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An Orc a Bar and Some Adventures
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#
376
Dec 21st, 2022, 03:37 PM
triedtherest
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RPXP: 6408
Posts: 4,636
Yasir bin Abadard XXIV - Back to the Profit Margin
Yasir was NOT having a good day!
While
his
blade-wielding Sociopath had proven to be the superior, a SECOND blade-wielding Sociopath had turned to shiv him while was (literally) down!
Leaving the two to "sword-dance" or whatever they called it, Yasir got his Marines to CASEVAC him back to the ship's Medbay for treatment.
OOC
Terrified and sickened for 2 rounds
Stamina Points: 0/24
Hit Points: 12/28
Will spend two days bed rest, if he can.
Set Up Shop: (Using
These Rules
)
Upgrade Masterwork Skill Rank 3 Small Merchant Business
Time: 1 week (3/7 Days completed)
Cost: 100 Credit/Skill Rank (125% of Cost to make it Masterwork) = 375 Credits (4 credits previously invested)
Recruit Rank 3 Assistant:
Days it takes to Recruit 1st Assistant: 9 (Day 3/9)
Character Sheet
Last edited by triedtherest; Dec 21st, 2022 at
03:37 PM
.
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#
377
Dec 27th, 2022, 09:59 PM
RWBY2019
Servant To The Omnissiah
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Yasir - Blood Gore And Some Healing Please
Yasir Was helped to his feet by a pair of marines and his patron spoke
"I See They Have found you champion, as such I impart to you a new gift"
Yasir felt a caged beast inside himself and it wanted out. and in a moment of mental he gave in.
The then few moments were a blur as Yasir ripped into the woman with the tragedy mask but when when he calmed down teh woman was gone a number of men from the Augustgrad were mutilated gore and blood strewn everywhere Akaiyuki had a hand on his shoulder
"Are you okay you seem to have a knack for surprising me"
A marine helped Yasir back to the shuttle a explosion in the Augustgrads reactor core causing it to start falling Vania calling over open comms very drunkenly
"TIMBER! DOWN YOU GO DOMINION BASTARDS, BETTER YOU DIE TO ME THAT THE CHAOS FLEET."
Cross - Zerg And The Crash
"Understood sir "
The Protoss soldier then chased after The dominion soldiers and convinced them to help but as they comeback Vania's drunken voice comes over Open comms
"TIMBER! DOWN YOU GO DOMINION BASTARDS, BETTER YOU DIE TO ME THAT THE CHAOS FLEET."
she Then starts laughing hysterically waking Cera who sleepily rubs her eyes
"Dad why are these guys here still. also why is sister laughing"
Cera yawned perking up a little as she noticed the zerg nearby
"I can eat these right"
a small finger pointing at the zerg
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#
378
Dec 29th, 2022, 01:16 PM
Dylan Scott
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Cross and Cera
As the Soldier headed off to retrieve the newly freed Dominion Troops, Cross set Cera down and started to prepare himself for the conflict, trying his best to bury the memories of the last Zerg Swarm he had been involved in, so much had happened it seemed a lifetime ago but it had been mere days, days since his world literally was lost, since his friend, his mentor, his brother had fallen. But now he had even more to lose, his eyes looking down at Cera, still sleeping. He would not lose anyone else
"TIMBER!"
Cross did his best to mute the volume but Cera's senses were even sharper than his own and Vania's drunken laughter and swearing was enough to wake his daughter, who looked momentarily confused, then hungry at the sight of the approaching Zerg.
"Dad why are these guys here still. also why is sister laughing. I can eat these right?"
He was tempted to say no, but he had the feeling she wouldn't listen anyway, like her sisters she was still young and ran on instinct and impulse.
"Yes you can princess but they don't taste very good and are very dangerous. You will be safe here in the hold with the Guards, nothing can get in here without going through them"
Fate of course had a very sarcastic sense of humour, no sooner had he made his statement than he heard a voice behind him, a soft musical voice from a distant memory, a voice he had hoped he would never have to hear again, from someone who should not be on this vessel let alone so close without him knowing about it. As a cold shocking fear gripped his stomach Cross did his best to restrain his body from reacting.
"Hello Nathaniel"
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Bonus Action:
Reaction:
Notes:
Conditions:
Stat Block
Nathan Cross
Neutral Good | Terran - Bounty Hunter | Operative (Level 5)/Soldier (Level 1)
Stamina:
37 / 64
|
HP:
41 /41 |
Resolve Points:
1 / 6
EAC:
20 |
KAC:
22 |
Initiative: +14
Speed:
50 |
Base Attack Bonus:
+4 (+3/+1)
STR
13(+1) |
DEX
18 (+4)
| CON
18 (+4) |
INT
16 (+3) |
WIS
14 (+2) |
CHA
13 (+1)
Fort Save:
+9 (Airborne Poison/Toxins +11. Cold/Heat +13)|
Reflex Save:
+8 |
Will Save:
+8
Weapons:
Archaic, Sniper (2-handed).Range (70/1,000) +8 Ranged (2d6+4 Damage)
Specialist Coil Rifle
|
Range(30) +8 Ranged (1d6+2 Damage)
Tactical Semi Auto Pistol
|
+8 Attack (1d4+2 Damage)
Survival Knife
|
+8 Attack (1D8+2 Damage, Cuts Through Tungsten)
Daelaam Protoss Psi-Blade
|
Range (400/1,000) +8 Ranged (3d12+4 Damage), Payload 20/20 (8 Hour Recharge)
Antimatter Rifle
|
+5 Attack 1D6+1 Lethal Damage, Threaten Adjacent Squares with AOO
Unarmed Strikes
Features and Abilities:
Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, Protoss (Probium), Orchish, VaniaSpeak
Languages
|
Armor:
Light, Shields
Weapons:
Simple, Basic & Advanced Melee, Small Arms, Long Arms & Sniper, Psi-Blade and Glaive Cannon, Grenades
Saving Throws:
Dexterity, Constitution
Skills:
Acrobatics: +15, Athletics: +12 (Leaping: +28), Bluff: +8, Computers: +10, Culture: +17, Diplomacy: +9, Disguise: +3, Engineering: +11, Intimidation: +7, Life Science: +8, Medicine: +14, Perception: +13, Physical Science: +7, Piloting: +13, Profession (Hunter): +13, Sense Motive: +13, Sleight of Hand: +11, Stealth: +15 , Survival: +17
Proficiencies
Feats:
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Survival
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Culture
|
You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throws
Great Fortitude
|
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point.
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
Toughness
|
You remain accurate at longer ranges.You take only a –1 penalty per full range increment between you and your target when using a ranged weapon
Far Shot
|
You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization
|
You attract followers to your cause and a companion to join you on your adventures. This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you
Leadership
|
Your quick reflexes allow you to react rapidly to danger.
Benefit: You gain a +4 bonus to initiative checks.
Improved Initiative
|
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.
Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.
Improved Unarmed Strikes
Bounty Hunter Traits:
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias,or specific identity to be your mark. Reduce the DC of Culture
or Profession (bounty hunter) checks to recall knowledge aboutyour mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5.
If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any
other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark.
You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week.
Survival 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 Survival checks.
Theme Knowledge - Bounty Hunting
|
You know just how to ask around about your marks to gain information and insight in a hurry. You can use Diplomacy to gather information about a specific individual in half the normal time, and you reduce the penalty for following tracks using Survival while moving at full speed to 0.
Swift Hunter
Operative Traits:
Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks.
Operatives Edge +2
|
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative
class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Specialisation
|
You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon.
If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter.
You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking.
Sniper +2D6
|
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Evasion
|
As you gain experience, you learn special tricks called operative
exploits. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier.
If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier
Operative Exploit
|
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet
Quick Movement
|
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Weapon Specialisation
|
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Debilitating Trick
Operative Specialisation:
You’re an expert in scouting out dangerous locations using your knowledge and survival skills -Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a sniper attack by using your surroundings to your advantage
Explorer
Operative Exploit:
You can attempt Survival checks in place of Life Science checks to identify animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to live off the land, and your successful check provides food and water for an additional number of creatures equal to your operative’s edge bonus
Efficient Forager
|
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Nightvision
|
You’ve been on enough solo missions to know that you can’t let your guard down, even while sleeping. You take no penalties to Perception checks for being asleep, though you still can’t succeed at purely visual Perception checks while asleep. You can always act on the surprise round, though if you choose to do so when you would otherwise be surprised, you use your initiative result or the initiative result of the first creature that would have surprised you – 1, whichever is lower.
Ever Vigilant
Protoss Graft Traits:
During the Brood War, dark archons manipulated raw psychic energy to cause damage by turning the energy of a target against itself, By the Second Great War, the high templar learned to use this ability. As high templar are deeply attuned to the energy flows that surround them, through this psionic ability, these warriors can grasp the energy currents present in beings or machines, and drain them through a violent chain reaction. This backlash may cause grievous wounds to living beings, or massive structural damage to machines. If the target happens to bristle with energy, the powerful psionic Feedback may destroy it outright. At Will Psionic Ability Dealing 2D6 Damage
Feedback
|
A psionic storm is a storm of raw psychic energy produced by a psionics user. Protoss who follow the Khala can produce such a storm by closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms, tearing apart their brains. Such storms can also damage vehicles and the landscape itself. Such is the power of a psionic storm that it can send shockwaves through the air around it. The storm is a physical display of a high templar's psionic power. It concentrates all the psionic energy over a given area, so overlapping storms have no greater effect than a single one. Usable Twice per Day, Inflicting 5D6 Damage to a 20ft Area
Psi-Storm
Soldier Traits:
You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.
Primary Fighting Style - Blitz
|
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
Primary Style Technique - Rapid Response
|
You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.
This replaces the soldier’s proficiency with heavy armor and heavy weapons.
Ascetic Warrior - Vazeal Zhakan-Kai / Hands of the Destroying Shadow
Dylan Scott
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Character Links
Ash
Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
#
379
Dec 29th, 2022, 04:29 PM
Dylan Scott
Great Wyrm
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Last Visit: Sep 30th, 2023
RPXP: 6635
Posts: 1,251
Lady Isabelle
On the bridge of the Sanguine Star, Lady Isabelle looked over the dossier in her hand with growing interest as she sipped on a chilled glass of wine, red of course and from her families private stock. She was the only member of the crew on the small private opulence class vessel but she left the actual flying to Walter, the vessels Virtual Intelligence. She was an accomplished pilot but Walter's programming and reactions made it the superior pilot and she was more than happy to leave the mundane task of taking her to Nion 4U3 to someone, or something else
She was passingly familiar with the planet itself, her travels had not brought her to this specific planet before but there were many like it in the universe and sadly she was familiar with those more than she cared for, a brief scan of the dossier on file for the planet had confirmed her suspicions that there was nothing of interest there normally. What had piqued her interest though, and the reason for her travels was the Bounty on Nathan Cross.
A name she was also familiar with, both personally and professionally. Lady Isabelle Marsh-Morton was a diplomat and nobility on Verces, her family was old money, though truth be told no one seemed to really know what her family actually did for a living, but that wasn't uncommon amongst the smaller noble houses. Lady Isabelle of course made a name for herself as a Diplomat and Negotiator for her family holdings and any others who could afford her services to trade and talk on their behalf. She was fluent in many languages and an expert on numerous cultures and races. It was this expertise which brought her into contact with the Protoss, and in particular their Executor Ynorich, and by extension the young human he seemed to have almost adopted. Nathan.
Lady Isabelle had only interacted with the man briefly but she had been intrigued, he also had a talent for languages and diplomacy but unlike herself he seemed to despise it and suffered through banquets and meetings out of loyalty for Ynorich more than anything. She had learned that he was a bounty hunter and sniper by trade, preferring the solitude of Servain than others so he was unlike most of the others she had met and knowing Ynorich to be an excellent judge of character she had kept an eye on his career within the Hunters Guild. His accomplishments, like the recent killing of a Zerg Queen, were impressive and spoke of a man committed to protecting his community and friends.
So the report she was reading, the kill warrant on his head by the Emperor claiming he was a rebel and had destroyed his own home world struck her as unusual and out of character for the man she thought she knew, and that was one of the reasons she was approaching Nion 4U3 where he was reported to be holding the planet hostage in some attempted coup, that and the substantial fee on his head.
Although Lady Isabelle was a diplomat, her true profession, and the source of the Marsh-Morton family wealth, was assassination. Lady Isabelle Marsh-Morton was a professional Assassin, and an extremely accomplished and deadly one. Not that anyone knew truly who they were hiring when they commissioned her family for a job. Amongst the trade she was known as the Red Death, for her preferred method of killing, a blood red Solarian Blade which floated and danced at her command and when not in use floated by her side as a Sanguine Star.
It wasn't often that a hunters guild and assassins guild shared a contract but the amount of money being offered had opened the floodgates on the man and even her family had been tempted to take the job, which left Lady Isabelle with a difficult choice to make.
Arriving in orbit of the planet, She was surprised to see what appeared to be a standoff between two immense vessels, an Ancient Dreadnaught class vessel and one of the Dominion Cruisers. luckily the Sanguine Star had followed standard galactic lane ways and appeared to be just another trading vessel coming to Nion 4U3 and despite the ostentatious nature of her vessel, she did not draw the attention of the feuding vessels and Walter was able to make planet fall without incident. Her family clearances and wealth were more than sufficient for her to be fast tracked through port clearance and granted a private landing bay at the port. As other vessels sat waiting for inspections and clearances, Lady Isabelle had already left her vessel and began her hunt for Nathan Cross
Not that it was truly much of a hunt at all, accessing the local planet side Infosphere, she saw that Nathan had one again broken character and was not being subtle at all, he had been linked to the destruction of a hotel just hours after his arrival on planet and had been engaging ground forces with a tank of all things in the middle of a populated area. He was easy to find and a short while later, Isabelle stood in the doorway of a mostly undamaged building looking at the open loading bay of a colossal battle tank as Protoss and Humans alike were arming themselves to repel a Zerg Swarm which had also cropped up.
If she was going to strike the man down then now would be the ideal time to do it, while he was distracted by the Zerg, she just had to make her way unseen through a literal army of troops, both human and Protoss and an approaching Zerg Swarm. A more common assassin would have paled at the job, claiming that it was impossible to reach the man through so many troops and to gain entry to the command module he was using. But then the Red Death was no common assassin, she was an artist, a professional and she was prepared.
Manipulating the micro-switch's in the folds of her simple but elegant gown, her clothing reconfigured itself and shifted into a much more practical black armoured bodysuit, her own Nanite's swarming over her skin to reinforce and enhance her custom designed psycho-reactive armour and exposing the photosensitive inlays to the air, within moments Lady Isabelle shimmered in the doorway and then disappeared, visually invisible.
