spectrevk |
I'm building this for an Attack of the Swarm game coming up soon, and I'm using the alternate Half-Orc traits from the Character Operations Manual. Any thoughts/suggestions?
Half-Orc Technomancer
Background: Guard (+1 DEX)
STR 10
DEX 15
CON 10
INT 18
WIS 12
CHA 08
Self-Sufficient: Half-orcs receive a +2 racial bonus to Survival skill checks.
Darkvision: Half-orcs can see up to 60 feet in the dark.
Professional Focus: Especially on Apostae, half-orcs are educated by the drow to be an expert in a particular vocation, filling that role throughout their lives. Such half-orcs gain Profession as a class skill. In addition, these half-orcs gain 1 additional skill rank per level, but this rank must be invested in the Profession skill.
This replaces intimidating.
Orc Ferocity: Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious.
EAC: 13 KAC: 14
HP: 11 Stamina: 5
Fort: 0 Ref: 2 Will: 3
ATTACKS
Azimuth Laser Rifle +2 (1d8F)
Energy Ray +2 (1d3A/C/F)
Tactical Baton +2 (1d4B)
SKILLS
Computers (Int) +8
Engineering (Int) +8
Life Science (Int) +8
Mysticism (Wis) +5
Perception (Wis) +5
Physical Science (Int) +8
Piloting (Dex) +6
Profession: Research Assistant (Int) +8
Sleight of Hand (Dex) +6
FEATS/PROFICIENCIES
Light Armor
Basic Melee
Small Arms
Longarms Proficiency (feat)
SPELLS
0: Detect Magic, Mending, Dancing Lights, Energy Ray
1 (3/day): Remote Operation, Supercharge Weapon
GEAR
Azimuth Laser Rifle 425
Second Skin 250
Tactical Baton
235 credits
CACHE AUGMENTATION: Technopathy Node (Armory p.93)
Your studies of the fundamental forces of the galaxy have enabled you to enhance one of your body’s systems to benefit from the energy of stored spells. You might have been bestowed this augmentation by an order of technomancers, implanted the augmentation into yourself as part of your research, or witnessed part of your body undergo a technomantic apotheosis that left you with the ability to cast spells. Your cache augmentation takes the form of any cybernetic augmentation or magitech augmentation (Starfinder Armory 90) of your choice with an item level of 1. Each time you gain a level, the item level of your augmentation increases by 1, and you can replace it with a different augmentation with an item level equal to your technomancer level or lower. This augmentation counts toward the total number of augmentations you can have implanted into each of your body’s systems as normal.
At 6th level, each time you regain your spells, choose one of the following: attack rolls, Computers and Engineering checks, Fortitude saves, or Reflex saves. You gain a +1 enhancement bonus to rolls of your chosen type. This enhancement bonus increases to +2 at 12th level and +3 at 18th level.
At 12th level, each time you regain your spells, choose a second option from the 6th-level list. You gain a +1 enhancement bonus to rolls of this type. This enhancement bonus increases to +2 at 18th level.
At 18th level, each time you regain your spells, choose a third option from the 6th-level list. You gain a +1 enhancement bonus to rolls of this type.
These enhancement bonuses count as part of the effects of your cache augmentation, and if your augmentation is removed or its effects suppressed (such as by the reject augmentation spell; Starfinder Armory 149) you also lose these bonuses.
This replaces spell cache and cache capacitor.