Fighter

Tried 'Luck' Gludrapluck's page

23 posts. Alias of Sedoriku.


Race

| SP 36/36 HP 28/28 | RP 5/5 | EAC 16; KAC 17 | Fort +7; Ref +4; Will +1 | Init: +3 | Perc: +7, SM: +4

Classes/Levels

| Speed 30ft | Surges 7/7 | Active conditions:

Gender

Male NG Driftborn Gnome Quartermaster Nanocyte 4

About Tried 'Luck' Gludrapluck

SFS info:
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Playtest Pregen!
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Character sheet:
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Driftborn Gnome Quartermaster Nanocyte 4
NG small humanoid (gnome)

Init: +3; Senses: Perception +7, Sense motive +4
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Defense
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KAC 17, EAC: 16

HP: 28; SP: 36

RP: 5

Fort: +7, Ref: +4, Will: +1 (+2 racial bonus vs fear and despair effects; +1 circumstance bonus vs. bleed, disease, poison, and sleep effects)

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Offense
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Speed: 30 ft.

Melee: +7 (1d4+1 B Baton Tactical)

Ranged: +8 (1d10+4 F Light Excavation laser)

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Statistics
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Str 8, Dex 16, Con 16, Int 15, Wis 10, Cha 10

Base Attack Bonus: +4

Feats: Weapon Focus (Loangarms);

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Skills and Languages:
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Trained Skills
Acrobatics (Dex 4 ranks): +10
Athletics (Str, 1 rank): +3
Computers (Int 1 rank): +6
Engineering (Int 4 ranks): +9
Life Science (Int 1 ranks): +6
Perception (Wis 4 ranks): +7
Physical Science (Int 4 ranks): +9
Piloting (Dex 4 ranks): +10
Profession (quartermaster; Int, 4 ranks): +9
Stealth (Dex 4 ranks): +10
Sense motive (Wis 2 ranks, social intuition): +4

Languages: Gnome; Common

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Equipment:
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Weapons and Armor:
Tactical Baton L 90, Light Excavation laser 2 -, Graphite Carbon skin armor 1 -

Consumables
Serum of healing mk1 50 L

Other Gear
Starfinder Backpack 750 - (Hygiene Kit 3 1, Mass Produced Tent 2 1, Professional Outfit (1) 5 L, and R2E (5) 5 5L Culinary synthesizer), Synaptic Accelerator mk1 (INT) 1400, Zip Stick10 - , Ion tape 275 L, Aeon Stone Clear Spindle 245, Iridescent Spindle aeon stone 740 400 L

Monetary
Cred stick with all his creds
65 Creds

*Generally not taken when traveling.
()=In backpack
Encumbrance
Carrying 5 bulk and 9 light bulk
Total of 6 bulk

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Class Abilities:
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NANITE SURGE (EX) 1st Level
A number of times per day equal to half your nanocyte level plus your Constitution modifier, you can use a nanite surge to push your nanites to perform extraordinary feats in certain situations; the exact benefits vary by circumstance and are explained in the abilities below. At 5th level, you can spend 1 Resolve Point to gain and immediately use an additional nanite surge. You can use this ability multiple times.
NANITE ARRAY (EX) 1st Level
Your body hosts a multitude of nanites that you can direct to take one of three forms called arrays: they can flood out of your body to form a cloud, combine to temporarily create items, or mobilize within you to amplify your physical abilities.
As a move action, you can direct your nanites to adopt an array, and you can have only one array active at a time. You can instead use a nanite surge (see above) to form or switch arrays as a swift action. The nanites maintain their array until you direct them into a different array, you fall unconscious, or you end your turn more than 10 feet from the array. If an array ends without being turned into a different array, the nanites disperse and return to your body at the beginning of your next turn and await further instructions. If you aren’t within 60 feet of the array or the array is physically blocked from reaching you, the nanites instead break down, and you can’t use your nanite array again until you spend 1 Resolve Point and take a full action to create a replacement array.
Your nanites are technological in nature and can be detected by spells such as detect tech, but they aren’t otherwise subject to effects that affect technology. The three forms of nanite arrays—sheath, cloud, and gear—provide the following benefits only while the specific array is active.

Sheath Array: The nanite array reinforces your body, granting you a +1 enhancement bonus to Reflex saving throws and a +1 insight bonus to checks with two of the following skills: Acrobatics, Athletics, Sleight of Hand, or Stealth, selected when you form this array. At 3rd level and every 4 levels thereafter, these bonuses increase by 1.
When you form a sheath array, you can use a nanite surge to gain a number of temporary Hit Points equal to your nanocyte level; you lose any remaining such temporary Hit Points when the sheath array ends.

