Pirate Queen Irula
[NAME] - Alignment, Worships, etc
Human - Space Pirate - Technomancer (20th)
EAC KAC SP HP Fort Reflex Will
() () +? +? +?
Strength: 14 (+2) +2 / +2
Dexterity: 24 (+7) +2 / +1 / +1
Constitution: 20 (+5) +2 / +2 / +2 / +1
Intelligence: 26 (+8) +2 / +1 / +1
Wisdom: 14 (+2) +2 / +2
Charisma: 14 (+2) +2/ +2
Initiative BAB Resolve /day
+ +15 []
Cache Capacitor Spells: Disguise Self Life Bubble Flight (3)

Feats

  • Improved Initiative: You gain a +4 bonus to initiative checks. [Human Bonus]
  • Longarm Proficiency: You gain proficiency in Longarms [1st]
  • Versatile Specialization: You gain specialization in all weapons with which you are proficient that can be selected with Weapon Specialization [3rd]
  • ?? [5th]
  • ?? [7th]
  • ?? [9th]
  • ?? [11th]
  • ?? [13th]
  • ?? [15th]
  • ?? [17th]
  • ?? [19th]
  • 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]

Bonus Feats

  • 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
Spell Grenade You can spend 1 Resolve Point to store a spell with a range of touch in a grenade, allowing you to affect a target within the grenade's blast radius with the spell. Casting a spell with spell grenade uses the spell's standard casting time, and throwing the spell grenade is a standard action. You must throw the grenade before the end of your next turn, or the spell is wasted. You are considered proficient with the grenade for this attack. Choose a single target within the grenade's blast radius; that target is affected by the spell as if you had successfully touched it. The grenade goes off as normal, with all of its usual effects within its blast radius. If you miss the targeted intersection with the grenade, you must choose a target within the grenade's new blast radius. If there are no suitable targets within the grenade's blast radius, the spell is wasted. Spells whose ranges are not touch don't benefit from this magic hack. 5th
Spellshot You can cast an area spell with a casting time of 1 standard action or less through a ranged weapon, allowing you to use the weapon's range rather than the spell's range. You must target a single creature with your attack, and the spell's area is centered on that creature, or originates at the creature's location for a cone or line effect (oriented in whichever direction you choose), even if the spell would normally be centered on or originate from a point. You can fire the weapon as part of the standard action to cast the spell. You must fire the weapon during the round that the casting is completed, or the spell is wasted. If the attack misses, the spell is wasted. Spells with an emanation effect that would be centered on you don't benefit from this magic hack. 8th
Eternal Spell - [??] Choose one 1st-level spell you know from the list of technomancer spells in the Starfinder Core Rulebook. You can cast it at will, as though it were a 0-level spell. It still counts as one of your 1st-level spells known, not one of your 0-level spells known. You can choose a 1st-level spell from a source other than the Core Rulebook with the GM's permission. 11th
Spell Library You gain one extra spell known for each level of spell you can cast. You must choose the new spells when you gain this magic hack. If you gain access to a higher level of spell after choosing this hack, you gain one extra spell known for that spell level. 14th
Flash Teleport As a move action, you can spend 1 Resolve Point to teleport up to 30 feet. You must have line of sight to your destination. This movement doesn't provoke attacks of opportunity. 17th
Harmful Spells When you cast an instantaneous spell that deals damage, you can increase the spell's damage by half your technomancer level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks (such as magic missile), the increased damage applies only to a single ray or missile. This increased damage doesn't apply to ongoing damage from the spell (such as bleed or burn). This magic hack doesn't increase ability damage or other spell effects, only damage to Stamina Points or Hit Points. 20th

Skills:

Computers +?? [20]* Mysticism +?? [20]* Engineering +?? [20]* Physical Science +?? [20]* Life Science +?? [20]*
Bluff +?? [20]* Piloting +?? [20]* Sleight of Hand +?? [20]* Profession (Solider) +?? [20]* Perception +?? [20]
Sense Motive +?? [20] Medicine +?? [20] Culture +?? [20]

Languages:

  • Common

Race features:

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

Class and Theme features:

