Stewards Infiltrator

Valgard Techhead's page

50 posts. Organized Play character for CptJames.


Full Name

Valgard Techhead

Race

|SP: 54/54, HP: 49/49, RP: 8/12|Spell Slots Remaining Lvl 3: 2/4, Lvl 2: 5/6, Lvl 1: 5/7|EAC: 25, KAC: 26|Fort: +6, Ref: +7, Will: +7|Init: +4|Perception: +14 (+18 to search)|Speed: 30ft Land, 30ft Fly (Average Maneuverability)|

Classes/Levels

Senses: Darkvision 60ft, Low-Light Vision, Limited Telepathy 30ft|

Gender

Male Damaya Lashunta Scholar (Life Science – Xenobiology) Technomancer 9

Alignment

CG

Languages

Common, Castrovellian, Draconic, Celestial, Terran, Azlanti, Ghibrani, Vesk, Drow, Abyssal, Jinsul, Infernal, Kiirinta

Strength 12
Dexterity 19
Constitution 12
Intelligence 22
Wisdom 12
Charisma 12

About Valgard Techhead

Valgard Techhead
Male Damaya Lashunta Scholar (Life Science – Xenobiology) Technomancer 9
CG Medium Humanoid (Lashunta)
Init +4; Senses Perception +14, Darkvision 60ft, Low-Light Vision, Limited Telepathy 30ft

Defence

EAC 25, KAC 26, AC vs CM 34
SP: 54, HP: 49, RP: 12
Resistances: Cold 5, Fire 5, Electricity 10
Fort +6, Ref +7, Will +7;

Offense

Speed 30ft Land Speed, 30ft Fly Speed (Average Maneuverability) (Personal Boon - #1-17 Avian)
Melee Tactical Baton +10 vs KAC (1d4+5 B/Magic), Analog, Operative
Ranged Fighter Handcoil +12 vs EAC (1d10+4 E/Magic), Crit: Arc 1d10/Burn 2d6, Range 40ft, Ammo 20/Usage 2, Burning Fusion (Level 4).
. . Advanced Semi-Auto Pistol +12 vs KAC (2d6+4 P/Magic), Range 60ft, Ammo 12/Usage 1, Analog.
Spells Level 3 (DC20) 4/day: Arcing Surge, Dispel Magic, Explosive Blast, Slow
Level 2 (DC19) 6/day: Caustic Conversion, Inject Nanobots, Invisibility, See Invisibility
Level 1 (DC18) 7/day: Comprehend Languages, Jolting Surge, Keen Sense, Life Bubble, Magic Missile
Level 0 (DC17): Dancing Lights, Detect Magic, Energy Ray, Ghost Sound, Mending, Transfer Charge
Lashunta Spell-Like Abilities: At Will: Daze, Psychokinetic Hand, 1/day: Detect Thoughts
Spell Cache – Ring on Left Hand
Cache Capacitor – Keen Senses;

Statistics

Str 12, Dex 19, Con 12, Int 22, Wis 12, Cha 12
Base Atk +6; Melee Atk +7, Ranged Atk +10, Thrown Atk +7
Feats Weapon Focus (Small Arms), Weapon Specialisation (Bonus), Spell Focus (Bonus), Combat Casting, Mystic Strike, Mobility, Agile Casting.
Technomancer Hacks Energise Spell, Spell Grenade, Flash Teleport
Skills
Acrobatics +7 (3 ranks),
Athletics +1,
Bluff +1,
Computers +23 (9 ranks),
Culture +15 (9 ranks) & Library Chip,
Diplomacy +1,
Disguise +1,
Engineering +18 (9 ranks) & Library Chip,
Intimidate +1,
Life Science +19 (9 ranks) & Library Chip,
Medicine +15 (9 ranks),
Mysticism +16 (9 ranks) & Library Chip,
Perception +14 (9 ranks) & Keen Senses,
Physical Science +18 (9 ranks) & Library Chip,
Piloting +16 (9 ranks),
Profession (Vid Game Caster) +12 (3 ranks),
Sense Motive +1,
Sleight of Hand +10 (3 ranks)
Stealth +4,
Survival +1;
Languages Common, Castrovellian, Draconic, Celestial, Terran, Azlanti, Ghibrani, Vesk, Drow, Abyssal, Jinsul, Infernal, Kiirinta
Other Gear D-Suit III (Infared Sensors, Thermal Capacitor Mk 1, Electrostatic Field Mk 2), Starfinder Backback, Force Soles Mk 2, Everyday Clothing, Radiation Badge, Ring of Resistance Mk 2 (Fortitude), Medpatch, Computer Tier 1 (Range III Planet – Self Charging, Alarm, Control Complex, Secure Data Complex, Security IV, Artificial Personality), Personal Upgrade - +4 Int, +2 Dex, 2x Super Capacity Battery, Toolkits – Engineering, Hacking, Professional, Thieves, Aura-Translation, Broad Spectrum Scanning, Trapsmith’s, Climbing, Demolitionist, Linguist.