Between her nanite and armour's features and her own training in stealth and silent movement, She was like a mist on the breeze as she slipped through the crowd and basically marched up into the command module and made her way behind Nathan. She knew from her research that the man was a hunter and possessed exceptionally keen senses from a lifetime of tracking and hunting in the snows of Servain so she took her time as she drew closer but tonight he was distracted and Isabelle was able to move into a position behind him undetected, even the unusual creature beside him didn't react to her approach which she was glad of. Animals often had such heightened senses that they could find someone even through the light-foil's invisibility, often through detecting a heat signature or an odour she was unable to mask but on this occasion she was lucky and she was within striking distance, it would be so easy to slip her blade through the mans back to puncture his heart, although it would be a visually disturbing death, for Nathan it would be quick and painless, she owed Ynorich that much.
"Dad why are these guys here still. also why is sister laughing. I can eat these right?"
The soft sleepy voice from the creature caused her to pause and listen, it had called Nathan her father which was unexpected, the man she had known had no children and the impression she had gotten from Ynorich when they had spoken of Nathan, was that he had no interest or intention of having any, he was too much of a loner from a damaged home to bring children into the world. Yet she had heard the strange creature clearly and Nathan had even responded to it with such love and caring in his voice, calling her princess.
Something was not right. she needed more information. Quickly accessing her internal communications link she contacted Walter and accessed the dossier on her target, this time forcing an update to the file and looked more closely at the personnel file provided by the Hunters Guild. She discovered that the files had been updated since the bounty had been placed, Not only had the bounty been retracted by the Guild, a request had been made to the Assassins Guild to do the same. there was a claim that the charges brought by the Emperor were fake, and the Hunter's guild had even expelled several of its own members when they refused to accept the retraction. This was more like the man she had thought he was, the guild was willing to back him and suffer substantial financial loss to do so.
She also saw that his personnel file had been updated to included next of kin. Namely two daughters, Snowlily Aurora and Vania Violet Cross, ages 11 and 15. She noted that the bio-metric data on file did not match the creature infront of her, suggesting that this creature was neither Snowlily or Vania but in fact a third child not currently listed. Another mystery to be unravelled.
Lady Isabelle was a professional dealer of death, she had no particular love for killing but she did not run from her duties or her profession, she in fact took great pride in her job and considered it an art to be respected. But she was not a senseless killer who would blindly follow a job without raising questions when needed. it was rare but it did sometimes happen and this was one of those occasions, there was too many unanswered questions about Nathan Cross and she would get her answers before she made her choice.
Deactivating the Lightwarp weave in her armour and retracting her Nanites, Lady Isabelle reappeared, standing a mere foot behind the Hunter as she softly spoke, a small smile quirking at her lips as she saw the man stiffen in surprise, she had to admire his restraint, many others would have leapt out of their skin at hearing her voice so close behind them suddenly, but all he did was stand up straighter, clearly shocked but doing his best not to show it. It was time to had a conversation and get some answers
"Hello Nathaniel"
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Bonus Action:
Reaction:
Notes:
Conditions:
Stat Block
Lady Isabelle Marsh-Morton
Neutral Good | Companion Android (Terran) - Noble Scion | Solarian (Level 3)/Mechanic (Level 2)/Nanocyte (Level 1)
Stamina:
45 / 45 |
HP:
43 /43 |
Resolve Points:
8 / 8
EAC:
19 |
KAC:
19 |
Initiative: +3
Energy Resistance:
Cold 5, Fire 5 | Low Light Vision
Speed:
30 |
Base Attack Bonus:
+5
STR
16 (+3) |
DEX
16 (+3)
| CON
12 (+1) |
INT
20 (+5) |
WIS
11 (+0) |
CHA
21 (+5)
Fort Save:
+9 |
Reflex Save:
+7 |
Will Save:
+3
Weapons:
Piercing, +8/+9 Melee (1d6+9 Damage and 1D2)
Solar Weapon
|
Conceal, Injection, Powered (C20/U4) +8/+9 Melee (1d4+9 C&P Damage - Injection DC +2)
Undercover Ice Needle
|
Range (40), Line, Unweildy, Payload 20/20, +8/+9 Ranged (1d10 E&F Damage)
Red Star Plasma Rifle
|
+8/+9 Attack 1D3+9 Non lethal Damage
Unarmed Strikes
Features and Abilities:
Terran, Athanos, Binary, Protoss (Khalani), Protoss (Nezarim), Protoss (Tal-Darim), Protoss (Probium), Kasatha, Orcish, Bretheran, Azlanti, Ysoki, Vercite, Triaxian, Shirren, Lashunta, Vesk, Shimreen, Kaa-Leki, Skrell, Draelik, Shadari, Ferran, Worlanisi
Languages
|
Armor:
Light, Heavy, Shields
Weapons:
Simple, Basic & Advanced Melee, Small Arms, Long Arms, Grenades
Skills:
Acrobatics: +7, Athletics: +7, Bluff: +18, Computers: +11, Culture: +17, Diplomacy: +17, Disguise: +8, Engineering: +11, Intimidation: +5, Life Science: +10, Medicine: +10, Mysticism: +5, Perception: +10 (+11 Visual), Physical Science: +10, Piloting: +8, Profession (Diplomat): +12, Sense Motive: +6, Sleight of Hand: +8, Stealth: +8, Survival: +0
Proficiencies
Feats:
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Bluff
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Culture
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Diplomacy
|
Nanites Responsible for maintaining your constructed body have been upgraded, and a subset of them has been reprogrammed to perform incredible feats.
Your body has integrated technology that provides you with one of the following benefits, chosen when you gain the feat. Once chosen, the benefit cannot be changed.
Rebooting Nanites: Whenever you fail a saving throw against an effect that causes you to gain the asleep, blinded, confused, cowering, dazed, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened, staggered, stunned, or unconscious condition, you can spend 1 Resolve Point as a reaction to attempt a new saving throw against the effect at the same DC. If you succeed, the condition ends, though you still suffer any other effects of the original failed saving throw.
Repairing Nanites: Whenever you take Hit Point damage, you can spend 1 Resolve Point as a reaction to gain fast healing equal to one-quarter your character level (minimum fast healing 1) for 1 minute.
Surging Nanites: Before you attempt a skill or ability check, you can spend 1 Resolve Point as a reaction to gain a +2 racial bonus to that check.
You can select this feat up to three times. Each time, you must select a different benefit.
Nanite Integration - Repairing
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You gain a thread of control over alternate realities.
Choose two 0-level witchwarper spells and one 1st-level witchwarper spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. For these spells, your caster level is equal to your character level and the key ability score is Charisma. If you later gain levels in witchwarper, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.
Reality Glimmer
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You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization
Android Traits:
Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Flat Affect
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Although most androids stand out as artificial beings, some have intricate personality matrices and physical alterations that downplay their constructed nature. Androids who have this alternate racial trait don’t take any penalty to Disguise checks to change their appearance to a creature of a different race or type if they are disguising themselves as a human. If the android also has the xenometric android alternate racial trait (see page 17), this benefit instead applies to Disguise checks to change appearance to that of the race chosen along with the xenometric android alternate racial trait. This replaces the +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep from the constructed trait. The android retains all the other features of the constructed trait. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
Impersonation Matrix
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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.
Infosphere Integration
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New languages are easy for some androids to learn. An android with this racial trait knows four additional languages at 1st level. In addition, whenever such an android invests a skill rank into Culture, they learn two new languages instead of one. This replaces upgrade slot.
Mulitlingual
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Noble Scion Traits:
You move about in the highest echelons of galactic society. Your status allows you to know who’s who among the wealthy and powerful of the galaxy, from which families are on the rise and which are on their way down to how to dress for a barathu social event and which set of tongs to use for the kalo wandfish dish in the third course of brunch. Reduce the DC of Culture checks to recall knowledge about the aristocracy, wealthy and powerful families, prominent personalities, and etiquette by 5. Choose either Bluff or Diplomacy. The chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Theme Knowledge - Nobility
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From your family fortune, a bank trust, personal investments, or similar source, you receive a regular income or allowance to support yourself and help maintain the comfortable lifestyle to which you are accustomed. At the beginning of every week, you receive 100 credits. You cannot buy permanent goods or items with this stipend, with the sole exception of clothing, which you may purchase. Examples of the kind of services and nonmaterial goods you might spend your stipend on are listed below. Any unused credits are lost at the start of the next week when you receive your new stipend.
Lodgings, docking fees, taxes, tolls, and similar fees
Meals or restaurant dining
Professional services
Transportation
The use of recharging stations
Invitations to exclusive events or entry into privileged locations
Weekly Stipend
Solarian Traits:
As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills
Skill Adept - Bluff & Culture
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At 1st level, you gain a physical manifestation of your stellar power. The base form of your solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon. You must pick one solar manifestation (either armor or a weapon) upon taking your first level of solarian. You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode (see page 102), the glow or darkness returns immediately. Once made, these choices cannot be changed. Only you can interact with your solar manifestation, whether in mote, armor, or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it.
Solar Manifestation
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You can seize your solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can be whatever general shape you choose. Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well. Your solar weapon’s general design has no impact on its function, and doesn’t give the weapon any special abilities such as reach. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.
Your solar weapon functions as a one-handed kinetic advanced melee weapon with an item level equal to your solarian level, and you’re automatically proficient with it. At 1st level, choose whether your solar weapon deals bludgeoning, piercing, or slashing damage. You can change the damage type each time you gain a new solarian level. Your solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals (see page 170) can increase your solar weapon’s damage.
Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar weapon is automatically dismissed if it ever leaves your hand.
Solar Weapon
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As you gain experience, you uncover new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grant you the ability to channel these forces and manifest potent preternatural powers. At 1st level, you automatically learn the black hole and supernova stellar revelations. At 2nd level and every 2 levels thereafter, you learn an additional stellar revelation. You cannot select the same stellar revelation more than once unless it says otherwise. You can choose any stellar revelations you wish, but if you have more photon revelations than graviton revelations, or vice versa, it is more difficult to become fully attuned in either mode. Stellar revelations normally note what kind of action they require. If a stellar revelation does not note the kind of action it takes and it modifies some other action (such as an attack or skill check), it can be used as part of that action. If a stellar revelation allows a saving throw to resist its effects, the DC is equal to 10 + half your solarian level + your Charisma modifier. A revelation that says it lasts for 1 round or until you leave the associated mode lasts for whichever of these durations is longer. You can use stellar revelations both in and out of combat, but since you can’t enter a stellar mode outside of battle, any revelation that lasts for 1 round or as long as you’re in a stellar mode lasts only 1 round if you’re not in combat.
Stellar Revelation
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Choose either photon mode or graviton mode. When using stellar mode, you can either become unattuned or enter only the chosen mode. When learning stellar revelations, you can choose only revelations associated with your chosen mode, including learning only the initial zenith revelation: black hole or supernova. You ignore the effect of disproportionate revelations (Core Rulebook 104). Multiply your solarian level by 1-1/2 for the purpose of calculating your insight bonuses to Reflex saves and damage rolls granted by graviton mode and photon mode, respectively.
At 3rd level, you must choose both of the skills for sidereal influence from the list for your chosen mode, and the ability’s effects apply to both skills while sidereal influence lasts. At 11th level, you choose one more skill from that list, and at 19th level, your sidereal influence applies to all five skills associated with your chosen mode. At 9th level, and again at 17th level, you learn two new revelations associated with your chosen mode, at least one of which must be a zenith revelation.
This alters your stellar mode, stellar revelations, sidereal influence, and zenith revelations.
Broken Cycle
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You can tap into stellar forces outside of battle, using the properties of gravitons or photons to affect your skill use. At 3rd level, choose two skills from the lists below, one from the graviton list and one from the photon list. At 11th level and again at 19th level, choose two more skills. Each time you pick skills, choose one from the graviton list and one from the photon list. To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute.
Sidereal Influence
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You gain Weapon Specialization as a bonus feat for each weapon type for which this class grants you proficiency. If you selected solar weapon as your solar manifestation, it gains the benefit of Weapon Specialization as if it were an advanced melee weapon.
Weapon Specialisation
Stellar Revelations:
The rotation of a pulsar is perfectly precise, rivaling that of an atomic clock. You can sense this cosmological clock and time your movements to it, acting with uncanny timing and perfect precision. You gain a +2 bonus to your Armor Class against attacks of opportunity.
You also possess a supernaturally accurate sense of time—you’re always aware of the exact date and time wherever (and whenever) you are, accurate to the millisecond, and can precisely measure time as it passes without the need for a clock or other device.
Celestial Clock
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When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this revelation, you immediately become unattuned. Supernova functions as a zenith revelation for the purposes of abilities that reference them.
Level Range
1 10 ft
9 15 ft
17 20ft
Supernova
Mechanic Traits:
You construct an artificial intelligence (or AI), a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This AI is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation. Your AI can take one of two forms: a drone or an exocortex. You must pick one of these forms upon taking your first level of mechanic, and once this choice is made, it cannot be changed.
Artificial Intelligence
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You begin play with an exocortex, an artificial processor that interacts with and augments your biological brain’s cognitive functions, which can aid you in a variety of tasks, from combat to digital infiltration. Your exocortex is implanted within your physical body or brain, similar to a piece of cybernetic hardware, allowing your AI to access your mind and feed you information. As you gain levels, your exocortex advances in sophistication and processing power. Only you can access or interact with your exocortex.
Your exocortex also grants proficiency with shields at 1st level.
Exocortex
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You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.
Bypass
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You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks and drone mods require the use of a custom rig. In addition, you can use your custom rig as a personal comm unit. Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet. If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.
Custom Rig
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As you gain experience, you learn tricks that allow you to perform wonders of engineering, aid in electronic infiltrations, and optimize gear. While some of these are things you learn, others are small cybernetic enhancements you make to yourself (none of which have a price or count against your augmentation limits). Some tricks require the use of a custom rig or other gear. You learn your first mechanic trick at 2nd level, and you learn an additional mechanic trick at 4th level and every 2 levels thereafter. If a mechanic trick allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your mechanic level + your Intelligence modifier. If a mechanic trick requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 × your class level + your Intelligence modifier. Unless otherwise specified, you can’t learn mechanic tricks more than once.
Mechanic Trick
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You notice even the smallest shifts in movement, temperature, and vibration, gaining the insight bonus from your bypass class feature to Perception skill checks.
Visual Data Processor
Exocortex:
Mechanics with an exocortex automatically gain proficiency with Shields at 1st level
Shield Proficiency
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Your exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor and longarms. At 3rd level, you gain weapon specialization in longarms just as if your class granted proficiency. As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level. Designating another target causes you to immediately lose this bonus against the previous target
Combat Tracking
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You can use your exocortex’s memory module to enhance your own knowledge. Once per day, as a reaction while not in combat, you can reroll a failed skill check (see page 243) to recall knowledge (see page 143). In addition, your exocortex grants you the Skill Focus feat as a bonus feat. You can’t use your exocortex’s memory module while combat tracking is activated. Every time you gain a mechanic level, you can rebuild your exocortex’s memory module, replacing the exocortex’s bonus Skill Focus feat with Skill Focus in a different skill
Memory Module
Nanocyye Traits:
In certain situations, you can use a nanite surge to push your nanites to perform extraordinary feats a number of times per day equal to half your nanocyte level plus your Constitution modifier; the exact benefits vary by circumstance and are explained in the abilities below. At 5th level, you can spend 1 Resolve Point to gain and immediately use an additional nanite surge. You can use this ability multiple times.