Cloud Array: Your nanites spread out into a faintly visible cloud that fills up to a number of contiguous 5-foot squares (at least one of which must be adjacent to you) equal to 1 plus your Constitution bonus.The cloud is stationary once formed, though as a move action you can reconfigure its space: if you do so, at least one square of the cloud must remain unchanged. When you take a guarded step, you can move 10 feet as long as you begin and end this movement adjacent to or within your cloud array.
When you form a cloud array, you can use a nanite surge to increase the cloud’s density. This causes the array’s space to provide concealment, but it provides only a 10% miss chance. It doesn’t provide enough concealment to hide, and your attacks ignore any miss chance provided by your cloud. This doesn’t stack with existing concealment.
At 3rd level, whenever you form a cloud array, it can fill an additional 5-foot square and you increase any miss chance the cloud provides to 15%. At 7th level, it can fill two additional squares and any miss chance the cloud provides increases to 20%. At 11th level, the cloud fills up to a number of contiguous squares equal to 1 plus twice your Constitution modifier. At 15th level, when you use a nanite surge while forming the cloud array, the cloud instead provides normal concealment (though your attacks still ignore any miss chance). At 19th level, the cloud
instead fills up to a number of contiguous squares equal to 1 plus four times your Constitution modifier.

Gear Array: Your nanites shape themselves into a single piece of equipment, such as a weapon, tool, or even a cybernetic augmentation. You can direct your nanites to create a limited selection of equipment, divided into major forms and minor forms. Major forms include weapons
and cybernetic augmentations, while minor forms include technological items (excluding armor and weapons) and personal items. At 1st level, you know how to create two major forms and three minor forms. You learn a new minor form at 2nd level and every 2 levels thereafter, and
a new major form at 3rd level and every 4 levels thereafter. When you reach 5th level, and each time you gain a level thereafter, you can replace one of your major forms with a new major form and one of your minor forms with a new minor form.
To select a piece of equipment as one of your gear array’s major or minor forms, its level must be equal to or lower than your nanocyte level plus 1, and its price must be equal to or lower than your nanite investment (see below). Augmentations must be cybernetic, weapons and items must be technological items (not magic or hybrid), and you can’t select equipment that is consumed on use (such as grenades) or whose bulk exceeds your Constitution modifier.
Nanite Investment: The equipment you can create with your gear array is limited in part by your investment of raw material into your nanites, in the form of universal polymer bases (UPBs; Starfinder Core Rulebook 233). This is a numerical value called your nanite investment, and it starts at 0 when you gain your first nanocyte level. You can spend an hour using your nanites to break down an unattended weapon or technological item (with a maximum level equal to or lower than your nanocyte level plus 1) into component UPBs that you can then invest in your nanites. When you do, your nanite investment becomes equal to that item’s price. During this hour, you can also add additional UPBs equal to 10% of the item’s price to increase your nanite investment by that amount.
When you use your gear array to create a hand-held nanite weapon, technological item, or personal item, you can automatically grab and begin wielding it if you have the requisite number of hands free. Otherwise, the item floats in your space until the end of your turn, at which point it drops in your space. When you use your gear array to create a cybernetic augmentation, it is automatically installed in the appropriate body slot as long as that slot is empty; otherwise it fails to manifest. If a given augmentation has a limited number of uses or frequency, that limit applies regardless of how many times you’ve created it with your gear array.
Equipment that requires a battery or ammunition to function must be loaded to function. When you create such equipment, you can have it absorb and automatically load one appropriately sized battery or set of suitable ammunition in your possession. Any item that uses a battery with fewer than 20 charges can instead use a standard battery.

PRIMARY NANITE FACULTY (1st Level)
Whether by their design or your own innovation, your nanites excel at a specialized task. Choose your primary faculty upon taking your first level in nanocyte—once made, this choice can’t be changed.

PRIMARY FACULTY TECHNIQUES (1st Level)
At first level and every 4 levels thereafter you gain a faculty technique unique to your primary nanite faculty.

DEFENSIVE DISPERSAL (EX) (2nd Level)
By using a nanite surge as a reaction when you take damage, you can protect yourself with your nanites as they create a temporary barrier or even cause part of your body to temporarily disperse. You reduce the damage dealt by the triggering effect by an amount equal to your nanocyte level plus your Constitution modifier, and you gain a +1 circumstance bonus to the first saving throw against the effect (such as the initial saving throw to resist a poison, but not subsequent saves against it).

