Irula Kovaich - Battle-Scribe Commando
[NAME] - Alignment, Worships, etc
Human - Ace Pilot - Technomancer (3rd)
EAC KAC SP HP RP Fort Reflex Will
() () () +? +? +?
Strength: 10 (-)
Dexterity: 16 (+3)
Constitution: 11 (-)
Intelligence: 16 (+3)
Wisdom: 10 (-)
Charisma: 10 (-)
Initiative BAB
+7 +2

Feats

Standard Feats:
  • Longarm Proficiency: You gain proficiency in Longarms [1st]
  • Versatile Specialization: You gain specialization (see page 243) in all weapons with which you are proficient that can be selected with Weapon Specialization [3rd]

Bonus Feats:
  • Improved Initiative: You gain a +4 bonus to initiative checks. [Human Bonus]
  • Spell Focus: The DC of spells you cast increases by 1. At 11th level, the DC of your spells instead increases by 2, and at 17th level, the DC of spells you cast instead increases by 3. This bonus does not apply to spell-like abilities. [Technomancer Bonus, 3rd]
  • Weapon Specialization - [Small Arms]: Choose one weapon type (small arms, longarms, heavy weapons, etc.). 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. [Technomancer Bonus, 3rd]
  • Weapon Specialization - [Basic melee weapons]: Choose one weapon type (small arms, longarms, heavy weapons, etc.). 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. [Technomancer Bonus, 3rd]
  • Weapon Specialization - [Longarms]: Choose one weapon type (small arms, longarms, heavy weapons, etc.). 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. [Technomancer Bonus, 3rd]

Hacks:

Empowered Weapon As a move action, you can expend an unused spell slot to reconfigure and enhance a weapon you’re wielding. Until the start of your next turn, your attacks with the enhanced weapon gain a bonus to attack rolls equal to the level of the spell slot you expended. In addition, your attacks with that weapon deal 1d6 additional damage per level of the expended spell slot. This damage is of the same type the weapon normally deals 2nd

Skills:

Computers +10 [3] Engineering +9 [3] Mysticism +7 [3] Piloting +10 [3]
Sleight of Hand +9 [3] Profession (Solider) +9 [3] Physical Science +9 [3] Life Science +9 [3]

Languages:

  • Common

Class features and Special abilities:

Racial Features: Human
Ability Adjustments: +2 to any 1 Ability Score
Base Hit Points: (4)
Bonus Feat: Humans select one extra feat at 1st level
Skilled: Humans gain an additional skill rank at 1st level and each level thereafter
Theme Features: Ace Pilot
Stat Bonus: You gain an ability adjustment of +1 to Dexterity at character creation.
Theme Knowledge: You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks
Class Features: Technomancer
Base Hit Points: (5)
Stamina Points: (5) + Con
Key Ability Score: Your Intelligence determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Intelligence is your key ability score. Also, a high Dexterity score can help you fire your weapons more accurately and dodge incoming attacks
Proficiencies: Armor-light; Weapons-basic melee weapons, small arms
Spells: You cast spells drawn from the technomancer spell list. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier. You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–10: Technomancer. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown on Table 4–11: Technomancer Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day
Spell Cache: As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level. If your spell cache is damaged, it is restored to full Hit Points the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.
Magic Hack: You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier
Spell Focus: You gain Spell Focus as a bonus feat
Techlore: You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter
Weapon Specialization You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.

Spells, abilities and Powers:

Spell Slots per day: 0th 1st
(-) (4)
Spells Known 0th 1st
[6] [4]
Detect Magic Supercharge Weapon
Transfer Charge Flight [1]
Energy Ray Life Bubble
Psychokinetic Hand Holographic Image
Telepathic Message
Mending

Items, gear and equipment:

Weapons
Auto-target Rifle: Long Arm [L2] - D: 1d6 [p] / R: 60ft / C: 10R / Sp: Analog, Automatic
Azimuth Laser Pistol: Small Arm [L1] - D:1d4 [f] / R: 80ft / Cr: 1d4 [f] / C: 20C / Sp: -
Tactical Dueling Sword: Basic Melee [L2] - D: 1d6 [s] / Sp: Analog
Armour
Graphite Carbon Skin: Light Armour [L3] - EAC: +3 / KAC: +4 / Max Dex: +4 / ACP: -1 / Up: {1}
- Upgrade Slot [Jump Jets]: Cap: 20 / Use: 2/action ~ You can activate jump jets as part of a move action in order to fly during your movement. You can fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, or you can fly up to 20 feet straight up. You must land at the end of your move action. Jump jets can’t lift you if you’re encumbered. This upgrade can be installed only in light or heavy armor
Credit Pouch
4000 cr

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