Clockwork Librarian

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56 posts. Organized Play character for Hmm.


| SP 24/25 HP 26/26 | RP 7/7 | EAC 20; KAC 21| Fort +1; Ref +9; Will +4 | Init: +6 | Perc: +9, SM: +9


| Speed 50ft | Active conditions: Robotic Snark.


820-706 | Male CG SRO Corporate Agent Spy Operative 5

About Trusty Trashbot

SFS # 820 - 706
Slotted Faction Second Seekers
Wealth See ITS

Reputation See ITS


Spy Operative
NG Small construct (SRO)
Init +6; Senses Darkvision 60 ft., Perc +9, SM +9,

EAC 20, KAC 21
SP 24 HP 26 RP 7
Fort +1, Ref +9, Will +4

Speed 50 ft.
Melee Survival Knife +8 (1d4+2 S)
Ranged Static Arc Pistol +8 (1d6+2 E)
Tactical Semi-Automatic Pistol +8 (1d6+2 P)
Space 5 ft.; Reach 5 ft.
Special Attacks
Trick Attack +8 1d8
Spell-Like Abilities

Str 10, Dex 20, Con 10, Int 12, Wis 10, Cha 13

Skills 48 ranks

Acrobatics (Dex) — +14 (4 ranks, 3 class, 5 dex, 2 insight from operative’s edge)
Bluff (Cha) — +11 (+15 trick) (4 ranks, 3 class, 1 cha, 3 skill focus)
Computers (Int) — +10 (4 ranks, 3 class, 1 int, 2 operative edge)
Culture (Int) — +10 (4 ranks, 3 class, 1 int, 2 operative edge)
Diplomacy (Cha) — +10 (4 ranks, 3 class, 1 cha, 2 Operative’s Edge)
Disguise (Cha) — +11 (4 ranks, 3 class, 1 cha, 3 skill focus)
Engineering (Int) — +11 (4 ranks, 3 class, 1 int, 2 operative edge)
Perception (Wis) — +9 (4 ranks, 3 class, 0 wis, 2 operative’s edge)
Profession Maintenance Worker (Int) — +11 (4 ranks, 3 class, 1 int, 2 operative edge)
Piloting (Dex) — +13 (4 ranks, 3 class, 4 dex, 2 insight from operative’s edge)
Sense Motive (Wis) — +9 (4 ranks, 3 class, 2 operative’s edge)
Stealth (Dex) — +14 (4 ranks, 3 class, 4 dex, 3 skill focus)

Starship-Combat Version of Skills
Omitting Class features and items that do not affect Crew Actions

Gunnery -- 6

Fleet -- +10 movement
Skill Focus -- Stealth

Languages Common, Copaxi, Gnome, Jinsul, Kasatha, Sign Language, Vesk
Other Abilities

Combat Gear D-Suit 1, Static Arc Pistol, Semi-Automatic Tactical Pistol

Other Gear

Cybernetic Component: Vocal Modulator: A vocal modulator includes a series of miniature actuators built specifically to reshape your voice box, along with miniature hyper-resonant chambers that dynamically close or open. This allows you to change the pitch, timbre, and tone of your voice. You can more easily imitate accents or pronounce alien languages. When using Disguise to change your appearance, you gain a +2 circumstance bonus if the change in your voice also helps your disguise (at the GM's discretion).

Special Abilities

Healing Circuit: In addition to being constructs and thus able to benefit from spells like make whole, SROs count as living creatures for the purposes of magic healing effects that work on living creatures, though the number of Hit Points restored in such cases is halved. A character must use the Engineering skill to perform the tasks of the Medicine skill on SROs. SROs also heal naturally over time as living creatures do, and can benefit from magic or technology that can bring constructs back from the dead, as well as effects that normally can't (such as raise dead).

Holographic Clone Exploit: 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.

Integrated Equipment: An SRO has an internal, integrated standard datajack and comm unit. If an SRO is helpless, these can be removed or destroyed without damaging the SRO. They can be replaced or upgraded for the normal price of this equipment. An SRO has an additional built-in cybernetic component with an item level no greater than half the SRO's character level (minimum item level 1). Each time the SRO gains a level, they can swap out this piece of equipment at no additional cost to represent internal reconfigurations. These pieces of equipment don't count against the systems in which an SRO can install cybernetics.

Robotic: SROs are immune to bleed, disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. SROs can be affected by effects or spells that normally target only humanoids, but receive a +4 racial bonus to saving throws against such effects. SROs can eat and drink, though they don't need to, and they must recharge their internal batteries by entering an off-line mode that is similar to sleep for 8 hours every day. SROs do not breathe or suffer the normal environmental effects of being in a vacuum.

Uncanny Mobility: When you make a trick attack, if you choose the target of your attack before you move, your movement doesn't provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don't provoke attacks of opportunity from that creature for this movement.

Boons Slotted this Adventure
Faction: Manifold Host
Personal: SRO
Promotional: T-Shirt 2 Nova Reroll
Social: Instructor

All My Boons:

Bot Me!:

[dice=Stabby (survival knife)] 1d20+8[/dice]
[dice=Slashing Damage]1d4+2[/dice]

[dice=Pew Pew (Static Arc pistol)]1d20+8[/dice]
[dice=Electrical Stun Damage]1d6+2[/dice]

[dice=Bang Bang (Semi-Automatic pistol)]1d20+8[/dice]
[dice=Piercing Damage]1d6+2[/dice]

In ship combat, he happily serves as Captain, Pilot, Gunner, Engineer or Science Officer.