Kogra

Yuta-133's page

148 posts. Organized Play character for Elinnea.


Race

| SP 13/18 HP 19/19 | RP 4/5 | EAC 15; KAC 16 | Fort +2; Ref +3; Will +3 | Init +2 | Perc +3, low-light vision, darkvision 60ft

Classes/Levels

| Speed 30ft | Spells: 1st 3/4 | Spell Cache 1/1 | Active conditions: Wave modulator cursed -2

Gender

Male Android Technomancer 3

About Yuta-133

SFS # 270121-703
Experience 7
Fame 13 Global reputation 15

Yuta-133 (Yoo-tah one-three-three)
Technomancer 3
NG Medium humanoid (android)
Tempered Pilgrim, Arcanamirium Sage
Init +2
Senses Perc +3, SM -2, low-light vision and 60' darkvision

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Defense
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EAC 15, KAC 16 (+4 from Mobility)
SP 18 HP 19 RP 5
Fort +2, Ref +3, Will +3
+2 vs. disease, mind-affecting, poison, sleep, unless targeting constructs
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Offense
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Speed 30 ft.
BAB +2 Melee +1 Ranged +3
Wave modulator I +4 (1d4+1 fire or sonic, 30ft range, modal dmg type)
Charges 20/20, uses 4
Tactical semi-auto pistol +4 (1d6+1 piercing, 30ft range)
Rounds 9/9
Survival knife +4 (1d4+1 slicing)
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Statistics
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Str 10, Dex 14, Con 12, Int 18, Wis 10, Cha 9

Skills:

+2 Acrobatics +2 Dex, 1 rank, -1 acp
-1 Athletics +0 Str, -1 acp
-1 Bluff -1 Cha
+11 Computers +4 Int, 3 ranks, +3 class, +1 insight
+10 Culture +4 Int, 3 ranks, +3 class
-1 Diplomacy -1 Cha
-1 Disguise -1 Cha
+10 Engineering +4 Int, 3 ranks, +3 class
...add +1 insight to identify or repair magic/hybrid items
-1 Intimidate -1 Cha
+9 Life Science +4 Int, 2 ranks, +3 class
Medicine +4 Int
+7 Mysticism +0 Wis, 3 ranks, +3 class, +1 insight
...add +1 insight to identify or repair magic/hybrid items
+3 Perception +0 Wis, 3 ranks
+8 Physical Science +4 Int, 1 rank, +3 class
+8 Piloting +2 Dex, 3 ranks, +3 class
...add +2 insight to navigate within Pact Worlds
+13 Profession (accountant) +4 Int, 1 rank, +3 class, +4 from tools, +1 circumstance from clothing
-2 Sense Motive +0 Wis, -2 racial
Sleight of Hand +2 Dex, -1 acp
+2 Stealth +2 Dex, 1 rank, -1 acp
+0 Survival +0 Wis
Armor check penalty = -1

Feats Mystic Strike, Spell Focus, Weapon Specialization (basic melee), Weapon Specialization (small arms), Mobility

Languages Common, Akitonian, Castrovelian, Ysoki, Eoxian, Kasatha, Auran, Ghibrani
Proficiencies Light armor, Basic melee weapons, Small arms

Wealth 3,292
Inventory Tracking Sheet
Combat Gear Graphite carbon skin, Static arc pistol, Tactical semi-auto pistol, Survival knife

Other Gear:
Consumer backpack
Battery (20 charges)
Serum of healing, mk 1
Hacking kit
Engineering kit
Medpatch
Starstone compass
Field rations (1 week)
Professional accountant's clothing
Accounting tools (a binder summarizing common legal strictures)
Hygiene kit

Shopping list:

Jump jets (upgrade, 1,000cr)

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Special Abilities
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Spell Cache Tattoo on the back of his neck. Activate 1/day to cast any one spell he is capable of, without using a spell slot.
Mystic Strike All melee and ranged attacks count as magic.
Spell Focus +1 DC of spells is increased. Goes up at levels 11 and 17.
Techlore +1 Insight bonus to Computers and Mysticism checks. Goes up at levels 6, 9, 12, 15, and 18.
Weapon Specialization Add half his character level to damage with small arms and basic melee weapons.
Theme Knowledge -5 DC recall knowledge about a culture's customs using Culture, Culture is a class skill, +1 Charisma
Magic Item Scholar Insight bonus of half class level (1) to Engineering and Mysticism checks to identify and repair hybrid and magic items. Don't need detect magic for magic items. Add identify to spells known. Treat his character level as 1 higher for the purpose of purchasing hybrid or magic items; this does not stack with other abilities that increase effective level when purchasing items.

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Spells Known
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Save DC: 15 + spell level

Level 0 (∞/day)
Detect Affliction
Psychokinetic Hand
Energy Ray
Transfer Charge
Mending
Telepathic Message

Level 1 (4/day)
Magic Missile
Comprehend Languages
Summon Creature
Identify
Flight

Air Elemental:

N Tiny outsider (elemental, extraplanar, air); CR 1/3
Init +1; Senses darkvision 60 ft. Perception +3
HP 6
EAC 11 KAC 12
Fort +3 Ref +1 Will +0
Immunities Bleed, critical hits, paralysis, poison, sleep effects, stunning, flanking
Speed 20 ft.; supernatural fly 100 ft. (perfect)
Melee slam +5 (1d6+3 B)
Str +3 Dex +1 Con +0 Int -3 Wis +0 Cha +0
Skills Acrobatics +3, Athletics +3
Languages Auran
Feats Flyby Attack (single move with a standard action anywhere within)
Abilities Air Mastery (Ex) Airborne creatures take a -1 penalty to attack and damage rolls against an air elemental.

