Race |
Small SRO - Technomancer 1 | SP (0/5) HP (6/7) RP (3/4) | EAC 15 KAC 16 | F +0 R +3 W +2 | Perception +0 (Darkvision 30ft) |
About Whiskey Bot 8000
WhiskeyBot 8000
SRO scholar technomancer 1
N Small
Init +3; Perception +0 (Darkvision 30 ft)
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Defense
SP 5 HP 7 RP 4
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EAC 15; KAC 16
Fort +0; Ref +3; Will +2
Immunities: bleed, disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs
+4 Racial bonus vs effects that target humanoids
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Offense
+3 Azimuth Combat Rifle 1d8F (1d6 burn, R:120)
+0 Survival Knife 1d4S
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Speed 30 ft.
Technomancer Spells Known (CL 1st)
. . 1st (3/day)—grease (DC 15), magic missile
. . 0 (at will)—daze (DC 14), detect affliction, fabricate scrap, transfer charge (DC 14)
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Statistics
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Str 10 (+0); Dex 16 (+3); Con 11 (+0); Int 17 (+3); Wis 10 (+0); Cha 10 (+0)
Skills Computers +7 (1 ranks), Engineering +7 (1 ranks), Mysticism +4, Physical Science +8, Piloting +7 (1 ranks), Profession (Bartender) +11, Sleight Of Hand +7; (reduce the DCs of Physical Science checks by 5 when recalling knowledge about chemistry.
Feats Longarm Proficiency
Other Abilities spell cache (item type), 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).
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. Hideaway Limb
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.
Other Gear Azimuth Laser Rifle, Survival Knife, Freebooter Armor I, Engineering Kit, Healing Kit, Bartender Kit, Trapsmith Kit
Starstone Compass, 2x Battery, Flashlight, Fire Extinguisher, 264 credits