Nanite Surge (2/2)
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Your body hosts a multitude of nanites that you can direct to take one of three forms, called arrays. They can flood out of your body to form a cloud, combine to temporarily create items, or mobilize within you to amplify your physical abilities.
As a move action, you can direct your nanites to adopt an array. You can have only one array active at a time. Alternatively, you can use a nanite surge (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.
Nanite Array
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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 such remaining temporary Hit Points when the sheath array ends.
Sheath Array
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You nanites spread out into a faintly visible cloud that fills a number of contiguous 5-foot squares. The maximum number of squares you can fill this way equals 1 plus your Constitution bonus, and at least one of those squares must be adjacent to you. The cloud is stationary once formed, though you can reconfigure its space as a move action; 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 concealment doesn’t stack with existing concealment.
At 3rd level, whenever you form a cloud array, it can fill an additional 5-foot square, and any miss chance the cloud provides increases to 15%. At 7th level, it can fill an additional 5-foot square, and any miss chance the cloud provides increases to 20%. At 11th level, the cloud fills up to a number of contiguous squares equal to 1 plus twice your Constitution modifier. At 15th level, when you use a nanite surge while forming the cloud array, any miss chance the cloud provides increases to 25% (though your attacks still ignore any miss chance). At 19th level, the cloud instead fills up to a number of contiguous squares equal to 1 plus four times your Constitution modifier.
Cloud Array
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Your nanites shape themselves into a single piece of equipment, such as a weapon, tool, or 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; 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; you learn a new major form at 3rd level, 5th level, and every 4 levels thereafter. When you gain a nanocyte level, you can replace one of your major forms with a new major form and one of your minor forms with a new minor form.
To select a piece of equipment as one of your gear array’s major or minor forms, its level must be equal to or lower than your nanocyte level. Augmentations must be cybernetic, weapons and items must be technological items (not magic or hybrid), and you can’t select equipment that’s consumed on use (such as grenades) or whose bulk exceeds your Constitution modifier.
When creating a nanocyte character at higher than 1st level, for simplicity, you can choose major forms by choosing one form using your nanocyte level, the next form using your nanocyte level – 1, the next using your nanocyte level – 2, and so on. Any extra forms use a nanocyte level of 1. You can choose minor forms the same way.
Gear Array
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Whether by their design or your innovation, your nanites excel at a specialized task. Choose your primary faculty upon taking your first level in nanocyte—once made, this choice can’t be changed. Your nanites burrow into your foes, inflicting grievous injuries as they consume their victims from the inside.
Primary Nanite Facility - Infestation
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When you form a cloud array or sheath array, you can use a nanite surge to damage anyone who makes contact with those nanites. Your cloud array deals 1d6 piercing damage (Fortitude negates) to each creature that starts its turn in or enters the cloud’s area. Your sheath array deals 1d6 piercing damage (Fortitude negates) to any creature that hits you with a melee natural weapon, melee weapon without the reach special property, or unarmed strike. After a creature attempts a saving throw against either effect, it’s immune to damage from this ability for 1 minute. You’re immune to the effects of your malignant mist. As a reaction, you can grant one creature you can see within 30 feet immunity to your malignant mist until the beginning of your next turn. The damage dealt by this ability increases to 1d8 at 3rd level, to 2d6 at 5th level, and by 1d6 every 2 nanocyte levels thereafter. This ability works against constructs
Malignant Mist
Nanocyte Gear Forms - Major:
One of the most common ranged weapons used by the vesk military during the war between the Pact Worlds and the Veskarium, the plasma bolter is a particularly hefty longarm with a bulky profile that speaks to its vesk origins. Unlike most common ranged plasma weapons, which lay out long lines of plasma or boost their output, plasma bolters focus on delivering a single heavy bolt of plasma. These weapons saw extensive use in fighting back the Swarm, and now many can be easily obtained on the open market as Pact Worlds manufacturers have begun offering their own tactical, advanced, elite, and paragon models of the classic weapon.
Plasma Bolter - Tactical
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A flame spinner consists of two weighted balls attached to a length of cable; the pair is spun in an elegant, showy dance of spinning fire. Fireball and immolation flame spinners use petrol to generate a flaming nimbus around the ball's metal casing, while supernova and fission flame spinners dispense with the casing and instead compress the petrol to generate a dense mass of blazing heat in place of each ball. Using a flame spinner effectively is difficult due to the complex handling required, and kasathas and other races with additional limbs find they have a substantial advantage in that regard.
Flame Spinner - Fireball
Nanocyte Gear Forms - Minor:
This handheld unit includes an extendable wand tipped with a sampling nozzle, and can be easily operated with a single hand. It grants a +4 circumstance bonus to Engineering, Mysticism, and Physical Science checks to identify an unknown drug, medicinal, poison, or other chemical substance.
Chemalyser
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These subtle yet stylish black gloves have fingers tipped in a complex microscopic texture that mimics the setae of a gecko’s foot pads, allowing you to adhere to most small objects with ease. When you wear a pair of geckopad gloves, you gain a +2 circumstance bonus to Sleight of Hand checks to palm an object, and you reduce the DC of Sleight of Hand checks to pick pockets by 5.
You must be wearing both gloves to gain their benefits, but they don’t prevent you from holding other objects or wielding weapons with those hands. Geckopad gloves don’t require a battery to function.
Geckopad Gloves
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When activated, this small, pod-shaped device emits a bright red flash from a dome on its top once every 6 seconds, using 1 charge per day. The emergency beacon also transmits its location. Any device capable of receiving signals of any sort can pick up an emergency beacon’s signal, which can then be tracked back to the source with a successful DC 15 Engineering or Survival check. An emergency beacon’s transmissions have a range of 100 miles over flat terrain, but this range is halved in forests or hills and quartered in mountainous terrain and underwater. Alternatively, an emergency beacon can be hooked up to a starship or vehicle’s communications system, in which case its usage increases to 1 charge per hour and its range matches that of the communications array of the vehicle or starship.
Emergency Beacon
Cybernetic Augmentations:
See Above
Exocortex
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See Above
Custom Rig - Implant
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See Above
Visual Data Processor
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This cybernetic includes a programmable data port that allows you to access different types of computers and digital storage media. Any handheld computer can be inserted directly into the port, while larger systems need to be connected by an adapter cable. Having the system connected directly to your nervous system obviates the need for an interface to access data on a system. Actually operating the system requires you to use the Computers skill as usual. Some closed systems don't allow data access or require you to do some rewiring to connect with a datajack (usually an Engineering check).
Datajack
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A vocal modulator includes a series of miniature actuators built specifically to reshape your voice box, along with miniature hyper-resonant chambers that dynamically close or open. This allows you to change the pitch, timbre, and tone of your voice. You can more easily imitate accents or pronounce alien languages. When using Disguise to change your appearance, you gain a +2 circumstance bonus if the change in your voice also helps your disguise (at the GM's discretion)
Voice Modulator
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These sheets of reflective material can be implanted behind the retina, granting you low-light vision and a +1 enhancement bonus to vision-based Perception checks.
Retinal Reflectors
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Charisma +2
Synaptic Accelerator - Mk 1
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Intelligence +4
Synaptic Accelerator - Mk 2
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Popular with long-term visitors to Hibb, this cybernetic chip does only one thing; as a swift action, or as a reaction when you would be affected by a scent-based effect, you can choose to lose your sense of smell. You lose any abilities dependent on scent but become immune to sense-dependent effects that rely on scent. You can deactivate the anosmatic shunt and regain your sense of smell as a swift action.
Anosmatic Shunt
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This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder 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.
Subdermal Society Signal Graft (Assassins Guild)
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This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder 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.
Subdermal Society Signal Graft (Marsh Morton Family Crest
Spells:
You pull gossamer threads from other, more genteel realities and wrap the target in them, smoothing the edges of their personality and accentuating their charms. The target gains a +1 circumstance bonus to Charisma checks and Charisma-based skill checks. Additionally, a creature affected by this spell can attempt a Diplomacy check to gather information in only 10 minutes. Once any individual under the effects of a charming veneer spell you cast has used this benefit to gather information in a specific settlement or local region, no target of a charming veneer spell you cast can do so again for 24 hours.
Charming Veneer (At Will)
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You magically alter whatever clothes you’re wearing, transforming them into a new outfit. Your new clothes must have a price in credits equal to or less than your original clothing. For example, if you’re wearing formal clothing with a price of 5 credits, you could transform your clothes into professional clothing or a different set of formal clothing, but you couldn’t transform your clothes into environmental or travel clothing, both of which have a price of 10 credits.
This spell also allows you to create other minor, cosmetic changes to your appearance, such as altering your hairstyle; it doesn’t, however, disguise you, and it grants no bonus to Disguise checks. If you want to create especially fashionable clothing, or clothing especially appropriate to a given situation (such as your first encounter with a new alien species or duplicating the uniform of a security guard you wish to impersonate), your GM might ask you to attempt a Culture check with a DC based on the complexity of the clothing you want to create.
Wardrobe Change (At Will)
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You can understand the spoken or signed words of creatures or read otherwise incomprehensible written or tactile messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. You can’t use this spell to read magic writing or encoded messages (though it does reveal if a message is magic or encoded), but you can use it to read raw computer code or foreign programming languages, allowing you to understand enough to attempt Computers checks on those materials without penalties.
Comprehend Languages (Twice Daily)
Equipment:
Custom Set of Recongifurable Clothing with Cleanliness Circuits, Programmed with the following 6 Outfits - Everyday Outfit, Formal Outfit, Professional Outfit (Assassin Suit), Environmental Outfit (Zero-Gravity Suit), Party Gown, Travel Clothing
Noble's Gown
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Upgraded with Lightwarp Inlay & Mk1 Thermal Regulator
Lashunta Mind Mail Light Armor
,
Containing Quantum Storage Weapon Fusion
Redstar Plasma Rifle
,
Loaded with Tier 2 Sedative and Called Weapon Fusion
Undercover Ice Needle
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This holographic projector is generally mounted to a belt or arm strap. It can be programmed using the Disguise skill to project a different appearance. When you use a holoskin, you can disguise major features, race, or creature type without the DC of your Disguise check increasing, except against Perception checks that involve physical examination.
Holoskin Device
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Credit Stick (9,597cr Balance), Personal Comm Unit, Standard Powercell (20 charge) x2, Cosmetics, Mk3 Culinary Synthesizer, Muon Crystal (Minor)
Assorted Small Pocket Items
,
Tier 6 Opulos Opulence Small Shuttle
The Sanguine Star
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Lady Isabelle
Lady Isabelle Felt a drop in ambient temperature the smell of alcohol and blood hit her nose,
"Hmpf You have some balls to be caught assassin"
Vania's voice called from behind her as she sipped a bottle of starry black booze with purple smoke coming from the bottle.
Vania then moved into Isabelle's sight line the girl wore no armor and had some kind of starry ever moving void covering her naughty bits, as a scarf of the material moved and trailing behind her, Vania would place herself between Isabelle and Nathan
"If i hadn't just massacred a dreadnoughts worth of people i would kill you, but Dad would get mad so speak quickly"
Cross
As Vania interacted with the woman behind him Cera had started to give off a low growl looking out at the zerg swarm, Cross could tell Cera was acting on mild instinct with the tank serving as her territory the zerg had just intruded on that territory.
But that had to wait as his eldest seemed to be in a extra murderous mood
Yasir
Yasir Faded in and out of consciousness waking properly in a
Heal all stamina
medbay
on Snowlily's dreadnought Akaiyuki sat nearby tending his wounds
"Try not to move please as you might compromise the stiches"
As Akaiyuki speaks a marine comes forward
"Sir we are onboard a allied vessel what shall we do while you recover"
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#
381
Jan 5th, 2023, 05:09 PM
triedtherest
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Yasir bin Abadard XXIV - Back to the Profit Margin
"Very well, I am not moving!"
Yasir said, lying there perfectly still, apart from his eyes and mouth.
His eyes dart around his limited field of vision for a second.
"I do have
one
question, if you'll indulge me."
He paused, as he struggled to articulate his thoughts.
"After that second mystery, killer-lady nearly killed me, did I...go blood-crazy, kill a whole bunch of people, and then pass out?"
OOC
Terrified and sickened for 2 rounds
Stamina Points: 30/30
Hit Points: 18/34
Will spend two days bed rest, if he can.
Set Up Shop: (Using
These Rules
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Upgrade Masterwork Skill Rank 3 Small Merchant Business
Time: 1 week (3/7 Days completed)
Cost: 100 Credit/Skill Rank (125% of Cost to make it Masterwork) = 375 Credits (4 credits previously invested)
Recruit Rank 3 Assistant:
Days it takes to Recruit 1st Assistant: 9 (Day 3/9)
Character Sheet
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02:15 PM
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382
Jan 8th, 2023, 06:45 PM
Dylan Scott
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Cross Family and Lady Isabelle
The burst of static over her internal communicator gave Isabelle the brief warning she needed to hide her reaction to the voice behind her, She felt the wave of cold she was expecting from the Warp transit, the scent of Alcohol and Blood was unexpected though but it only took a split second for her to activate the cybernetic device implanted in her brain, cutting off input from her olfactory senses. A handy little device that she had installed when her family had sent her on a diplomatic mission several years ago to Verox 17, a sulphur gas giant. it was a lucrative contract but the aroma of the planet was quite overpowering despite air filtration systems within the facilities. The small device had proven to be a godsend.
"Hmpf You have some balls to be caught assassin. If i hadn't just massacred a dreadnoughts worth of people i would kill you, but Dad would get mad so speak quickly"
Even as the slightly slurred voice reached her ears, Isabelle was watching Cross and Cera. Neither were reacting in a hostile way towards her or the voice behind her so she assumed for the moment she was not under attack, although the small creature in Cross's arms was growling and had its attention focused outside on the approaching Zerg
As Vania stepped into view, a look of disapproval crossed Isabelle's face and her eyebrow quirked.
"Language Young Lady and Patience. The matters i have to discuss with your father are important and matters of importance should never be discussed quickly. If i were indeed an Assassin then please believe me when i say my target would already be dead and we would not be having this exchange."
Satisfied she was not about to be attacked by a naked drunken teenager, Isabelle turned her disapproving gaze to Cross as he turned towards her and Vania
"Really Nathaniel? You allow her to wear such an outfit? it is very unbecoming, you should be ashamed of yourself"
It took all his control to stop the laugh from escaping his lips, here they were in the middle of a Zerg invasion and her concern was Vania's lack of clothing and not the real reason he suspected she was here
"Lady Isabelle, this is a very unexpected visit. I take it from the lack of bleeding i am doing you are not here to collect the bounty?"