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.

Cache Capacitor:
You expand your spell cache into a cache capacitor. As part of regaining your spells each day, you can cast a single spell into your spell cache and have it affect you continuously for 24 hours. The cache capacitor can hold any of the following spells: detect radiation, disguise self, keen senses, or unseen servant. You must know a spell to store it in your cache capacitor. When you cast the spell into your cache capacitor, you expend the spell slot normally and make any decisions required for that spell, but the duration doesn’t expire for 24 hours. If the spell in your cache capacitor is dispelled or dismissed, you can spend 5 minutes of uninterrupted concentration to re-establish it, keeping the same decisions you made when you cast it, and gaining whatever duration the spell had remaining. You can’t exchange the stored spell for another spell until you again regains your spells.
At 12th level, your cache capacitor gains a second slot that can hold darkvision, lesser resistant armour, life bubble, or spider climb.
At 18th level, your cache capacitor gains a third slot that can hold arcane sight, flight (spell level 3rd or lower), see invisibility, or tongues.

Feats:
WEAPON FOCUS (COMBAT) (SMALL ARMS)
Starfinder Core Rulebook p.163
You have increased training in a particular weapon type, making it easier to hit your target.
PREREQUISITES
Proficiency with selected weapon type.
BENEFIT
Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a drone), you gain a +2 bonus instead.

WEAPON SPECIALIZATION (COMBAT) (BONUS)
Starfinder Core Rulebook p.163
You know how to get the full damage out of a weapon type your class doesn’t normally use.
PREREQUISITES
Character level 3rd, proficiency with selected weapon type.
BENEFIT
Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

SPELL FOCUS (BONUS)
Starfinder Core Rulebook p.162
Through careful study, you have developed methods to make your spells harder to resist.
PREREQUISITES
Ability to cast spells, character level 3rd.
BENEFIT
The DC of spells you cast increases by 1. At 11th level, the DC of your spells instead increases by 2, and at 17th level, the DC of spells you cast instead increases by 3. This bonus does not apply to spell-like abilities.

COMBAT CASTING (COMBAT)
Starfinder Core Rulebook p.156
You leave fewer openings when casting a spell.
PREREQUISITES
Ability to cast 2nd-level spells.
BENEFIT
You gain a +2 bonus to your Armor Class and saving throws against attacks of opportunity you provoked by casting a spell and against readied actions triggered by your spellcasting.

MYSTIC STRIKE (COMBAT)
Starfinder Core Rulebook p.160
Your magical power flows into your weapons.
PREREQUISITES
Ability to cast spells.
BENEFIT
Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures.

MOBILITY (COMBAT)
Starfinder Core Rulebook p.160
You can easily move past dangerous foes.
PREREQUISITES
Dex 13.
BENEFIT
You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.

AGILE CASTING
Starfinder Core Rulebook p.155
You can move, cast a spell, and move again before foes react.
PREREQUISITES
Key ability score 15, Dex 15, Mobility, caster level 4th.
BENEFIT
As a full action, you can move up to your speed and cast a single spell with a casting time of one standard action or less at any point during your movement. If you have a supernatural ability that can be activated as a standard action or less, you can instead use that ability at any point during your movement.
NORMAL
You can move only before or after casting a spell, not both.

Armour Upgrades/Augmentations:
INFRARED SENSORS
Starfinder Core Rulebook p.206
Level: 1 Price: 200 Slots: 1 Armor Type: Any
You gain darkvision with a range of 60 feet.