NANOCYTE KNACK (2nd Level)
As you gain experience, you learn special ways to use your nanites called nanocyte knacks. You learn your first nanocyte knack at 2nd level, and you learn an additional knack every 2 levels thereafter. If a nanocyte knack allows a saving throw to resist its effects, the DC is equal to 10 + half your nanocyte level + your Constitution modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your nanocyte level + your Constitution modifier. The descriptions of nanocyte knacks appear on pages 7—10. You can’t learn the same knack more than once unless otherwise stated.

WEAPON SPECIALIZATION (EX) (3rd Level)
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with, including any weapons for which you gained proficiency through a nanocyte knack.

CYTO-CONVERSION (EX) (3rd Level)
As your connection to your nanites grows, the swarm’s ability to break down and reassemble your body strengthens, gradually making you more machine than mortal. You receive a +1 circumstance bonus to saving throws against bleed, disease, poison, and sleep effects. In addition, you gain a 10% chance to treat a critical hit against you as a normal hit; it deals normal damage and doesn’t apply any critical hit effect. This percentage doesn’t stack with similar effects. At 10th level, the circumstance bonus to saving throws increases to +2, and the fortification percentage increases to 20%. At 16th level, the circumstance bonus to saving throws increases to +3, and the fortification percentage increases to 30%.

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Racial Abilities:
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SOCIAL INTUITION
Gnomes who spend their lives among people in a fixed culture can be less curious, but they gain an inherent ability to read people. These gnomes have a +2 racial bonus to Sense Motive checks.

This replaces curious.

ETERNAL HOPE
Gnomes receive a +2 racial bonus to saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome can reroll and use the second result (see page 243).

GNOME MAGIC
Gnomes gain the following spell-like abilities (see page 262): 1/day—dancing lights, ghost sound, and token spell. The caster level for these effects is equal to the gnome’s character level. In addition, gnomes get a +2 racial saving throw bonus against illusion spells and effects.

LOW-LIGHT VISION
Gnomes can see in dim light as if it were normal light.

DRIFTBORN
Some gnomes feel an eerie call to the Drift, rather than to the First World or the Bleaching. These driftborn gnomes have lithe builds and skin with shifting, iridescent patterns. They also have an intense and instinctual awareness of their bodies and their position in space. They gain +2 Dexterity.

This replaces dimorphic.

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Theme Abilities:
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THEME KNOWLEDGE (1st Level)
Through intensive instruction and training, you’ve developed knowledge of the field of military logistics, which has translated to your career as a quartermaster. The DC of skill checks to identify military-related technological items or to recall knowledge related to the movement, maintenance, and transport of military personnel and supplies is reduced by 5. At character creation, you gain a free skill rank in Profession (quartermaster), which is an Intelligence-based skill and is a class skill for you; this does not allow your skill ranks in Profession (quartermaster) to exceed your character level. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

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Feats:
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Weapon focus (Longarms)

Environmental Adaptation
You are acclimated to a broad range of environments.

Prerequisites: Con 13.

Benefit: Select a number of the following environmental conditions and weather conditions equal to your Constitution modifier: thin atmosphere (includes severely thin atmosphere), toxic atmosphere (includes low-level and heavily toxic atmospheres), cold dangers (includes cold, severe cold, and extreme cold), You do not take any of the selected conditions’ penalties to skill checks or attack rolls, do not take nonlethal damage from them, and do not need to attempt saving throws to resist their effects. Once these condition choices are made, they cannot be changed. If your Constitution bonus increases from an effect that does not have a limited duration, you can add additional conditions to your list.

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Nanocyte Knacks/Abilities:
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Versatile Nanites (Ex)
You have learned to direct your nanites in assisting you with difficult tasks such as identifying damage, stitching wounds, reshaping your features, or further tuning your reflexes. Choose two of the following skills: Bluff, Disguise, Engineering, Medicine, Perception, or Piloting. You add these skills as options to which you can apply your sheath array’s insight bonus to skill checks. You can select this knack multiple times, each time selecting different skills.

Abundant Nanites (Ex)
Your body houses a seemingly inexhaustible amount of nanites.
When calculating your number of nanite surges per day and the
maximum bulk of your nanite gear, treat your Constitution modifier
as 2 higher.

REDIRECTION
Your nanites are forceful and energetic, able to redirect attacks, move objects, and lend weapons devastating mass.

Seeking Strike (Ex) 1st Level
As a move action, you can designate a target within 60 feet that’s inside or adjacent to your nanite cloud as your nanites’ focus, momentarily enhancing your accuracy against that target. The next attack you make against the target before the end of your next turn gains a +1 bonus to the attack roll and ignores the target’s concealment, if any.

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Consumables & other tracking:
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Serum of Healing 1/1

Resolve 5/5
Surges 7/7

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Bot Me!:
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Under construction
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