Theme Features: Space Pirate
Stat Bonus: You gain an ability adjustment of +1 to Dexterity at character creation.
Theme Knowledge: You have a distinct advantage over others when operating in the shadows of society. Reduce the DC of Culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates by 5. Bluff 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 Bluff checks
Smuggler: You know how and when to move illicit goods and how to get in and out of tight situations that might spell doom for a less seasoned smuggler. Once per day when you attempt a Stealth check to hide, you can roll twice and take the higher result. Additionally, whenever someone attempts a Perception check to search your body for objects you have hidden on your person using the hide object task of the Sleight of Hand skill, the searcher receives only a +2 bonus to the check, instead of a +4 bonus.
Sword and Pistol: You are well trained in a traditional piratical fighting style dating as far back as the antiquated ages before the Gap. When you are wielding at least one one-handed melee weapon and at least one small arm, you can make two attacks against the same target with one of each type of weapon as a standard action. Each attack takes the same -4 penalty as a full attack action
Besmara's Blessing: The pirate goddess Besmara blesses your thieving and marauding ways, even if you don't worship her directly. Up to twice per day, when you successfully ambush and defeat a significant foe or group of foes in tactical combat or starship combat in order to take any goods and valuables they are transporting (or simply have in their possession), you recover 1 Resolve Point
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.
Cache Capacitor: You expand your spell cache into a cache capacitor. As part of regaining your spells each day, you can cast a single spell into your spell cache and have it affect you continuously for 24 hours. The cache capacitor can hold any of the following spells: detect radiation, disguise self, keen senses, or unseen servant. You must know a spell to store it in your cache capacitor. When you cast the spell into your cache capacitor, you expend the spell slot normally and make any decisions required for that spell, but the duration doesn’t expire for 24 hours. If the spell in your cache capacitor is dispelled or dismissed, you can spend 5 minutes of uninterrupted concentration to reestablish it, keeping the same decisions you made when you cast it, and gaining whatever duration the spell had remaining. You can’t exchange the stored spell for another spell until you again regains your spells. At 12th level, your cache capacitor gains a second slot that can hold darkvision, lesser resistant armor, life bubble, or spider climb. At 18th level, your cache capacitor gains a third slot that can hold arcane sight, flight (spell level 3rd or lower), see invisibility, or tongues
Resolve Attunement: You recover Resolve Points when you use powerful magic. Each time you cast a 6th-level spell, you regain 1 Resolve Point, up to your normal maximum. This applies only to spells you cast using your normal 6th-level spell slots, not to those you cast using magic items or other methods such as fuse spells
Fuse Spells: You can combine lower-level spell slots to cast higher-level spells. As part of casting a spell, you can spend 1 Resolve Point to exchange a number of unused spell slots for a single spell slot of a higher level; this expends the lower-level spell slots. Add up the levels of the expended slots to determine which higher level of spell you can cast (maximum 6th). For instance, you could exchange three 1st-level slots to cast a 3rd-level spell, or you could exchange two 3rd-level slots to cast a 6th-level spell. If you combine spell slots to cast a 6th-level spell, it doesn’t count as such for resolve attunement. Furthermore, you can spend 2 Resolve Points to combine two 6th-level spell slots to cast wish

Spells, abilities and Powers:

Spell Slots per day: 0th 1st 2nd 3rd 4th 5th 6th
(-) (?) (?) (?) (?) (?) (?)
Spells Known 0th 1st 2nd 3rd 4th 5th 6th
[7] [7] [7] [7] [7] [6] [6]
Dancing lights Junksword (1) Invisibility Flight (3) Teleport Interplanetary Teleport
Energy Ray Detect Tech Implant Data Dispel Magic Wall of Force Plane Shift
Psychokinetic Hand Flight (1) Make Whole Haste Summon Creature (6)
Fabricate Scrap Supercharge Weapon Recharge Planar Barrier
Transfer Charge Summon Creature (1) Knock Disintegrate
Telepathic Message Life Bubble Security Seal Control Gravity
Mending Disguise Self Fog Cloud

Equipment, Gear, Weapons, & Armour:

Personal Upgrades
Mk [3] Ability Crystal - Intelligence: Increase Intelligence by +6
Mk [2] Ability Crystal - Dexterity: Increase Dexterity by +4
Mk [1] Ability Crystal - Constitution: Increase Constitution by +2

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Familiars, Cohorts, Followers, Intelligent items, and Common Summons


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