THERMAL CAPACITOR, MK 1
Starfinder Core Rulebook p.207
Level: 5 Price: 3600 Slots: 1 Armor Type: Any
This upgrade regulates heat, protecting you from extreme temperatures. You can exist comfortably in conditions between –50° and 170° F without needing to attempt Fortitude saves. In addition, the armour grants cold resistance and fire resistance. The amount depends on the capacitor’s type, as listed below.
Mk 1: Resistance 5
Mk 2: Resistance 10
Mk 3: Resistance 15

ELECTROSTATIC FIELD, MK 2
Starfinder Core Rulebook p.206
Level: 9 Price: 13000 Slots: 1 Armor Type: Any
This field over your armour grants you electricity resistance, and any creature that touches you or deals damage to you with a melee weapon takes electricity damage. The resistance granted and damage dealt depend on this upgrade’s type, as noted below.
Mk 1: Resistance 5 and 1d6 electricity damage.
Mk 2: Resistance 10 and 2d6 electricity damage.
Mk 3: Resistance 15 and 3d6 electricity damage.

FORCE SOLES, MK 2
Level: 8 Price: 10700 System: All feet
Nodes in the soles of your feet project tiny fields of force energy when you intentionally step into thin air, allowing you to walk as if you were on solid ground as long as you are not encumbered, even in zero gravity. Ascending into the air is similar to walking up an incline. The maximum upward angle possible is 45 degrees, and you move at a rate equal to half your normal land speed. You can move your full land speed horizontally or up to 45 degrees downward. Unless you have mk 2 force soles, you must end your movement on the ground or you fall.

Technomancer Hacks:
ENERGIZE SPELL (EX)
Starfinder Core Rulebook p.121
Once per day as a move action, you can use a battery or a weapon’s power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. You must cast the spell before the start of your next turn, or the charges are wasted with no effect.

SPELL GRENADE (SP)
Starfinder Core Rulebook p.122
You can spend 1 Resolve Point to store a spell with a range of touch in a grenade, allowing you to affect a target within the grenade’s blast radius with the spell. Casting a spell with spell grenade uses the spell’s standard casting time, and throwing the spell grenade is a standard action. You must throw the grenade before the end of your next turn, or the spell is wasted. You are considered proficient with the grenade for this attack. Choose a single target within the grenade’s blast radius; that target is affected by the spell as if you had successfully touched it. The grenade goes off as normal, with all of its usual effects within its blast radius. If you miss the targeted intersection with the grenade, you must choose a target within the grenade’s new blast radius. If there are no suitable targets within the grenade’s blast radius, the spell is wasted. Spells whose ranges are not touch don't benefit from this magic hack.

FLASH TELEPORT (SP)
Starfinder Core Rulebook p.122
As a move action, you can spend 1 Resolve Point to teleport up to 30 feet. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity.

Student - Lashunta Racial:
STUDENT
Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice. (Perception and Computers)

Scholar Theme:
SCHOLAR +1 INT
Starfinder Core Rulebook p.35
You are an erudite intellectual, pitting your brain against problems and puzzles that others would find daunting. You might be an instructor of a specific topic at a large university or a dabbler in a number of fields of study. You could be exploring the galaxy in search of ancient artifacts or new scientific phenomena. Whatever your motivation, you are sure that the answers you seek are out there.

THEME KNOWLEDGE 1st
You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick Physical Science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

TIP OF THE TONGUE 6th
Sometimes, after pausing to collect your thoughts, you realize that you know the answer to a particularly challenging question. Once per day, you can reroll any skill check (see page 243) to recall knowledge. You must decide to use this ability after rolling but before learning the information from your first roll. You must take the second result, even if it is worse.

RESEARCH MAVEN 12th
You can research much faster than most other people, allowing you to collate information from databases, libraries, and other sources in one-quarter the normal time; with this ability, you can typically take 20 to recall knowledge in 5 rounds.

MASTER SCHOLAR 18th
To you, learning and absorbing knowledge related to your field of expertise is as refreshing as drinking from a cool spring in the middle of a desert planet. Up to twice per day, when in a situation where information from your specialty field could be useful (at the GM’s discretion), you can spend 10 minutes in deep contemplation and research of your specialty field and recover 1 Resolve Point, in addition to using recall knowledge (see page 133) for the information you seek; this doesn’t count as resting to regain Stamina Points.