Altronus

Vyankar's page

49 posts. Organized Play character for CaptainBacon.


Full Name

Vyankar

Race

| SP 18/22 ; HP 18/18 ; RP 5/5 | EAC 15 ; KAC 16 | Ft +7 ; Rf +6 ; Wi +0 | Init. +3 ; Perc. +5 ; SM. +0

Classes/Levels

| Speed 30ft | Active conditions: None. | EP: 0 |

Bot:
[dice=Attack, Entropic Strike]1d20+6[/dice][dice=Damage, A &/or B]1d3+4[/dice]

Gender

"Vyankar" Male LG Kasatha Vanguard 2 (Stormrunner)

About Vyankar

N Medium Humanoid (Kasatha - Kasath Native)

Backstory (In Construction):

Taken from Ash's Guide to RPG Personality & Background

Primary Motivator:
Emotional Disposition:
Moodiness:
Outlook:
Integrity:
Impulsiveness:
Boldness:
Agreeableness:
Interactivity:
Conformity:

Init +3; Senses Perc +5, SM +0,

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Defense
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EAC 15, KAC 16
SP 22 HP 18 RP 5
Fort +7, Ref +6, Will +0

WIP FROM THIS POINT ON
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Offense
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Speed 30 ft.

Regular Weapons:
Melee Sopranino Singing Disk +3 (1d4 So, Analog, Thrown 20ft. at +3)
Melee Standard Taclash +3 (1d4 S, Analog, Disarm, Nonlethal, Reach, Trip)
Ranged Azimuth Laser Pistol +5 (1d4 F, Crit Burn 1d4, 80ft.)

Entropic Strike:
Melee Entropic Strike +6 (1d3+4 Acid &/or Bludgeoning, Operative)
Ranged Thrown Disk Entropic Strike +3 (1d3+4 Acid &/or Bludgeoning)

(Can apply Reach, Nonlethal and Critical Effects to Entropic Strike via corresponding weapon)

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Statistics
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Str 10, Dex 16, Con 18, Int 10, Wis 11, Cha 8

Skills
Acrobatics +10, Athletics +6, Bluff -1, Culture +7, Diplomacy -1, Disguise -1, Intimidate -1, Medicine +4, Mysticism +4, Perception +5, Piloting +3, Sense Motive +0, Stealth +3, Survival +6

Proficiencies
Armor: Light, Heavy, Shield
Weapon: Basic Melee, Advances Melee, Small Arms

Feats
Weapon Focus: Advanced Melee

Languages WIP

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Gear
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Helios Equipment

Clearweave I Armor
Tactical baton
Azimuth Laser Rifle
Pulsecaster pistol

Personal Comm Unit
Flashlight
1 week of rations
Hygiene Kit
Industrial Backpack
Travel Clothes
2x Mk1 Healing Serum
Starstone compass
Engineering kit
Hacking kit
Extra battery x2 (20 charges)

TOTAL: 2425 credits spent

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Special Abilities
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Alternate Racial Trait: Infosphere Integration
The artificial brain an android possesses can allow better compatibility with infospheres and direct downloads of information. An android with this trait has a built-in comm unit that can be accessed without needing to use their hands.

Once per day, whenever the android takes a 10-minute rest to regain Stamina Points, they can choose one Intelligence-, Wisdom-, or Charisma-based skill. The chosen skill becomes a class skill for them, and they gain Skill Focus as a bonus feat with that skill. This decision lasts until the next time the android uses this trait.

This replaces exceptional vision.

Spells You cast spells drawn from the technomancer spell list. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier.
Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.
You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a Cursed or trapped spell gem.

Spell Cache (1) 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.

Theme Knowledge (Ace Pilot) 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.

Magic Hacks You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier. The list of magic hacks appears starting on page 120.

Current Magic Hacks:
2nd level:

Energize Spell (Ex)
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.

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Spells
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Cantrips (5): Daze, Detect Magic, Telepathic Message, Token Spell, Transfer Charge
Level 1 (3): Grease, Magic Missile, Supercharge Weapon

Spells per day:
Level 1: 3 (2 slots + 1 Int bonus)
+ Spell Cache (1)

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Boons Slotted this Adventure
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Ally:
Faction: Wayfinders Champion
Personal: Scoured Stars Survivor
Promotional:
Social: Friend of the Ghibrani
Starship: Defender of the Fleet
Slotless:

Botting instructions:

Helios-4 will try to stay on the backline as much as possible, but might get a bit 'cocky' if things are going good. Most of the time, he will attack with his Azimuth Laser Rifle, though he will also use Daze if his opponent is a humanoid that might be affected.

Completed Scenarios:

1-03 Yesteryear's Truth
1-99: The Scoured Stars Invasion
Skitter Shot

Total Credits earned:

Starting: 1000
1-03: 741
1-99: 720
SkS: 720
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Total: 3181 credits

Spent: 2425 credits
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Remaining: 756 credits

Chronicle Sheets