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About Z'Tel___________________________________________ Z'tel
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Starship-Combat Version of Skills
Feats: Weapon Focuse (Basic Melee), Weapon Specialisation (Small Arms, Longarms, Basic Melee, Advanced Melee), Proficiencies: Small Arms, Longarms, Advanced Melee, Basic Melee Weapons, Light Armour Proficiency, Toughness Languages Common, Shirren, Racial Abilities Limited Telepathy: Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak. Blindsense: Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flatfooted against attacks from creatures it can’t see. Hive Defense Shirrens deeply value friends and constantly look out for these companions. Once per day, when an ally within 10 feet of a shirren with this trait attempts a saving throw, as a reaction, the shirren can allow that ally to roll their saving throw twice and use the higher result. Cultural Fascination Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks. Combat Gear Defrex Hide, Basic (+5/+5, 4 , 0, 1, L), Plasma Fork, 12-Notch, Other Gear Personal Upgrade Mk1 (CON), Serum of Healing Mk2, Serum of Healing Mk1 x4, Engineering Tool Kit, Trapsmiths tools (+4 engineering for traps), Thermal Regulator (Hybrid) Augments Dragon Gland, Wyrmling Credits: 1050 --------------------
Nanite Surge: A number of times per day equal to half your nanocyte level plus your Constitution modifier, you can use a nanite surge to push your nanites to perform extraordinary feats in certain situations; the exact benefits vary by circumstance and are explained in the abilities below. Nanite Array: As a move action, you can direct your nanites to adopt an array, and you can have only one array active at a time. You can instead use a nanite surge (see above) to form or switch arrays as a swift action. The nanites maintain their array until you direct them into a different array, you fall unconscious, or you end your turn more than 10 feet from the array. If an array ends without being turned into a different array, the nanites disperse and return to your body at the beginning of your next turn and await further instructions. If you aren’t within 60 feet of the array or the array is physically blocked from reaching you, the nanites instead break down, and you can’t use your nanite array again until you spend 1 Resolve Point and take a full action to create a replacement array. Your nanites are technological in nature and can be detected by spells such as detect tech, but they aren’t otherwise subject to effects that affect technology. The three forms of nanite arrays—sheath, cloud, and gear—provide the following benefits only while the specific array is active Sheath Array: The nanite array reinforces your body, granting you a +1 enhancement bonus to Reflex saving throws and a +1 insight bonus to checks with two of the following skills: Acrobatics, Athletics, Sleight of Hand, or Stealth, selected when you form this array. At 3rd level and every 4 levels thereafter, these bonuses increase by 1. When you form a sheath array, you can use a nanite surge to gain a number of temporary Hit Points equal to your nanocyte level; you lose any remaining such temporary Hit Points when the sheath array ends. Cloud Array: Your nanites spread out into a faintly visible cloud that fills up to a number of contiguous 5-foot squares (at least one of which must be adjacent to you) equal to 1 plus your Constitution bonus. The cloud is stationary once formed, though as a move action you can reconfigure its space: if you do so, at least one square of the cloud must remain unchanged. When you take a guarded step, you can move 10 feet as long as you begin and end this movement adjacent to or within your cloud array. When you form a cloud array, you can use a nanite surge to increase the cloud’s density. This causes the array’s space to provide concealment, but it provides only a 10% miss chance. It doesn’t provide enough concealment to hide, and your attacks ignore any miss chance provided by your cloud. This doesn’t stack with existing concealment. At 3rd level, whenever you form a cloud array, it can fill an additional 5-foot square and you increase any miss chance the cloud provides to 15% Gear Array: Your nanites shape themselves into a single piece of equipment, such as a weapon, tool, or even a cybernetic augmentation. You can direct your nanites to create a limited selection of equipment, divided into major forms and minor forms. Major forms include weapons and cybernetic augmentations, while minor forms include technological items (excluding armor and weapons) and personal items. At 1st level, you know how to create two major forms and three minor forms. You learn a new minor form at 2nd level and every 2 levels thereafter, and a new major form at 3rd level and every 4 levels thereafter. PRIMARY NANITE FACULTY: Regeneration Reactive Repair (Ex): As a swift action, you can use a nanite surge to direct your nanites to repair and reinforce an ally. The target must either be adjacent to you or be adjacent to or within your nanite cloud. Alternatively, you can target yourself with this ability. For 1 minute or until the target begins their turn no longer adjacent to you or adjacent to or within your cloud array, the target gains fast healing 1 (as per the universal creature rule), except that the ability restores Stamina Points instead of Hit Points. Whenever the target regains a Stamina Point from this ability, they also gain 1 temporary Hit Point that doesn’t stack with other temporary Hit Points. When the effect ends, the target loses any temporary Hit Points gained from this ability. Abundant Nanites (Ex) Your body houses a seemingly inexhaustible amount of nanites. When calculating your number of nanite surges per day and the maximum bulk of your nanite gear, treat your Constitution modifier as 2 higher. NANOCYTE KNACKS:
DEFENSIVE DISPERSAL (EX): By using a nanite surge as a reaction when you take damage, you can protect yourself with your nanites as they create a temporary barrier or even cause part of your body to temporarily disperse. You reduce the damage dealt by the triggering effect by an amount equal to your nanocyte level plus your Constitution modifier, and you gain a +1 circumstance bonus to the first saving throw against the effect (such as the initial saving throw to resist a poison, but not subsequent saves against it). CYTO-CONVERSION (EX) As your connection to your nanites grows, the swarm’s ability to break down and reassemble your body strengthens, gradually making you more machine than mortal. You receive a +1 circumstance bonus to saving throws against bleed, disease, poison, and sleep effects. In addition, you gain a 10% chance to treat a critical hit against you as a normal hit; it deals normal damage and doesn’t apply any critical hit effect. This percentage doesn’t stack with similar effects Toughness In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation. --------------------
Bot Me!:
[dice=Nanite Sheath] 1d20+9 [/dice]
[dice=Plasma Fork vs EAC]1d20+ 6 [/dice]
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