Azata:

CG Tiny outsider (azata, chaotic, extraplanar, good); CR 1/3
Init +1; Senses low-light vision, darkvision 60 ft. Perception +3
HP 6
EAC 11 KAC 12
Fort +3 Ref +1 Will +0
Immunities electricity, petrification
Speed 30 ft.
Melee slam +2 (1d6+3 B)
Ranged celestial bow +5 (1d4 P, range 120 ft.)
Str +3 Dex +1 Con +0 Int -3 Wis +0 Cha +0
Skills Acrobatics +3, Athletics +3, Culture +3
Languages Common, Celestial

Inevitable:

LN Tiny outsider (extraplanar, inevitable, lawful); CR 1/3
Init +1; Senses darkvision 60 ft. Perception +3
HP 6
EAC 11 KAC 12
Fort +3 Ref +1 Will +0
Traits constructed (as per the android trait), regeneration 1 (suppressed by chaotic attacks)
Speed 20 ft.
Melee slam +5 (1d6+3 B)
Ranged arc gun +2 (1d4 E, range 50 ft., natural weapon)
Str +3 Dex +1 Con +0 Int -3 Wis +0 Cha +0
Skills Acrobatics +3, Engineering +3, Perception +3
Languages Common

Protean:

CN Tiny outsider (chaotic, extraplanar, protean); CR 1/3
Init +1; Senses darkvision 60 ft., blindsense (hearing) 30 ft. Perception +3
HP 6
EAC 11 KAC 12
Fort +3 Ref +1 Will +0
Immunities acid, entangling, grappling, paralysis, pinning
Speed 20 ft., supernatural fly 60 ft. (perfect)
Melee bite +5 (1d6+3 P plus grab) grab: if attack hits KAC+4, automatically grapple as a free action; if attack hits KAC+13, automatically pin
Str +3 Dex +1 Con +0 Int -3 Wis +0 Cha +0
Skills Acrobatics +3, Athletics +3, Bluff +3
Languages Common

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Other Abilities
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Constructed +2 racial bonus vs. disease, mind-affecting effects, poison, sleep (unless they target constructs). Do not breathe or suffer environmental effects of being in a vacuum.
Exceptional Vision Low-light vision and 60ft darkvision
Flat Affect -2 Sense Motive checks, Sense Motive DC against him is 2 higher
Upgrade Slot Has a single light armor upgrade slot in his body (currently empty)

Society Subdermal Graft (left hand):

Model: Single
Level: 1
Price: 150
This implant rests beneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in a species that lacks hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder's Society's symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.

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Faction Reputation
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Dataphiles 14
Exo-guardians 1
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Boons Slotted this Adventure
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Ally:
Faction: Dataphiles Champion
Personal:
Promotional:
Social: Faction's Friend (0/3): Earn 1 reputation (no fame) for a faction in spite of not completing the success condition [1]
Starship:
Slotless:
* Marked Field Agent: received hand augmentation Society Subdermal Graft [1]
* Star Sugar Heartlove!!!: proud owner of a Strawberry Machine Cake album [1]
* Claimant to Salvation
Dormant boons:

* Honorbound Allies [Ally or Starship, 2]
* Envar's Attention [Ally, 3]
* Street Cred: Absalom Station [Social, 5]
* Solar Powered Weapon System [Starship, 3]
* Loaned Ship: Sunrise Maiden [Starship, 5]

Starfinder Adventures:

[5] Mar 3, 2019: Incident at Absalom Station (GM credit)
[4] Nov 1, 2018: Skitter Shot
[3] Apr 1, 2018 1-07: The Solar Sortie
[2] Feb 15, 2018 1-04: Cries from the Drift
[1] Jan 8, 2018 1-01: The Commencement

Background:

Yuta-133 awoke only six years ago, leaning up against a wall in Absalom Station. He had no memories of who he was or how he got there. He did know his own name, Yuta-133, though not what it meant; were there 132 others like him out there, or does the number signify something else? Were they the previous souls who occupied this physical body? Since the number did not have any special significance to him, he decided to call himself simply Yuta. Not having any additional answers, he got up to explore.

He was quite intelligent and it did not take him long to get his bearings on the station, or to realize that he had some capabilities to manipulate reality through magic. He located the Arcaniamirium, an institute apparently famous for training magical users, especially those interested in technomancy, and so he enrolled there to channel his existence into some purpose.

In order to pay for the fees and earn enough to feed himself, Yuta also looked for a trade. He had quickly picked up the legal and economic regulations on the station, so he went through a speed-training course to become a certified accountant. He specialized in helping temporary residents on the station, people who were passing through or only living there for a short time, and who likely did not have a good grasp on local ordinances. In addition to being paid well, he got to hear their stories from other worlds in the system and even beyond. He was very curious about such things, having never been off the station himself.

Yuta was especially drawn to a married kasathan couple, who were very friendly and made use of his services often. They told him about their culture and background. It touched Yuta deeply, especially their reverence for history and cultural traditions, because his own experience in life had only just begun so recently. He started to become restless on Absalom Station, eager to see something new, out there in space. So, once he had reached a basic level of competence at the Arcanamirium, he applied to join the Starfinder Society.

Level up history:

Skill ranks
1: Computers, Culture, Engineering, Life Science, Mysticism, Perception, Piloting, Profession
2: Computers, Culture, Engineering, Life Science, Mysticism, Perception, Physical Science, Piloting
3: Acrobatics, Computers, Culture, Engineering, Mysticism, Perception, Piloting, Stealth

Feats
1: Mystic Strike
3: Mobility

Spells
2: Summon Creature and Mending; learned Identify from archetype, replaced Detect Magic with Energy Ray
3: Flight and Telepathic Message; replaced Daze with Detect Affliction