Lady Isabelle had often wondered if Ynorich had ever revealed her true profession to his young protege, that comment by the man finally confirmed that he had. Cross knew she was likely here to collect the Emperor's bounty and strangely he did not appear overly concerned by it, although she suspected that had more to do with his talents as an actor than an actual Deathwish.
"I will admit to you Nathaniel that was the reason i find myself on Nion 4U3 today but there have been some unusual developments recently that i must consider before i complete the contract. I had hoped we could discuss them and resolve this matter before things went further than they needed to"
As expected Vania took the woman's confirmation that she had come to kill Cross badly, it was only his sharply shouting voice which stopped her from attacking.
"Vania! Stop. Calm down and take your sister. For now Lady Isabelle is a friend."
The look Vania gave her father was clearly one of frustration and disbelief, as to be expected. her mouth opened to argue but Cross had already anticipated that
"Now Please Vania. I will not ask again"
Even as he speaks Cross passes Cera into Vania's arms, forcing her hand
"You want to know if the Emperor's Bounty is true or not don't you Lady Isabelle? With such a large sum on offer would it matter if it was or not? Would you even believe me if i told you that it was all lies?"
Lady Isabelle watched the exchange between Vania and Cross curiously, though her attention was more closely on Vania, ready for her to pounce. She had encountered people like her before, angry at the world and ready to fight tooth and nail against it. though in one so young it was disheartening, so this was Vania, only 15 and already so angry and violent. Nathaniel would have his work cut of for him with this one.
After a few moments of silence, Isabelle's eyes moved back to Cross's as he stood watching her, waiting for an answer
"Truthfully Nathaniel, if it were anybody else asking me that question then you would be quite correct. If would not matter and i would likely not believe them but Ynorich had great faith in you and i find the image portrayed by the Emperor and the man i know you to be do not match. Which is why i find myself in this dilemma"
"But as i already mentioned to your daughter, these matters should not be discussed quickly and it appears we have very little time right now to resolve the issue. I suggest we keep this truce going for the moment and i will assist you and your family with the Zerg threat. We will discuss whether i will complete the contract or not after when we can talk in a more civilised setting. Agreed?"
"Agreed Lady Isabelle. I hope we both survive long enough to have that conversation"
Matters resolved for the moment, Cross calls for his rifle, snapping back the bolt to chamber a round as the weapon appears in his hands as Lady Isabelle turns her back on Cross and Vania to face the oncoming Zerg Swarm, A small red glowing crystal forming to hover above the back of her hand as she raises her right hand gently, the crystal pulsing for a moment before flowing like water and stretching out over her fingertips until it forms into a long slender curved blade of red crystal hovering over her hand, the edge razor sharp and shimmering with a wispy glow of multiple colours like an aurora flowing within the blade itself
OCC
Joint Post for both Cross and Lady Isabelle
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Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
#
383
Jan 16th, 2023, 03:45 AM
RWBY2019
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Cross And Isabelle
Vania Glares at Cross And Starts out the door but Stops to Make a Threatening and dirty gesture At Isabelle with a vulgar set of words to accent.
Outside is a disaster Massive Zerg Ultralisks and Brutalisks crush buildings as smaller Zerglings, Hydralisks and Roaches swarm the ground, while the sky has been lost to mutalisks, Isabelle immediately notices Vania covered in blood spatter With Cera atop her head her lower set of limbs having taken a shape akin to that of a two handed bio acid gun.
Isabelle's instinct tell her to give the Bloodthirsty duo a wide berth, namly cause she can sense Vania's arrgersion from the exit ramp, the other reason is the unpredictable Cera on her head.
Cross could Sense Vania's Anger and Fierce Loyalty to her new family like a protective Wolf Rather than a stalking Raven, as he scanned the battle from a perch atop the tank he had been shown too he confirmed a grim realization... There was no queen present meaning he and his allies would be in dire need of either orbital support or the cooperation of the Dominion which was unlikely considering Vania had just blew up their ticket out.
But then a chill passed over Cross's spine as a bullet ricochet off the tank near his foot on of the rouge hunters had found him.
Yasir
"You did indeed go a bit crazy although it was quite intriguing to see"
Akaiyuki gave him a warm smile
"but for now please rest"
the Marine from previous would ask about orders while again for while he rest.
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#
384
Jan 16th, 2023, 05:13 AM
triedtherest
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Yasir bin Abadard XXIV - Back to the Profit Margin
"Well it was definitely intriguing to experience"
Yasir dryly replied.
"M'Lord Khorne certainly has impeccable timing when bestowinhg his Gifts!"
To the Marine he tells him:
"Search for any surviving enemies, and bestow the "Blessings" of our relative Patrons upon them. Keep a lookout for any that fled. They may return with reinforcements, if so....well, you know what to do!"
OOC
Stamina Points: 30/30
Hit Points: 18/34
Will spend two days bed rest, if he can.
Set Up Shop: (Using
These Rules
)
Upgrade Masterwork Skill Rank 3 Small Merchant Business
Time: 1 week (3/7 Days completed)
Cost: 100 Credit/Skill Rank (125% of Cost to make it Masterwork) = 375 Credits (4 credits previously invested)
Recruit Rank 3 Assistant:
Days it takes to Recruit 1st Assistant: 9 (Day 3/9)
Character Sheet
Last edited by triedtherest; Jan 16th, 2023 at
05:13 AM
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#
385
Jan 18th, 2023, 04:42 PM
Dylan Scott
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Cross
As calm as he tried to appear, Cross had been worried talking to Lady Isabelle. He knew what she was capable of and what he himself could do and truth be told, if she had attempted to complete the contract issued by the Emperor he did not truly know if he could have bested her. but his true concern wasn't for himself it was for Vania and Cera, if a fight had broken out he knew that despite his instructions both girls would have defended him and they would have been hurt, or even killed doing so.
Thankfully Lady Isabelle was a very poised and pragmatic woman and for now he did not have to worry about her completing the contract, he just had a swarm of Zerg to deal with, a much safer prospect than dealing with the Red Death right now. Grabbing his Rifle, Cross made his way to the gunners tower atop the tank and took up an Overwatch position, charging the coil rifle as he swept his scope around the scene. It was a long shot but if he could take out the queen as he had done on Servain then he could end this siege quickly.
As his rifle swung slowly around, sweeping up and down, he took shots as needed when he saw someone in trouble, a momentary pause and a slight squeezing of the trigger and his rifle spat solid slugs of death out into the swarm with pinpoint accuracy. But after several passes of his scope over the field of battle, he was forced to admit the horrible truth to himself, there was no queen on the field this day. Although the scientists had all concluded that the Zerg species were not intelligent in the same sense as Terran and Protoss were, they did possess a form of animal cunning which made them dangerous and unpredictable. Cross was not convinced, he was no scientist but his years of experience with Zerg had taught him a lot about them and he had seen displays of cunning and planning that could only be attributed to an actual intelligence behind them. It looked like the queen of this particular swarm was one of the smart ones, they had clearly managed to keep their hive hidden on the populated planet for a long enough time to germinate such vast numbers without being noticed and she had the smarts not to make herself vulnerable during the swarming like other queens did.
Unable to dispose of the queen, there would be no way to turn the tide of Zerglings swarming towards their position, without the confusion caused by a queens death or the scent signal for retreat only she could issue the creatures would be tireless and relentless in their attacks, fighting until death despite the thousands of deaths of their brethren around them.
All they could do now was continue to hold their position as best they could and give Snowlily the time she needed to get the Dreadnaught's Orbital Cannons online
Even as he emptied the magazine in his rifle into the Zerglings, and changed the clip, Cross accessed the comm channel to Snowlily
"Hey little butterfly, How are those repairs coming long?"
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Bonus Action:
Reaction:
Notes:
Conditions:
Stat Block
Nathan Cross
Neutral Good | Terran - Bounty Hunter | Operative (Level 5)/Soldier (Level 1)
Stamina:
37 / 64
|
HP:
41 /41 |
Resolve Points:
1 / 6
EAC:
20 |
KAC:
22 |
Initiative: +14
Speed:
50 |
Base Attack Bonus:
+4 (+3/+1)
STR
13(+1) |
DEX
18 (+4)
| CON
18 (+4) |
INT
16 (+3) |
WIS
14 (+2) |
CHA
13 (+1)
Fort Save:
+9 (Airborne Poison/Toxins +11. Cold/Heat +13)|
Reflex Save:
+8 |
Will Save:
+8
Weapons:
Archaic, Sniper (2-handed).Range (70/1,000) +8 Ranged (2d6+4 Damage)
Specialist Coil Rifle
|
Range(30) +8 Ranged (1d6+2 Damage)
Tactical Semi Auto Pistol
|
+8 Attack (1d4+2 Damage)
Survival Knife
|
+8 Attack (1D8+2 Damage, Cuts Through Tungsten)
Daelaam Protoss Psi-Blade
|
Range (400/1,000) +8 Ranged (3d12+4 Damage), Payload 20/20 (8 Hour Recharge)
Antimatter Rifle
|
+5 Attack 1D6+1 Lethal Damage, Threaten Adjacent Squares with AOO
Unarmed Strikes
Features and Abilities:
Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, Protoss (Probium), Orchish, VaniaSpeak
Languages
|
Armor:
Light, Shields
Weapons:
Simple, Basic & Advanced Melee, Small Arms, Long Arms & Sniper, Psi-Blade and Glaive Cannon, Grenades
Saving Throws:
Dexterity, Constitution
Skills:
Acrobatics: +15, Athletics: +12 (Leaping: +28), Bluff: +8, Computers: +10, Culture: +17, Diplomacy: +9, Disguise: +3, Engineering: +11, Intimidation: +7, Life Science: +8, Medicine: +14, Perception: +13, Physical Science: +7, Piloting: +13, Profession (Hunter): +13, Sense Motive: +13, Sleight of Hand: +11, Stealth: +15 , Survival: +17
Proficiencies
Feats:
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Survival
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Culture
|
You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throws
Great Fortitude
|
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point.
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
Toughness
|
You remain accurate at longer ranges.You take only a –1 penalty per full range increment between you and your target when using a ranged weapon
Far Shot
|
You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization
|
You attract followers to your cause and a companion to join you on your adventures. This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you
Leadership
|
Your quick reflexes allow you to react rapidly to danger.
Benefit: You gain a +4 bonus to initiative checks.
Improved Initiative
|
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.
Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.
Improved Unarmed Strikes
Bounty Hunter Traits:
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias,or specific identity to be your mark. Reduce the DC of Culture
or Profession (bounty hunter) checks to recall knowledge aboutyour mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5.
If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any
other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark.
You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week.
Survival 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 Survival checks.
Theme Knowledge - Bounty Hunting
|
You know just how to ask around about your marks to gain information and insight in a hurry. You can use Diplomacy to gather information about a specific individual in half the normal time, and you reduce the penalty for following tracks using Survival while moving at full speed to 0.
Swift Hunter
Operative Traits:
Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks.
Operatives Edge +2
|
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative
class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Specialisation
|
You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon.
If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter.
You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking.
Sniper +2D6
|
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Evasion
|
As you gain experience, you learn special tricks called operative
exploits. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier.
If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier
Operative Exploit
|
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet
Quick Movement
|
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Weapon Specialisation
|
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Debilitating Trick
Operative Specialisation:
You’re an expert in scouting out dangerous locations using your knowledge and survival skills -Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a sniper attack by using your surroundings to your advantage
Explorer
Operative Exploit:
You can attempt Survival checks in place of Life Science checks to identify animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to live off the land, and your successful check provides food and water for an additional number of creatures equal to your operative’s edge bonus
Efficient Forager
|
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Nightvision
|
You’ve been on enough solo missions to know that you can’t let your guard down, even while sleeping. You take no penalties to Perception checks for being asleep, though you still can’t succeed at purely visual Perception checks while asleep. You can always act on the surprise round, though if you choose to do so when you would otherwise be surprised, you use your initiative result or the initiative result of the first creature that would have surprised you – 1, whichever is lower.
Ever Vigilant
Protoss Graft Traits:
During the Brood War, dark archons manipulated raw psychic energy to cause damage by turning the energy of a target against itself, By the Second Great War, the high templar learned to use this ability. As high templar are deeply attuned to the energy flows that surround them, through this psionic ability, these warriors can grasp the energy currents present in beings or machines, and drain them through a violent chain reaction. This backlash may cause grievous wounds to living beings, or massive structural damage to machines. If the target happens to bristle with energy, the powerful psionic Feedback may destroy it outright. At Will Psionic Ability Dealing 2D6 Damage
Feedback
|
A psionic storm is a storm of raw psychic energy produced by a psionics user. Protoss who follow the Khala can produce such a storm by closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms, tearing apart their brains. Such storms can also damage vehicles and the landscape itself. Such is the power of a psionic storm that it can send shockwaves through the air around it. The storm is a physical display of a high templar's psionic power. It concentrates all the psionic energy over a given area, so overlapping storms have no greater effect than a single one. Usable Twice per Day, Inflicting 5D6 Damage to a 20ft Area
Psi-Storm
Soldier Traits:
You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.
Primary Fighting Style - Blitz
|
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
Primary Style Technique - Rapid Response
|
You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.
This replaces the soldier’s proficiency with heavy armor and heavy weapons.
Ascetic Warrior - Vazeal Zhakan-Kai / Hands of the Destroying Shadow
Dylan Scott
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Ash
Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
#
386
Jan 18th, 2023, 04:45 PM
Dylan Scott
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Lady Isabelle
With matters resolved for the moment with Nathaniel, Isabelle turned her attention to the encroaching Zerg, rapidly scanning the area and assessing where would be the best location for her to take up a position, as she expected Cross had moved for the high ground where his skills as a marksman would be the most use. She would be the most effective taking up a defensive position with Vania and Cera, providing a close quarter combatant to keep them safe from any Zerg who came close while they focused their weaponry at longer range but the rage coming off the oldest girl in waves and the unpredictable nature of the new child forced her to reassess.
She would most likely be a casualty of "friendly fire" if she got to close so the noblewoman took up a position close to a group of dominion refugees who were trying to make use of long arms but were being swamped by smaller Zerglings and roaches before they could set up position. If she could provide them with the time needed to set up a properly defensible position then they could prove to be an effective kill squad at her back.
So that is what Lady Isabelle did, the Red Death flowed into position, her movements lithe and graceful as her empty hands flashed out in dizzying patterns, the long slim red blade hovering over her hand following her dance with a soft humming as the keen edge cut through the shells of the Zerglings as easily as it did the air, the small Muon crystal fused with her Solarian Weapon giving its edge the ability to slice through hardened materials much more easily than an normal un-enhanced blade. Lady Isabelle used that advantage now to devastating effect as she bought the refugees time to compose themselves and establish their position.
