blast can stun the target and deal nonlethal damage.","level":1,"price":100,"bulk":1,"weaponType":"Longarm","handedness" :2,"category":"Shock","toHit":4,"damage":{"dice":{"count":1,"sides":6},"dam age":["E"],"alternateDamage":[]},"damageBonus":0,"critical":null,"special":[{"name":"Nonlethal","additionalInfo":null}],"range ":50,"capacity":20,"ammunitionType":"Charges","ammunitionId":null,"usage":1 ,"accessoryIds":[],"fusionIds":[],"reference":{"name":"Core Rulebook","shortName":"CRB","page":176},"isEquipped":true,"stashed":false," proficient":true,"specialization":false,"notes":""},{"type":"Armor","id":"5 58872776","isEquipped":true,"stashed":false,"upgradeIds":[],"notes":"","name" :"Stationwear Flight Suit","description":"Many types of reinforced clothing afford protection without sacrificing comfort or fashion. The prevalence of this kind of light armor on Absalom Station has led to the colloquial term \"stationwear\". Stationwear ranges in style from casual wear to business suits and more formal garb. The usual environmental protections of armor are concealed in the design of these outfits. The grades of armor - business, casual, elite, and flight suit - refer to the quality of the garments, not the style.","level":1,"price":95,"bulk":0.1,"eacBonus":0,"kacBonus":1,"maxDexBo nus":6,"armorCheckPenalty":0,"speedAdjustment":0,"upgradeSlots":0,"armorTyp e":"Light","reference":{"name":"Core Rulebook","shortName":"CRB","page":197}},{"type":"Weapon","id":"1382786122" ,"name":"Baton, Tactical","description":"A baton is a thin, solid metal shaft, usually with a textured rubber grip. A tactical baton can be used to inflict precise bludgeoning blows. An advanced baton, used by elite mercenary and security companies, often has an additional shaft, as well as a weighted end that can be powered to connect with substantially more force than a tactical baton.","level":1,"price":90,"bulk":0.1,"weaponType":"Basic Melee","handedness":1,"category":null,"toHit":4,"damage":{"dice":{"count":1 ,"sides":4},"damage":["B"],"alternateDamage":[]},"damageBonus":0,"critical":null," special":[{"name":"Analog","additionalInfo":null},{"name":"Operative","additionalInfo":null},{"name":"Thrown","additionalInfo":"(20 ft.)"}],"range":null,"capacity":null,"ammunitionType":null,"ammunitionId":null,"us age":null,"accessoryIds":[],"fusionIds":[],"reference":{"name":"Core Rulebook","shortName":"CRB","page":171},"isEquipped":true,"stashed":false," proficient":true,"specialization":false,"notes":""},{"type":"Item","id":"16 24204484","name":"Aeon Stone, Clear Spindle","description":"This aeon stone sustains you by negating the need for food or water.","level":1,"price":245,"bulk":0,"isEquippable":true,"isConsumable":f alse,"hands":null,"capacity":null,"usage":null,"itemType":"Magic","selected Options":null,"reference":{"name":"Core Rulebook","shortName":"CRB","page":222},"isEquipped":true,"stashed":false," notes":""},{"type":"Item","id":"948468404","name":"Tool Kit (Engineering Kit)","description":"A engineering kit is required for Engineering checks. Checks without one take a –2 penalty.","level":1,"price":20,"bulk":0.1,"isEquippable":true,"isConsumable ":false,"hands":0,"capacity":null,"usage":null,"itemType":"Personal","selec tedOptions":null,"reference":{"name":"Core Rulebook","shortName":"CRB","page":219},"isEquipped":true,"stashed":false," notes":""},{"type":"Item","id":"1696002645","name":"Tool Kit (Hacking Kit)","description":"A hacking kit required for most Computer checks.","level":1,"price":20,"bulk":0.1,"isEquippable":true,"isConsumable" :false,"hands":0,"capacity":null,"usage":null,"itemType":"Personal","select edOptions":null,"reference":{"name":"Core Rulebook","shortName":"CRB","page":219},"isEquipped":true,"stashed":false," notes":""},{"type":"Item","id":"1899022982","name":"Datapad","description": "Datapads are among the most common handheld computers and are ubiquitous in homes, manufacturing settings, and offices. Datapads require at least one hand to use. Nearly all datapads also incorporate a comm unit (which includes a microphone and speaker) along with several other functions, such as infosphere connectivity and data storage. Datapads can record simple audio and video (though not in high enough resolution to serve as proof of recorded events in most courts of law), store thousands of hours of recordings, play games, track time and set time-based alarms, act as word processors, and perform numerous other minor data processing and entertainment functions.\n\nAll datapads have light bulk, and most are tier 1 computers with the miniaturization upgrade. Tier 2 and higher datapads are generally used only by the wealthy elites or technological sophisticates due to the additional miniaturization technology involved, but they are more powerful than many stationary computers while still fitting comfortably in one hand. Datapads can have computer modules and countermeasures installed at the usual additional costs. For example, most datapads in military or industrial use have the hardened upgrade.\n\nSaboteurs and spies frequently disguise eavesdropping devices or explosives as ordinary datapads, knowing that the datapads’ universal use means they won’t raise suspicion.","level":2,"price":55,"bulk":0.1,"isEquippable":false,"isConsuma ble":false,"hands":1,"capacity":20,"usage":"1/hour","itemType":"Personal"," selectedOptions":null,"reference":{"name":"Armory","shortName":"ARM","page" :100},"isEquipped":false,"stashed":false,"notes":""}],"bulk":{"current":{"t otal":1,"override":null,"notes":""},"encumbered":{"limit":5},"overburdened" :{"limit":10,"override":null,"notes":""}},"credits":375,"upbs":0,"senses":[], "drone":null}