To anyone looking at the beautiful stranger dancing around them, her face was calm and composed, practically serene as she dealt death and destruction. But to those who know the woman, the very very few who could read her expressions, Lady Isabelle was aggravated and angry, she might not show it and etiquette would never allow her to express it but her brief interaction with Vania had pushed her buttons in a way she rarely allowed to get to her, she was not to proud to admit, and she felt no small amount of shame at the thought but had the bounty been for Vania Violet Cross instead of her Father she would already have completed the contract without asking any more questions.
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Slaughter Any Zerg who come within range of her blade
Bonus Action:
Reaction:
Notes:
Conditions:
Stat Block
Lady Isabelle Marsh-Morton
Neutral Good | Companion Android (Terran) - Noble Scion | Solarian (Level 3)/Mechanic (Level 2)/Nanocyte (Level 1)
Stamina:
45 / 45 |
HP:
43 /43 |
Resolve Points:
8 / 8
EAC:
19 |
KAC:
19 |
Initiative: +3
Energy Resistance:
Cold 5, Fire 5 | Low Light Vision
Speed:
30 |
Base Attack Bonus:
+5
STR
16 (+3) |
DEX
16 (+3)
| CON
12 (+1) |
INT
20 (+5) |
WIS
11 (+0) |
CHA
21 (+5)
Fort Save:
+9 |
Reflex Save:
+7 |
Will Save:
+3
Weapons:
Piercing, +8/+9 Melee (1d6+9 Damage and 1D2)
Solar Weapon
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Conceal, Injection, Powered (C20/U4) +8/+9 Melee (1d4+9 C&P Damage - Injection DC +2)
Undercover Ice Needle
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Range (40), Line, Unweildy, Payload 20/20, +8/+9 Ranged (1d10 E&F Damage)
Red Star Plasma Rifle
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+8/+9 Attack 1D3+9 Non lethal Damage
Unarmed Strikes
Features and Abilities:
Terran, Athanos, Binary, Protoss (Khalani), Protoss (Nezarim), Protoss (Tal-Darim), Protoss (Probium), Kasatha, Orcish, Bretheran, Azlanti, Ysoki, Vercite, Triaxian, Shirren, Lashunta, Vesk, Shimreen, Kaa-Leki, Skrell, Draelik, Shadari, Ferran, Worlanisi
Languages
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Armor:
Light, Heavy, Shields
Weapons:
Simple, Basic & Advanced Melee, Small Arms, Long Arms, Grenades
Skills:
Acrobatics: +7, Athletics: +7, Bluff: +18, Computers: +11, Culture: +17, Diplomacy: +17, Disguise: +8, Engineering: +11, Intimidation: +5, Life Science: +10, Medicine: +10, Mysticism: +5, Perception: +10 (+11 Visual), Physical Science: +10, Piloting: +8, Profession (Diplomat): +12, Sense Motive: +6, Sleight of Hand: +8, Stealth: +8, Survival: +0
Proficiencies
Feats:
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Bluff
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You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Culture
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You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Diplomacy
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Nanites Responsible for maintaining your constructed body have been upgraded, and a subset of them has been reprogrammed to perform incredible feats.
Your body has integrated technology that provides you with one of the following benefits, chosen when you gain the feat. Once chosen, the benefit cannot be changed.
Rebooting Nanites: Whenever you fail a saving throw against an effect that causes you to gain the asleep, blinded, confused, cowering, dazed, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened, staggered, stunned, or unconscious condition, you can spend 1 Resolve Point as a reaction to attempt a new saving throw against the effect at the same DC. If you succeed, the condition ends, though you still suffer any other effects of the original failed saving throw.
Repairing Nanites: Whenever you take Hit Point damage, you can spend 1 Resolve Point as a reaction to gain fast healing equal to one-quarter your character level (minimum fast healing 1) for 1 minute.
Surging Nanites: Before you attempt a skill or ability check, you can spend 1 Resolve Point as a reaction to gain a +2 racial bonus to that check.
You can select this feat up to three times. Each time, you must select a different benefit.
Nanite Integration - Repairing
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You gain a thread of control over alternate realities.
Choose two 0-level witchwarper spells and one 1st-level witchwarper spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. For these spells, your caster level is equal to your character level and the key ability score is Charisma. If you later gain levels in witchwarper, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.
Reality Glimmer
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You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization
Android Traits:
Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Flat Affect
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Although most androids stand out as artificial beings, some have intricate personality matrices and physical alterations that downplay their constructed nature. Androids who have this alternate racial trait don’t take any penalty to Disguise checks to change their appearance to a creature of a different race or type if they are disguising themselves as a human. If the android also has the xenometric android alternate racial trait (see page 17), this benefit instead applies to Disguise checks to change appearance to that of the race chosen along with the xenometric android alternate racial trait. This replaces the +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep from the constructed trait. The android retains all the other features of the constructed trait. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
Impersonation Matrix
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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.
Infosphere Integration
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New languages are easy for some androids to learn. An android with this racial trait knows four additional languages at 1st level. In addition, whenever such an android invests a skill rank into Culture, they learn two new languages instead of one. This replaces upgrade slot.
Mulitlingual
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Noble Scion Traits:
You move about in the highest echelons of galactic society. Your status allows you to know who’s who among the wealthy and powerful of the galaxy, from which families are on the rise and which are on their way down to how to dress for a barathu social event and which set of tongs to use for the kalo wandfish dish in the third course of brunch. Reduce the DC of Culture checks to recall knowledge about the aristocracy, wealthy and powerful families, prominent personalities, and etiquette by 5. Choose either Bluff or Diplomacy. The chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Theme Knowledge - Nobility
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From your family fortune, a bank trust, personal investments, or similar source, you receive a regular income or allowance to support yourself and help maintain the comfortable lifestyle to which you are accustomed. At the beginning of every week, you receive 100 credits. You cannot buy permanent goods or items with this stipend, with the sole exception of clothing, which you may purchase. Examples of the kind of services and nonmaterial goods you might spend your stipend on are listed below. Any unused credits are lost at the start of the next week when you receive your new stipend.
Lodgings, docking fees, taxes, tolls, and similar fees
Meals or restaurant dining
Professional services
Transportation
The use of recharging stations
Invitations to exclusive events or entry into privileged locations
Weekly Stipend
Solarian Traits:
As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills
Skill Adept - Bluff & Culture
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At 1st level, you gain a physical manifestation of your stellar power. The base form of your solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon. You must pick one solar manifestation (either armor or a weapon) upon taking your first level of solarian. You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode (see page 102), the glow or darkness returns immediately. Once made, these choices cannot be changed. Only you can interact with your solar manifestation, whether in mote, armor, or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it.
Solar Manifestation
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You can seize your solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can be whatever general shape you choose. Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well. Your solar weapon’s general design has no impact on its function, and doesn’t give the weapon any special abilities such as reach. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.
Your solar weapon functions as a one-handed kinetic advanced melee weapon with an item level equal to your solarian level, and you’re automatically proficient with it. At 1st level, choose whether your solar weapon deals bludgeoning, piercing, or slashing damage. You can change the damage type each time you gain a new solarian level. Your solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals (see page 170) can increase your solar weapon’s damage.
Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar weapon is automatically dismissed if it ever leaves your hand.
Solar Weapon
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As you gain experience, you uncover new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grant you the ability to channel these forces and manifest potent preternatural powers. At 1st level, you automatically learn the black hole and supernova stellar revelations. At 2nd level and every 2 levels thereafter, you learn an additional stellar revelation. You cannot select the same stellar revelation more than once unless it says otherwise. You can choose any stellar revelations you wish, but if you have more photon revelations than graviton revelations, or vice versa, it is more difficult to become fully attuned in either mode. Stellar revelations normally note what kind of action they require. If a stellar revelation does not note the kind of action it takes and it modifies some other action (such as an attack or skill check), it can be used as part of that action. If a stellar revelation allows a saving throw to resist its effects, the DC is equal to 10 + half your solarian level + your Charisma modifier. A revelation that says it lasts for 1 round or until you leave the associated mode lasts for whichever of these durations is longer. You can use stellar revelations both in and out of combat, but since you can’t enter a stellar mode outside of battle, any revelation that lasts for 1 round or as long as you’re in a stellar mode lasts only 1 round if you’re not in combat.
Stellar Revelation
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Choose either photon mode or graviton mode. When using stellar mode, you can either become unattuned or enter only the chosen mode. When learning stellar revelations, you can choose only revelations associated with your chosen mode, including learning only the initial zenith revelation: black hole or supernova. You ignore the effect of disproportionate revelations (Core Rulebook 104). Multiply your solarian level by 1-1/2 for the purpose of calculating your insight bonuses to Reflex saves and damage rolls granted by graviton mode and photon mode, respectively.
At 3rd level, you must choose both of the skills for sidereal influence from the list for your chosen mode, and the ability’s effects apply to both skills while sidereal influence lasts. At 11th level, you choose one more skill from that list, and at 19th level, your sidereal influence applies to all five skills associated with your chosen mode. At 9th level, and again at 17th level, you learn two new revelations associated with your chosen mode, at least one of which must be a zenith revelation.
This alters your stellar mode, stellar revelations, sidereal influence, and zenith revelations.
Broken Cycle
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You can tap into stellar forces outside of battle, using the properties of gravitons or photons to affect your skill use. At 3rd level, choose two skills from the lists below, one from the graviton list and one from the photon list. At 11th level and again at 19th level, choose two more skills. Each time you pick skills, choose one from the graviton list and one from the photon list. To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute.
Sidereal Influence
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You gain Weapon Specialization as a bonus feat for each weapon type for which this class grants you proficiency. If you selected solar weapon as your solar manifestation, it gains the benefit of Weapon Specialization as if it were an advanced melee weapon.
Weapon Specialisation
Stellar Revelations:
The rotation of a pulsar is perfectly precise, rivaling that of an atomic clock. You can sense this cosmological clock and time your movements to it, acting with uncanny timing and perfect precision. You gain a +2 bonus to your Armor Class against attacks of opportunity.
You also possess a supernaturally accurate sense of time—you’re always aware of the exact date and time wherever (and whenever) you are, accurate to the millisecond, and can precisely measure time as it passes without the need for a clock or other device.
Celestial Clock
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When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this revelation, you immediately become unattuned. Supernova functions as a zenith revelation for the purposes of abilities that reference them.
Level Range
1 10 ft
9 15 ft
17 20ft
Supernova
Mechanic Traits:
You construct an artificial intelligence (or AI), a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This AI is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation. Your AI can take one of two forms: a drone or an exocortex. You must pick one of these forms upon taking your first level of mechanic, and once this choice is made, it cannot be changed.
Artificial Intelligence
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You begin play with an exocortex, an artificial processor that interacts with and augments your biological brain’s cognitive functions, which can aid you in a variety of tasks, from combat to digital infiltration. Your exocortex is implanted within your physical body or brain, similar to a piece of cybernetic hardware, allowing your AI to access your mind and feed you information. As you gain levels, your exocortex advances in sophistication and processing power. Only you can access or interact with your exocortex.
Your exocortex also grants proficiency with shields at 1st level.
Exocortex
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You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.
Bypass
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You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks and drone mods require the use of a custom rig. In addition, you can use your custom rig as a personal comm unit. Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet. If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.
Custom Rig
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As you gain experience, you learn tricks that allow you to perform wonders of engineering, aid in electronic infiltrations, and optimize gear. While some of these are things you learn, others are small cybernetic enhancements you make to yourself (none of which have a price or count against your augmentation limits). Some tricks require the use of a custom rig or other gear. You learn your first mechanic trick at 2nd level, and you learn an additional mechanic trick at 4th level and every 2 levels thereafter. If a mechanic trick allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your mechanic level + your Intelligence modifier. If a mechanic trick requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 × your class level + your Intelligence modifier. Unless otherwise specified, you can’t learn mechanic tricks more than once.
Mechanic Trick
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You notice even the smallest shifts in movement, temperature, and vibration, gaining the insight bonus from your bypass class feature to Perception skill checks.
Visual Data Processor
Exocortex:
Mechanics with an exocortex automatically gain proficiency with Shields at 1st level
Shield Proficiency
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Your exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor and longarms. At 3rd level, you gain weapon specialization in longarms just as if your class granted proficiency. As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level. Designating another target causes you to immediately lose this bonus against the previous target
Combat Tracking
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You can use your exocortex’s memory module to enhance your own knowledge. Once per day, as a reaction while not in combat, you can reroll a failed skill check (see page 243) to recall knowledge (see page 143). In addition, your exocortex grants you the Skill Focus feat as a bonus feat. You can’t use your exocortex’s memory module while combat tracking is activated. Every time you gain a mechanic level, you can rebuild your exocortex’s memory module, replacing the exocortex’s bonus Skill Focus feat with Skill Focus in a different skill
Memory Module
Nanocyye Traits:
In certain situations, you can use a nanite surge to push your nanites to perform extraordinary feats a number of times per day equal to half your nanocyte level plus your Constitution modifier; the exact benefits vary by circumstance and are explained in the abilities below. At 5th level, you can spend 1 Resolve Point to gain and immediately use an additional nanite surge. You can use this ability multiple times.
Nanite Surge (2/2)
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Your body hosts a multitude of nanites that you can direct to take one of three forms, called arrays. They can flood out of your body to form a cloud, combine to temporarily create items, or mobilize within you to amplify your physical abilities.
As a move action, you can direct your nanites to adopt an array. You can have only one array active at a time. Alternatively, you can use a nanite surge (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.
Nanite Array
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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 such remaining temporary Hit Points when the sheath array ends.
Sheath Array
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You nanites spread out into a faintly visible cloud that fills a number of contiguous 5-foot squares. The maximum number of squares you can fill this way equals 1 plus your Constitution bonus, and at least one of those squares must be adjacent to you. The cloud is stationary once formed, though you can reconfigure its space as a move action; 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 concealment doesn’t stack with existing concealment.
At 3rd level, whenever you form a cloud array, it can fill an additional 5-foot square, and any miss chance the cloud provides increases to 15%. At 7th level, it can fill an additional 5-foot square, and any miss chance the cloud provides increases to 20%. At 11th level, the cloud fills up to a number of contiguous squares equal to 1 plus twice your Constitution modifier. At 15th level, when you use a nanite surge while forming the cloud array, any miss chance the cloud provides increases to 25% (though your attacks still ignore any miss chance). At 19th level, the cloud instead fills up to a number of contiguous squares equal to 1 plus four times your Constitution modifier.
Cloud Array
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Your nanites shape themselves into a single piece of equipment, such as a weapon, tool, or 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; 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; you learn a new major form at 3rd level, 5th level, and every 4 levels thereafter. When you gain a nanocyte level, you can replace one of your major forms with a new major form and one of your minor forms with a new minor form.
To select a piece of equipment as one of your gear array’s major or minor forms, its level must be equal to or lower than your nanocyte level. Augmentations must be cybernetic, weapons and items must be technological items (not magic or hybrid), and you can’t select equipment that’s consumed on use (such as grenades) or whose bulk exceeds your Constitution modifier.
When creating a nanocyte character at higher than 1st level, for simplicity, you can choose major forms by choosing one form using your nanocyte level, the next form using your nanocyte level – 1, the next using your nanocyte level – 2, and so on. Any extra forms use a nanocyte level of 1. You can choose minor forms the same way.
Gear Array
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Whether by their design or your innovation, your nanites excel at a specialized task. Choose your primary faculty upon taking your first level in nanocyte—once made, this choice can’t be changed. Your nanites burrow into your foes, inflicting grievous injuries as they consume their victims from the inside.
Primary Nanite Facility - Infestation
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When you form a cloud array or sheath array, you can use a nanite surge to damage anyone who makes contact with those nanites. Your cloud array deals 1d6 piercing damage (Fortitude negates) to each creature that starts its turn in or enters the cloud’s area. Your sheath array deals 1d6 piercing damage (Fortitude negates) to any creature that hits you with a melee natural weapon, melee weapon without the reach special property, or unarmed strike. After a creature attempts a saving throw against either effect, it’s immune to damage from this ability for 1 minute. You’re immune to the effects of your malignant mist. As a reaction, you can grant one creature you can see within 30 feet immunity to your malignant mist until the beginning of your next turn. The damage dealt by this ability increases to 1d8 at 3rd level, to 2d6 at 5th level, and by 1d6 every 2 nanocyte levels thereafter. This ability works against constructs
Malignant Mist
Nanocyte Gear Forms - Major:
One of the most common ranged weapons used by the vesk military during the war between the Pact Worlds and the Veskarium, the plasma bolter is a particularly hefty longarm with a bulky profile that speaks to its vesk origins. Unlike most common ranged plasma weapons, which lay out long lines of plasma or boost their output, plasma bolters focus on delivering a single heavy bolt of plasma. These weapons saw extensive use in fighting back the Swarm, and now many can be easily obtained on the open market as Pact Worlds manufacturers have begun offering their own tactical, advanced, elite, and paragon models of the classic weapon.
Plasma Bolter - Tactical
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A flame spinner consists of two weighted balls attached to a length of cable; the pair is spun in an elegant, showy dance of spinning fire. Fireball and immolation flame spinners use petrol to generate a flaming nimbus around the ball's metal casing, while supernova and fission flame spinners dispense with the casing and instead compress the petrol to generate a dense mass of blazing heat in place of each ball. Using a flame spinner effectively is difficult due to the complex handling required, and kasathas and other races with additional limbs find they have a substantial advantage in that regard.
Flame Spinner - Fireball
Nanocyte Gear Forms - Minor:
This handheld unit includes an extendable wand tipped with a sampling nozzle, and can be easily operated with a single hand. It grants a +4 circumstance bonus to Engineering, Mysticism, and Physical Science checks to identify an unknown drug, medicinal, poison, or other chemical substance.
Chemalyser
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These subtle yet stylish black gloves have fingers tipped in a complex microscopic texture that mimics the setae of a gecko’s foot pads, allowing you to adhere to most small objects with ease. When you wear a pair of geckopad gloves, you gain a +2 circumstance bonus to Sleight of Hand checks to palm an object, and you reduce the DC of Sleight of Hand checks to pick pockets by 5.
You must be wearing both gloves to gain their benefits, but they don’t prevent you from holding other objects or wielding weapons with those hands. Geckopad gloves don’t require a battery to function.
Geckopad Gloves
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When activated, this small, pod-shaped device emits a bright red flash from a dome on its top once every 6 seconds, using 1 charge per day. The emergency beacon also transmits its location. Any device capable of receiving signals of any sort can pick up an emergency beacon’s signal, which can then be tracked back to the source with a successful DC 15 Engineering or Survival check. An emergency beacon’s transmissions have a range of 100 miles over flat terrain, but this range is halved in forests or hills and quartered in mountainous terrain and underwater. Alternatively, an emergency beacon can be hooked up to a starship or vehicle’s communications system, in which case its usage increases to 1 charge per hour and its range matches that of the communications array of the vehicle or starship.
Emergency Beacon
Cybernetic Augmentations:
See Above
Exocortex
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See Above
Custom Rig - Implant
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See Above
Visual Data Processor
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This cybernetic includes a programmable data port that allows you to access different types of computers and digital storage media. Any handheld computer can be inserted directly into the port, while larger systems need to be connected by an adapter cable. Having the system connected directly to your nervous system obviates the need for an interface to access data on a system. Actually operating the system requires you to use the Computers skill as usual. Some closed systems don't allow data access or require you to do some rewiring to connect with a datajack (usually an Engineering check).
Datajack
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A vocal modulator includes a series of miniature actuators built specifically to reshape your voice box, along with miniature hyper-resonant chambers that dynamically close or open. This allows you to change the pitch, timbre, and tone of your voice. You can more easily imitate accents or pronounce alien languages. When using Disguise to change your appearance, you gain a +2 circumstance bonus if the change in your voice also helps your disguise (at the GM's discretion)
Voice Modulator
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These sheets of reflective material can be implanted behind the retina, granting you low-light vision and a +1 enhancement bonus to vision-based Perception checks.
Retinal Reflectors
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Charisma +2
Synaptic Accelerator - Mk 1
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Intelligence +4
Synaptic Accelerator - Mk 2
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Popular with long-term visitors to Hibb, this cybernetic chip does only one thing; as a swift action, or as a reaction when you would be affected by a scent-based effect, you can choose to lose your sense of smell. You lose any abilities dependent on scent but become immune to sense-dependent effects that rely on scent. You can deactivate the anosmatic shunt and regain your sense of smell as a swift action.
Anosmatic Shunt
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This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder 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.
Subdermal Society Signal Graft (Assassins Guild)
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This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder 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.
Subdermal Society Signal Graft (Marsh Morton Family Crest
Spells:
You pull gossamer threads from other, more genteel realities and wrap the target in them, smoothing the edges of their personality and accentuating their charms. The target gains a +1 circumstance bonus to Charisma checks and Charisma-based skill checks. Additionally, a creature affected by this spell can attempt a Diplomacy check to gather information in only 10 minutes. Once any individual under the effects of a charming veneer spell you cast has used this benefit to gather information in a specific settlement or local region, no target of a charming veneer spell you cast can do so again for 24 hours.
Charming Veneer (At Will)
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You magically alter whatever clothes you’re wearing, transforming them into a new outfit. Your new clothes must have a price in credits equal to or less than your original clothing. For example, if you’re wearing formal clothing with a price of 5 credits, you could transform your clothes into professional clothing or a different set of formal clothing, but you couldn’t transform your clothes into environmental or travel clothing, both of which have a price of 10 credits.
This spell also allows you to create other minor, cosmetic changes to your appearance, such as altering your hairstyle; it doesn’t, however, disguise you, and it grants no bonus to Disguise checks. If you want to create especially fashionable clothing, or clothing especially appropriate to a given situation (such as your first encounter with a new alien species or duplicating the uniform of a security guard you wish to impersonate), your GM might ask you to attempt a Culture check with a DC based on the complexity of the clothing you want to create.
Wardrobe Change (At Will)
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You can understand the spoken or signed words of creatures or read otherwise incomprehensible written or tactile messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. You can’t use this spell to read magic writing or encoded messages (though it does reveal if a message is magic or encoded), but you can use it to read raw computer code or foreign programming languages, allowing you to understand enough to attempt Computers checks on those materials without penalties.
Comprehend Languages (Twice Daily)
Equipment:
Custom Set of Recongifurable Clothing with Cleanliness Circuits, Programmed with the following 6 Outfits - Everyday Outfit, Formal Outfit, Professional Outfit (Assassin Suit), Environmental Outfit (Zero-Gravity Suit), Party Gown, Travel Clothing
Noble's Gown
,
Upgraded with Lightwarp Inlay & Mk1 Thermal Regulator
Lashunta Mind Mail Light Armor
,
Containing Quantum Storage Weapon Fusion
Redstar Plasma Rifle
,
Loaded with Tier 2 Sedative and Called Weapon Fusion
Undercover Ice Needle
,
This holographic projector is generally mounted to a belt or arm strap. It can be programmed using the Disguise skill to project a different appearance. When you use a holoskin, you can disguise major features, race, or creature type without the DC of your Disguise check increasing, except against Perception checks that involve physical examination.
Holoskin Device
,
Credit Stick (9,597cr Balance), Personal Comm Unit, Standard Powercell (20 charge) x2, Cosmetics, Mk3 Culinary Synthesizer, Muon Crystal (Minor)
Assorted Small Pocket Items
,
Tier 6 Opulos Opulence Small Shuttle
The Sanguine Star
Dylan Scott
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Ash
Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
#
387
Jan 29th, 2023, 08:09 PM
RWBY2019
Servant To The Omnissiah
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RPXP: 273
Posts: 560
OOC On delay
Sorry all for my absence I fell quite ill and needed some time to recuperate but I'm back now good as new
Cross
Cross found watching Vania's back harder today while he tried to reach his youngest eventually he heard Lily's voice.
"Sorry daddy I was busy with a delicate repair Orbital support is online but we aren't going to be moving anytime soon"
as lily finishes a number of orbital strikes hit the swarm showering Vania and Cera with viscera and there is a momentary lull in the swarms push for dominance and in this lull yet another shot lands by Crosses foot
Lady Isabelle
As lady Isabelle weaves through the Zerg she finds that her blade has a harder time cutting through the carapace of the creatures.
This is but a foot note compared to the strange visions and sights crossing her vision Nightmarish creatures of the void she though hallucinations Vania was causing to throw her off or adrenaline messing with her but no these apportions were real very very real this became evident after a wolf like one gnashed it's teeth and scraped her leg and the apparitions all were coming from the fuming Vania emerging from her Starry coating visible to only Lady Isabelle but very real to all as they ripped through zerg and dominion alike if they crossed paths
Yasir
Akaiyuki nods
"Well I will stay here by your side And continue to keep watch as i feel we were followed"
.
The Marine nods and takes his leave saying
"As you command"
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#
388
Feb 5th, 2023, 11:46 AM
Dylan Scott
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Cross
Cross loud out an audible sigh of relief when the voice of his youngest daughter, no wait, now his middle daughter, finally answered the hales he had been sending, and a huge grin crossed his face as the orbital bombardment began as Snowlily started to rain down a devastatingly accurate barrage of fire that would make even Vania proud.
If they could keep this up, with the Dreadnaught's support, they might even turn the tide of the conflict and rout the invading swarm despite the lack of a visible queen to call them off. His relief is short lived however as the plating at his feet sparks form the impact of a bullet landing at his feet before ricocheting away behind him, reminding him that Lady Isabelle isn't the only hunter looking for him and apparently not the only one using the cover of the Zerg swarm to get close to him.
Bringing his freshly reloaded Coil Rifle back up to his eye, Cross panned the viewfinder around as he scanned the scenery looking for his target, the bounty hunter trying to claim the kill. With so much going on, it would normally be next to impossible to find a sniper at range in the midst of a Zerg Swarm invasion but Cross wasn't just a target, he was a sniper himself and a hunter, he knew where a professional was likely to nest up for a clear shot, and the fact that his rounds had impacted at Cross's feet while he was perched atop the command tank meant that he had an elevated position. With the destruction caused by the swarming Zerg and the general state of the city before that there were only so many places which matched that description within range. The fact the sniper had missed his shot twice suggested he wasn't by any means a skilled sniper which would limit the range he could shoot from as well which brought the number of viable perches down to only a couple and as he checked those out with a trained eye he soon spotted his target.
Through his own telescopic scope and enhanced further by his own enhanced visual senses, Cross took in the details of his assailant as he watch them frantically trying to refocus and adjust their aim when they saw that Cross was now staring back at them through the scope of his own weapon. If the person now under his sights had even a shred of wits and common sense then they would have read the bounty warrant properly and would know just how deadly Nathan Cross was with a Rifle.
With a quick manipulation of his sub-vocal comm unit, Cross sent out a general all channel transmission, though it was aimed at his fellow sniper who he hoped had his ears on and was listening in to local frequencies as any good operative should.
"You've had two chances and missed, you will not get a third. Put your rifle down and leave or i will take my shot and you know i will only need the one"
Cross was willing to give the hunter a moment to consider but if they brought their rifle up to take another shot, he would take his first and put them down. He tuned out the world around him, the lull in the swarming making it almost calm as he steadied his breath and focused his sites on the Hunter in the elevated position, well within the range of his rifle, his finger slipped out of an indexing position and closed on the trigger, ready to take his shot in a nanosecond if needed.
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Perception Check to find Sniper, using personal knowledge to focus his search to sniper perches, check result is
30
Bonus Action:
Reaction:
Notes:
Conditions:
Stat Block
Nathan Cross
Neutral Good | Terran - Bounty Hunter | Operative (Level 5)/Soldier (Level 1)
Stamina:
37 / 64
|
HP:
41 /41 |
Resolve Points:
1 / 6
EAC:
20 |
KAC:
22 |
Initiative: +14
Speed:
50 |
Base Attack Bonus:
+4 (+3/+1)
STR
13(+1) |
DEX
18 (+4)
| CON
18 (+4) |
INT
16 (+3) |
WIS
14 (+2) |
CHA
13 (+1)
Fort Save:
+9 (Airborne Poison/Toxins +11. Cold/Heat +13)|
Reflex Save:
+8 |
Will Save:
+8
Weapons:
Archaic, Sniper (2-handed).Range (70/1,000) +8 Ranged (2d6+4 Damage)
Specialist Coil Rifle
|
Range(30) +8 Ranged (1d6+2 Damage)
Tactical Semi Auto Pistol
|
+8 Attack (1d4+2 Damage)
Survival Knife
|
+8 Attack (1D8+2 Damage, Cuts Through Tungsten)
Daelaam Protoss Psi-Blade
|
Range (400/1,000) +8 Ranged (3d12+4 Damage), Payload 20/20 (8 Hour Recharge)
Antimatter Rifle
|
+5 Attack 1D6+1 Lethal Damage, Threaten Adjacent Squares with AOO
Unarmed Strikes
Features and Abilities:
Common, Common (Servain Dialect), Hunter Sign (Visual), Hunter Sign (Tactile), Protoss (Khalani), Protoss (Nerazim), Protoss (Tal-Darim), Kasatha, Protoss (Probium), Orchish, VaniaSpeak
Languages
|
Armor:
Light, Shields
Weapons:
Simple, Basic & Advanced Melee, Small Arms, Long Arms & Sniper, Psi-Blade and Glaive Cannon, Grenades
Saving Throws:
Dexterity, Constitution
Skills:
Acrobatics: +15, Athletics: +12 (Leaping: +28), Bluff: +8, Computers: +10, Culture: +17, Diplomacy: +9, Disguise: +3, Engineering: +11, Intimidation: +7, Life Science: +8, Medicine: +14, Perception: +13, Physical Science: +7, Piloting: +13, Profession (Hunter): +13, Sense Motive: +13, Sleight of Hand: +11, Stealth: +15 , Survival: +17
Proficiencies
Feats:
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Survival
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Culture
|
You are resistant to diseases, poisons, and other maladies. You gain a +2 bonus to Fortitude saving throws
Great Fortitude
|
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point.
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
Toughness
|
You remain accurate at longer ranges.You take only a –1 penalty per full range increment between you and your target when using a ranged weapon
Far Shot
|
You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization
|
You attract followers to your cause and a companion to join you on your adventures. This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you
Leadership
|
Your quick reflexes allow you to react rapidly to danger.
Benefit: You gain a +4 bonus to initiative checks.
Improved Initiative
|
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.
Benefit: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.
Improved Unarmed Strikes
Bounty Hunter Traits:
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias,or specific identity to be your mark. Reduce the DC of Culture
or Profession (bounty hunter) checks to recall knowledge aboutyour mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5.
If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any
other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark.
You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week.
Survival 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 Survival checks.
Theme Knowledge - Bounty Hunting
|
You know just how to ask around about your marks to gain information and insight in a hurry. You can use Diplomacy to gather information about a specific individual in half the normal time, and you reduce the penalty for following tracks using Survival while moving at full speed to 0.
Swift Hunter
Operative Traits:
Your diverse training as an operative grants you a +2 insight bonus to initiative checks and to skill checks.
Operatives Edge +2
|
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative
class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Specialisation
|
You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon.
If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter.
You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking.
Sniper +2D6
|
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Evasion
|
As you gain experience, you learn special tricks called operative
exploits. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier.
If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier
Operative Exploit
|
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet
Quick Movement
|
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Weapon Specialisation
|
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Debilitating Trick
Operative Specialisation:
You’re an expert in scouting out dangerous locations using your knowledge and survival skills -Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a sniper attack by using your surroundings to your advantage
Explorer
Operative Exploit:
You can attempt Survival checks in place of Life Science checks to identify animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to live off the land, and your successful check provides food and water for an additional number of creatures equal to your operative’s edge bonus
Efficient Forager
|
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Nightvision
|
You’ve been on enough solo missions to know that you can’t let your guard down, even while sleeping. You take no penalties to Perception checks for being asleep, though you still can’t succeed at purely visual Perception checks while asleep. You can always act on the surprise round, though if you choose to do so when you would otherwise be surprised, you use your initiative result or the initiative result of the first creature that would have surprised you – 1, whichever is lower.
Ever Vigilant
Protoss Graft Traits:
During the Brood War, dark archons manipulated raw psychic energy to cause damage by turning the energy of a target against itself, By the Second Great War, the high templar learned to use this ability. As high templar are deeply attuned to the energy flows that surround them, through this psionic ability, these warriors can grasp the energy currents present in beings or machines, and drain them through a violent chain reaction. This backlash may cause grievous wounds to living beings, or massive structural damage to machines. If the target happens to bristle with energy, the powerful psionic Feedback may destroy it outright. At Will Psionic Ability Dealing 2D6 Damage
Feedback
|
A psionic storm is a storm of raw psychic energy produced by a psionics user. Protoss who follow the Khala can produce such a storm by closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms, tearing apart their brains. Such storms can also damage vehicles and the landscape itself. Such is the power of a psionic storm that it can send shockwaves through the air around it. The storm is a physical display of a high templar's psionic power. It concentrates all the psionic energy over a given area, so overlapping storms have no greater effect than a single one. Usable Twice per Day, Inflicting 5D6 Damage to a 20ft Area
Psi-Storm
Soldier Traits:
You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.
Primary Fighting Style - Blitz
|
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
Primary Style Technique - Rapid Response
|
You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes.
This replaces the soldier’s proficiency with heavy armor and heavy weapons.
Ascetic Warrior - Vazeal Zhakan-Kai / Hands of the Destroying Shadow
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Ash
Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
#
389
Feb 5th, 2023, 01:27 PM
Dylan Scott
Great Wyrm
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Last Visit: Sep 30th, 2023
RPXP: 6635
Posts: 1,251
Lady Isabelle
Isabelle has faced the Zerg before many times, truth be told she honed her skills on the creatures. There was no better way to learn the art of killing than to actually kill but the logistics of doing so on a sentient humanoid species was inconceivable, let alone the moral implications. But with a species that spawned as prolifically as the Zerg, House Marsh-Morton had a readily available stock of targets for her to practise her craft. Yet another of her families dark secrets that they maintained a breeding facility for Zerg.
But for some reason, here on Nion-4U3, the Zerg were more resilient to her Crimson blade than she was used to, her dance was still fatal but it was taking more effort than she was used to dispatching each one, slowing her down as she had to retrace her steps on occasion to bring her strikes back to a creature which should have already fallen. Matters were not made easier by the interference being sent her way by Vania.
After first she believed the apparitions emanating from Vania to be merely some form of holographic distraction used by the girl to distract her opponents before she could close in for the kill but as the claws of one of them snagged on her clothing and drew a thin line of blood across her calf she realised that despite their ethereal appearance the creatures were real enough to kill, which they started to do with reckless abandon, targeting both Zerg and Dominion alike.
Isabelle had no choice but to alter her dance to take into account the void wolves Vania was manifesting, from the anger still radiating from the girl she knew she would suffer the same fate as the Dominion troops should she get too close to one, Despite the troops currently being on the same side as her, Vania had no problem controlling her wolves to kill anything in her sight that wasn't Protoss or her Family and she had no illusions about how the Girl felt about her.
In a situation like this, most people would avoid antagonising the girl for fear of retaliation but Lady Isabelle as not most people and refused to be intimidated or bullied by anyone, let alone a slip of a girl with an over inflated ego. Doing her best to ignore the snapping jaws of the apparitions, Lady Isabelle gave Vania a friendly smile as she called out in a calm, melodic voice
"Vania Dear, please do your best to keep your little pets under control, i would hate to have to euthanize them because you are not strong enough to keep their focus on the Swarm not the Dominion. They are currently our allies after all"
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
continue to Slaughter any Zerg who come within range of her blade, as well as any Void Apparitions who try to take a bite out of her
Bonus Action:
Reaction:
Notes:
Conditions:
Stat Block
Lady Isabelle Marsh-Morton
Neutral Good | Companion Android (Terran) - Noble Scion | Solarian (Level 3)/Mechanic (Level 2)/Nanocyte (Level 1)
Stamina:
45 / 45 |
HP:
43 /43 |
Resolve Points:
8 / 8
EAC:
19 |
KAC:
19 |
Initiative: +3
Energy Resistance:
Cold 5, Fire 5 | Low Light Vision
Speed:
30 |
Base Attack Bonus:
+5
STR
16 (+3) |
DEX
16 (+3)
| CON
12 (+1) |
INT
20 (+5) |
WIS
11 (+0) |
CHA
21 (+5)
Fort Save:
+9 |
Reflex Save:
+7 |
Will Save:
+3
Weapons:
Piercing, +8/+9 Melee (1d6+9 Damage and 1D2)
Solar Weapon
|
Conceal, Injection, Powered (C20/U4) +8/+9 Melee (1d4+9 C&P Damage - Injection DC +2)
Undercover Ice Needle
|
Range (40), Line, Unweildy, Payload 20/20, +8/+9 Ranged (1d10 E&F Damage)
Red Star Plasma Rifle
|
+8/+9 Attack 1D3+9 Non lethal Damage
Unarmed Strikes
Features and Abilities:
Terran, Athanos, Binary, Protoss (Khalani), Protoss (Nezarim), Protoss (Tal-Darim), Protoss (Probium), Kasatha, Orcish, Bretheran, Azlanti, Ysoki, Vercite, Triaxian, Shirren, Lashunta, Vesk, Shimreen, Kaa-Leki, Skrell, Draelik, Shadari, Ferran, Worlanisi
Languages
|
Armor:
Light, Heavy, Shields
Weapons:
Simple, Basic & Advanced Melee, Small Arms, Long Arms, Grenades
Skills:
Acrobatics: +7, Athletics: +7, Bluff: +18, Computers: +11, Culture: +17, Diplomacy: +17, Disguise: +8, Engineering: +11, Intimidation: +5, Life Science: +10, Medicine: +10, Mysticism: +5, Perception: +10 (+11 Visual), Physical Science: +10, Piloting: +8, Profession (Diplomat): +12, Sense Motive: +6, Sleight of Hand: +8, Stealth: +8, Survival: +0
Proficiencies
Feats:
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Bluff
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Culture
|
You are particularly adept at a certain skill. You gain a +3 insight bonus to checks involving the chosen skill
Skill Focus - Diplomacy
|
Nanites Responsible for maintaining your constructed body have been upgraded, and a subset of them has been reprogrammed to perform incredible feats.
Your body has integrated technology that provides you with one of the following benefits, chosen when you gain the feat. Once chosen, the benefit cannot be changed.
Rebooting Nanites: Whenever you fail a saving throw against an effect that causes you to gain the asleep, blinded, confused, cowering, dazed, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened, staggered, stunned, or unconscious condition, you can spend 1 Resolve Point as a reaction to attempt a new saving throw against the effect at the same DC. If you succeed, the condition ends, though you still suffer any other effects of the original failed saving throw.
Repairing Nanites: Whenever you take Hit Point damage, you can spend 1 Resolve Point as a reaction to gain fast healing equal to one-quarter your character level (minimum fast healing 1) for 1 minute.
Surging Nanites: Before you attempt a skill or ability check, you can spend 1 Resolve Point as a reaction to gain a +2 racial bonus to that check.
You can select this feat up to three times. Each time, you must select a different benefit.
Nanite Integration - Repairing
|
You gain a thread of control over alternate realities.
Choose two 0-level witchwarper spells and one 1st-level witchwarper spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. For these spells, your caster level is equal to your character level and the key ability score is Charisma. If you later gain levels in witchwarper, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.
Reality Glimmer
|
You know how to get the full damage out of a weapon type your class doesn’t normally use.You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization
Android Traits:
Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Flat Affect
|
Although most androids stand out as artificial beings, some have intricate personality matrices and physical alterations that downplay their constructed nature. Androids who have this alternate racial trait don’t take any penalty to Disguise checks to change their appearance to a creature of a different race or type if they are disguising themselves as a human. If the android also has the xenometric android alternate racial trait (see page 17), this benefit instead applies to Disguise checks to change appearance to that of the race chosen along with the xenometric android alternate racial trait. This replaces the +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep from the constructed trait. The android retains all the other features of the constructed trait. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
Impersonation Matrix
|
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.
Infosphere Integration
|
New languages are easy for some androids to learn. An android with this racial trait knows four additional languages at 1st level. In addition, whenever such an android invests a skill rank into Culture, they learn two new languages instead of one. This replaces upgrade slot.
Mulitlingual
|
Noble Scion Traits:
You move about in the highest echelons of galactic society. Your status allows you to know who’s who among the wealthy and powerful of the galaxy, from which families are on the rise and which are on their way down to how to dress for a barathu social event and which set of tongs to use for the kalo wandfish dish in the third course of brunch. Reduce the DC of Culture checks to recall knowledge about the aristocracy, wealthy and powerful families, prominent personalities, and etiquette by 5. Choose either Bluff or Diplomacy. The chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Theme Knowledge - Nobility
|
From your family fortune, a bank trust, personal investments, or similar source, you receive a regular income or allowance to support yourself and help maintain the comfortable lifestyle to which you are accustomed. At the beginning of every week, you receive 100 credits. You cannot buy permanent goods or items with this stipend, with the sole exception of clothing, which you may purchase. Examples of the kind of services and nonmaterial goods you might spend your stipend on are listed below. Any unused credits are lost at the start of the next week when you receive your new stipend.
Lodgings, docking fees, taxes, tolls, and similar fees
Meals or restaurant dining
Professional services
Transportation
The use of recharging stations
Invitations to exclusive events or entry into privileged locations
Weekly Stipend
Solarian Traits:
As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills
Skill Adept - Bluff & Culture
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At 1st level, you gain a physical manifestation of your stellar power. The base form of your solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon. You must pick one solar manifestation (either armor or a weapon) upon taking your first level of solarian. You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode (see page 102), the glow or darkness returns immediately. Once made, these choices cannot be changed. Only you can interact with your solar manifestation, whether in mote, armor, or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it.
Solar Manifestation
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You can seize your solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can be whatever general shape you choose. Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well. Your solar weapon’s general design has no impact on its function, and doesn’t give the weapon any special abilities such as reach. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.
Your solar weapon functions as a one-handed kinetic advanced melee weapon with an item level equal to your solarian level, and you’re automatically proficient with it. At 1st level, choose whether your solar weapon deals bludgeoning, piercing, or slashing damage. You can change the damage type each time you gain a new solarian level. Your solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals (see page 170) can increase your solar weapon’s damage.
Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar weapon is automatically dismissed if it ever leaves your hand.
Solar Weapon
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As you gain experience, you uncover new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grant you the ability to channel these forces and manifest potent preternatural powers. At 1st level, you automatically learn the black hole and supernova stellar revelations. At 2nd level and every 2 levels thereafter, you learn an additional stellar revelation. You cannot select the same stellar revelation more than once unless it says otherwise. You can choose any stellar revelations you wish, but if you have more photon revelations than graviton revelations, or vice versa, it is more difficult to become fully attuned in either mode. Stellar revelations normally note what kind of action they require. If a stellar revelation does not note the kind of action it takes and it modifies some other action (such as an attack or skill check), it can be used as part of that action. If a stellar revelation allows a saving throw to resist its effects, the DC is equal to 10 + half your solarian level + your Charisma modifier. A revelation that says it lasts for 1 round or until you leave the associated mode lasts for whichever of these durations is longer. You can use stellar revelations both in and out of combat, but since you can’t enter a stellar mode outside of battle, any revelation that lasts for 1 round or as long as you’re in a stellar mode lasts only 1 round if you’re not in combat.
Stellar Revelation
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Choose either photon mode or graviton mode. When using stellar mode, you can either become unattuned or enter only the chosen mode. When learning stellar revelations, you can choose only revelations associated with your chosen mode, including learning only the initial zenith revelation: black hole or supernova. You ignore the effect of disproportionate revelations (Core Rulebook 104). Multiply your solarian level by 1-1/2 for the purpose of calculating your insight bonuses to Reflex saves and damage rolls granted by graviton mode and photon mode, respectively.
At 3rd level, you must choose both of the skills for sidereal influence from the list for your chosen mode, and the ability’s effects apply to both skills while sidereal influence lasts. At 11th level, you choose one more skill from that list, and at 19th level, your sidereal influence applies to all five skills associated with your chosen mode. At 9th level, and again at 17th level, you learn two new revelations associated with your chosen mode, at least one of which must be a zenith revelation.
This alters your stellar mode, stellar revelations, sidereal influence, and zenith revelations.
Broken Cycle
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You can tap into stellar forces outside of battle, using the properties of gravitons or photons to affect your skill use. At 3rd level, choose two skills from the lists below, one from the graviton list and one from the photon list. At 11th level and again at 19th level, choose two more skills. Each time you pick skills, choose one from the graviton list and one from the photon list. To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute.
Sidereal Influence
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You gain Weapon Specialization as a bonus feat for each weapon type for which this class grants you proficiency. If you selected solar weapon as your solar manifestation, it gains the benefit of Weapon Specialization as if it were an advanced melee weapon.
Weapon Specialisation
Stellar Revelations:
The rotation of a pulsar is perfectly precise, rivaling that of an atomic clock. You can sense this cosmological clock and time your movements to it, acting with uncanny timing and perfect precision. You gain a +2 bonus to your Armor Class against attacks of opportunity.
You also possess a supernaturally accurate sense of time—you’re always aware of the exact date and time wherever (and whenever) you are, accurate to the millisecond, and can precisely measure time as it passes without the need for a clock or other device.
Celestial Clock
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When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this revelation, you immediately become unattuned. Supernova functions as a zenith revelation for the purposes of abilities that reference them.
Level Range
1 10 ft
9 15 ft
17 20ft
Supernova
Mechanic Traits:
You construct an artificial intelligence (or AI), a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This AI is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation. Your AI can take one of two forms: a drone or an exocortex. You must pick one of these forms upon taking your first level of mechanic, and once this choice is made, it cannot be changed.
Artificial Intelligence
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You begin play with an exocortex, an artificial processor that interacts with and augments your biological brain’s cognitive functions, which can aid you in a variety of tasks, from combat to digital infiltration. Your exocortex is implanted within your physical body or brain, similar to a piece of cybernetic hardware, allowing your AI to access your mind and feed you information. As you gain levels, your exocortex advances in sophistication and processing power. Only you can access or interact with your exocortex.
Your exocortex also grants proficiency with shields at 1st level.
Exocortex
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You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.
Bypass
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You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks and drone mods require the use of a custom rig. In addition, you can use your custom rig as a personal comm unit. Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet. If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.
Custom Rig
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As you gain experience, you learn tricks that allow you to perform wonders of engineering, aid in electronic infiltrations, and optimize gear. While some of these are things you learn, others are small cybernetic enhancements you make to yourself (none of which have a price or count against your augmentation limits). Some tricks require the use of a custom rig or other gear. You learn your first mechanic trick at 2nd level, and you learn an additional mechanic trick at 4th level and every 2 levels thereafter. If a mechanic trick allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your mechanic level + your Intelligence modifier. If a mechanic trick requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 × your class level + your Intelligence modifier. Unless otherwise specified, you can’t learn mechanic tricks more than once.
Mechanic Trick
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You notice even the smallest shifts in movement, temperature, and vibration, gaining the insight bonus from your bypass class feature to Perception skill checks.
Visual Data Processor
Exocortex:
Mechanics with an exocortex automatically gain proficiency with Shields at 1st level
Shield Proficiency
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Your exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor and longarms. At 3rd level, you gain weapon specialization in longarms just as if your class granted proficiency. As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level. Designating another target causes you to immediately lose this bonus against the previous target
Combat Tracking
|
You can use your exocortex’s memory module to enhance your own knowledge. Once per day, as a reaction while not in combat, you can reroll a failed skill check (see page 243) to recall knowledge (see page 143). In addition, your exocortex grants you the Skill Focus feat as a bonus feat. You can’t use your exocortex’s memory module while combat tracking is activated. Every time you gain a mechanic level, you can rebuild your exocortex’s memory module, replacing the exocortex’s bonus Skill Focus feat with Skill Focus in a different skill
Memory Module
Nanocyye Traits:
In certain situations, you can use a nanite surge to push your nanites to perform extraordinary feats a number of times per day equal to half your nanocyte level plus your Constitution modifier; the exact benefits vary by circumstance and are explained in the abilities below. At 5th level, you can spend 1 Resolve Point to gain and immediately use an additional nanite surge. You can use this ability multiple times.
Nanite Surge (2/2)
|
Your body hosts a multitude of nanites that you can direct to take one of three forms, called arrays. They can flood out of your body to form a cloud, combine to temporarily create items, or mobilize within you to amplify your physical abilities.
As a move action, you can direct your nanites to adopt an array. You can have only one array active at a time. Alternatively, you can use a nanite surge (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.
Nanite Array
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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 such remaining temporary Hit Points when the sheath array ends.
Sheath Array
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You nanites spread out into a faintly visible cloud that fills a number of contiguous 5-foot squares. The maximum number of squares you can fill this way equals 1 plus your Constitution bonus, and at least one of those squares must be adjacent to you. The cloud is stationary once formed, though you can reconfigure its space as a move action; 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 concealment doesn’t stack with existing concealment.
At 3rd level, whenever you form a cloud array, it can fill an additional 5-foot square, and any miss chance the cloud provides increases to 15%. At 7th level, it can fill an additional 5-foot square, and any miss chance the cloud provides increases to 20%. At 11th level, the cloud fills up to a number of contiguous squares equal to 1 plus twice your Constitution modifier. At 15th level, when you use a nanite surge while forming the cloud array, any miss chance the cloud provides increases to 25% (though your attacks still ignore any miss chance). At 19th level, the cloud instead fills up to a number of contiguous squares equal to 1 plus four times your Constitution modifier.
Cloud Array
|
Your nanites shape themselves into a single piece of equipment, such as a weapon, tool, or 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; 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; you learn a new major form at 3rd level, 5th level, and every 4 levels thereafter. When you gain a nanocyte level, you can replace one of your major forms with a new major form and one of your minor forms with a new minor form.
To select a piece of equipment as one of your gear array’s major or minor forms, its level must be equal to or lower than your nanocyte level. Augmentations must be cybernetic, weapons and items must be technological items (not magic or hybrid), and you can’t select equipment that’s consumed on use (such as grenades) or whose bulk exceeds your Constitution modifier.
When creating a nanocyte character at higher than 1st level, for simplicity, you can choose major forms by choosing one form using your nanocyte level, the next form using your nanocyte level – 1, the next using your nanocyte level – 2, and so on. Any extra forms use a nanocyte level of 1. You can choose minor forms the same way.
Gear Array
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Whether by their design or your innovation, your nanites excel at a specialized task. Choose your primary faculty upon taking your first level in nanocyte—once made, this choice can’t be changed. Your nanites burrow into your foes, inflicting grievous injuries as they consume their victims from the inside.
Primary Nanite Facility - Infestation
|
When you form a cloud array or sheath array, you can use a nanite surge to damage anyone who makes contact with those nanites. Your cloud array deals 1d6 piercing damage (Fortitude negates) to each creature that starts its turn in or enters the cloud’s area. Your sheath array deals 1d6 piercing damage (Fortitude negates) to any creature that hits you with a melee natural weapon, melee weapon without the reach special property, or unarmed strike. After a creature attempts a saving throw against either effect, it’s immune to damage from this ability for 1 minute. You’re immune to the effects of your malignant mist. As a reaction, you can grant one creature you can see within 30 feet immunity to your malignant mist until the beginning of your next turn. The damage dealt by this ability increases to 1d8 at 3rd level, to 2d6 at 5th level, and by 1d6 every 2 nanocyte levels thereafter. This ability works against constructs
Malignant Mist
Nanocyte Gear Forms - Major:
One of the most common ranged weapons used by the vesk military during the war between the Pact Worlds and the Veskarium, the plasma bolter is a particularly hefty longarm with a bulky profile that speaks to its vesk origins. Unlike most common ranged plasma weapons, which lay out long lines of plasma or boost their output, plasma bolters focus on delivering a single heavy bolt of plasma. These weapons saw extensive use in fighting back the Swarm, and now many can be easily obtained on the open market as Pact Worlds manufacturers have begun offering their own tactical, advanced, elite, and paragon models of the classic weapon.
Plasma Bolter - Tactical
|
A flame spinner consists of two weighted balls attached to a length of cable; the pair is spun in an elegant, showy dance of spinning fire. Fireball and immolation flame spinners use petrol to generate a flaming nimbus around the ball's metal casing, while supernova and fission flame spinners dispense with the casing and instead compress the petrol to generate a dense mass of blazing heat in place of each ball. Using a flame spinner effectively is difficult due to the complex handling required, and kasathas and other races with additional limbs find they have a substantial advantage in that regard.
Flame Spinner - Fireball
Nanocyte Gear Forms - Minor:
This handheld unit includes an extendable wand tipped with a sampling nozzle, and can be easily operated with a single hand. It grants a +4 circumstance bonus to Engineering, Mysticism, and Physical Science checks to identify an unknown drug, medicinal, poison, or other chemical substance.
Chemalyser
|
These subtle yet stylish black gloves have fingers tipped in a complex microscopic texture that mimics the setae of a gecko’s foot pads, allowing you to adhere to most small objects with ease. When you wear a pair of geckopad gloves, you gain a +2 circumstance bonus to Sleight of Hand checks to palm an object, and you reduce the DC of Sleight of Hand checks to pick pockets by 5.
You must be wearing both gloves to gain their benefits, but they don’t prevent you from holding other objects or wielding weapons with those hands. Geckopad gloves don’t require a battery to function.
Geckopad Gloves
|
When activated, this small, pod-shaped device emits a bright red flash from a dome on its top once every 6 seconds, using 1 charge per day. The emergency beacon also transmits its location. Any device capable of receiving signals of any sort can pick up an emergency beacon’s signal, which can then be tracked back to the source with a successful DC 15 Engineering or Survival check. An emergency beacon’s transmissions have a range of 100 miles over flat terrain, but this range is halved in forests or hills and quartered in mountainous terrain and underwater. Alternatively, an emergency beacon can be hooked up to a starship or vehicle’s communications system, in which case its usage increases to 1 charge per hour and its range matches that of the communications array of the vehicle or starship.
Emergency Beacon
Cybernetic Augmentations:
See Above
Exocortex
|
See Above
Custom Rig - Implant
|
See Above
Visual Data Processor
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This cybernetic includes a programmable data port that allows you to access different types of computers and digital storage media. Any handheld computer can be inserted directly into the port, while larger systems need to be connected by an adapter cable. Having the system connected directly to your nervous system obviates the need for an interface to access data on a system. Actually operating the system requires you to use the Computers skill as usual. Some closed systems don't allow data access or require you to do some rewiring to connect with a datajack (usually an Engineering check).
Datajack
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A vocal modulator includes a series of miniature actuators built specifically to reshape your voice box, along with miniature hyper-resonant chambers that dynamically close or open. This allows you to change the pitch, timbre, and tone of your voice. You can more easily imitate accents or pronounce alien languages. When using Disguise to change your appearance, you gain a +2 circumstance bonus if the change in your voice also helps your disguise (at the GM's discretion)
Voice Modulator
|
These sheets of reflective material can be implanted behind the retina, granting you low-light vision and a +1 enhancement bonus to vision-based Perception checks.
Retinal Reflectors
|
Charisma +2
Synaptic Accelerator - Mk 1
|
Intelligence +4
Synaptic Accelerator - Mk 2
|
Popular with long-term visitors to Hibb, this cybernetic chip does only one thing; as a swift action, or as a reaction when you would be affected by a scent-based effect, you can choose to lose your sense of smell. You lose any abilities dependent on scent but become immune to sense-dependent effects that rely on scent. You can deactivate the anosmatic shunt and regain your sense of smell as a swift action.
Anosmatic Shunt
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This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder 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.
Subdermal Society Signal Graft (Assassins Guild)
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This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder 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.
Subdermal Society Signal Graft (Marsh Morton Family Crest
Spells:
You pull gossamer threads from other, more genteel realities and wrap the target in them, smoothing the edges of their personality and accentuating their charms. The target gains a +1 circumstance bonus to Charisma checks and Charisma-based skill checks. Additionally, a creature affected by this spell can attempt a Diplomacy check to gather information in only 10 minutes. Once any individual under the effects of a charming veneer spell you cast has used this benefit to gather information in a specific settlement or local region, no target of a charming veneer spell you cast can do so again for 24 hours.
Charming Veneer (At Will)
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You magically alter whatever clothes you’re wearing, transforming them into a new outfit. Your new clothes must have a price in credits equal to or less than your original clothing. For example, if you’re wearing formal clothing with a price of 5 credits, you could transform your clothes into professional clothing or a different set of formal clothing, but you couldn’t transform your clothes into environmental or travel clothing, both of which have a price of 10 credits.
This spell also allows you to create other minor, cosmetic changes to your appearance, such as altering your hairstyle; it doesn’t, however, disguise you, and it grants no bonus to Disguise checks. If you want to create especially fashionable clothing, or clothing especially appropriate to a given situation (such as your first encounter with a new alien species or duplicating the uniform of a security guard you wish to impersonate), your GM might ask you to attempt a Culture check with a DC based on the complexity of the clothing you want to create.
Wardrobe Change (At Will)
|
You can understand the spoken or signed words of creatures or read otherwise incomprehensible written or tactile messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. You can’t use this spell to read magic writing or encoded messages (though it does reveal if a message is magic or encoded), but you can use it to read raw computer code or foreign programming languages, allowing you to understand enough to attempt Computers checks on those materials without penalties.
Comprehend Languages (Twice Daily)
Equipment:
Custom Set of Recongifurable Clothing with Cleanliness Circuits, Programmed with the following 6 Outfits - Everyday Outfit, Formal Outfit, Professional Outfit (Assassin Suit), Environmental Outfit (Zero-Gravity Suit), Party Gown, Travel Clothing
Noble's Gown
,
Upgraded with Lightwarp Inlay & Mk1 Thermal Regulator
Lashunta Mind Mail Light Armor
,
Containing Quantum Storage Weapon Fusion
Redstar Plasma Rifle
,
Loaded with Tier 2 Sedative and Called Weapon Fusion
Undercover Ice Needle
,
This holographic projector is generally mounted to a belt or arm strap. It can be programmed using the Disguise skill to project a different appearance. When you use a holoskin, you can disguise major features, race, or creature type without the DC of your Disguise check increasing, except against Perception checks that involve physical examination.
Holoskin Device
,
Credit Stick (9,597cr Balance), Personal Comm Unit, Standard Powercell (20 charge) x2, Cosmetics, Mk3 Culinary Synthesizer, Muon Crystal (Minor)
Assorted Small Pocket Items
,
Tier 6 Opulos Opulence Small Shuttle
The Sanguine Star
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Ash
Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
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Cross
Cross found himself faced with a all too familiar calling card as the bullets that missed began to hiss, the trade mark of a killer of the guild. Cross only knew them as the "Wraith" and that they wore a skeletal mask with a permanent grin this complicated thins as they never negotiated and Cross could see them lining up their next shot.
Lady Isabelle
Isabelle found herself now left relatively alone by the wolves and creatures from the void but Vania's wrath was not beautiful, it was instead grim a ballad preformed by a ruthless murderer accompanied by a chorus of death and fear all because of her rage at the world that broke her and this race was not rubbing off on the much smaller Cera but the small creature was keen to devour zerg and cadavers as a pack of void wolves and ravens kept watch on her while the older sister stalked like a raven and struck like a rabid wolf.
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