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  1. Final Preparation: Enoch tinkers with his Nanorifle, enhancing it's potency (+4 Attack/Damage). Enoch stays spread out from the others, wary of any area of effect magic that may be employed. He levels his Nanoblade rifle at the golem and makes a pair of precise strikes.
  2. Enoch carries a Glock and a Satchel (his handy haversack). His entire normal kit fits inside. He already selected the items that appeared like they'd function in the area. Anything not likely to work is safely stored in his satchel. He is visibly uncomfortable though, as it's apparent lack of some of his tech functionality is causing him distress. In terms of borrowed equipment, Enoch procured: Nanoblade Rifle, Temporal Dagger, Magi-Tech Armor MK X Armor (Maybe, pending Wrathgon's determination on a Class Feature) Reference:
  3. Only things on Enoch 's list that isn't likely working are the lock release gun and glock. The glock depends on smokepowder. Happy to source item analogs. Dungeonscape has the grapple winch (duracable and grapple tags). Artisan/Thieves Tools for his Engineering kits. Healer Kit for his Medical. His Pharmaceuticals all have actual DnD analogs. There's even an anti-Farenz (radiation) drug in FR.
  4. Much of the gear Enoch has listed would be PL level 2 or 3. For instance, his mechanical kit has high quality wrenches, hammers, screwdrivers, etc. His medical kit as well. Syringes (for example) haven't changed much besides better manufacturing techniques in several hundred years IRL. If there's a DND 3.x item analog to any item in question, may I presume it functions?
  5. Enoch had a short while to prep, and it was all he needed. Enoch didn't bring much tech, but he did bring some non-electronic items. He thinks back to his original joining of the ship and to the kit he brought off of Earth. He sets to work quick-fabbing a few attachments to use with the kit while he grabs the other items he had on his person. He arrives in the haz-suit as requested with his satchel and little else visible. [URL=/sheets/?id=2803071][B][SIZE=+1]Enoch Pendergast[/SIZE][/B][/URL] Male Human (Cyborg) Mechanic, [B]Level[/B] 8, [B]Init[/B] 1, [B]HP[/B] 80/80, [B]DR[/B] ER 5 (all) DR 10/—, [B]Speed[/B] 30 [B]AC[/B] 13, [B]Touch[/B] 11, [B]Flat-footed[/B] 12, [B]CMD[/b] 16, [B]Fort[/B] 4, [B]Ref[/B] 1, [B]Will[/B] 1, [B]CMB[/B] +5, [B]Base Attack Bonus[/B] 6 [B]-2 Dex Penalty, Stacking, No save, 8 hour or until dissolved Tangler Gun [/B] +7/2 (0, ) [B]DC 15 Will vs Stunned 1d4+1 rounds Nausea Gun [/B] +7/+2 (1d4+1, ) [B]DC 15 Will vs Stunned 1d4+1 rounds Neural Blanker [/B] +7/+2 (1d4+1, ) [B] Survival Suit[/B] (+2 Armor, +1 Dex) [B]Abilities[/B] Str 8, Dex 12, Con 18, Int 22, Wis 12, Cha 9 [B]Condition[/B] Unharmed [b]Immunities:[/b] Daze, Nausea, Stun, Intimidate, Deafness from Loudness [b]Senses:[/b] See Ethereal, Thermal/UV/Infrared to vision limits. X-Ray/Sonar 100' (Standard swap) Motion Sensing in 100' (through walls too) - Sends to HUD Detect Magic 60' Detect Chemicals/Minerals/Multidimensional/Metals 120' Cone [b]Skills[/b] (Base, Class Skill, Ability, Feature, Feat, Item) Appraise 8+3+6+0+0= 17 Computers 8+3+6+5+5+5=32 Engineering 8+3+6+4+5+5=31 Life Science 8+0+6+0+0+0=17 Medicine 8+3+1+3+0+3+7=25 Mysticism 8+0+1+0+0+0=12 Perception 8+3+1+0+0+0=12 Physical Sci 8+3+6+0+0+0=17 Stealth 8+0+1+0+0+20=29 [b]Feats[/b] [1] Skill Synergy: Computers and Engineering +2 [1] Skill Focus Medicine +3 [3] Skill Focus Computers +3 [6] Craft Technological Item [b]Class Features and Other Notables[/b] [1] Roboticist Theme: Reduce the DC of Engineering checks to identify creatures and technology by 5.+1 Computers, Craft items of +1 Level (use too?) [1] Artificial Intelligence [1] Bypass: +4 (scales) to Computers/Engineering [1] Custom Rig: Personal computer gets free upgrades, counts as having right tool for crafting basically anything. [3] Overload: Make Device nonfunctional 1 round 1/min/device. No Computer Check needed. DC Half level+10+INT if vs NPC. [5] Remote Hack 30', Save vs ID Enoch as source [7] Expert Rig: Free computer upgrades (see below, marked *) [7] Miracle Worker: 1/day apply +4 AC to Armor, OR +4 Hit/Dam to weapon, OR Repair Ship 1 "Base Frame" equivalent. Possibly restoring a damaged system. [b]Artificial Intelligence - Exocortex[/b] - Can act independently using my Skill Mods. [1] Skill Focus (Engineering) +3, 1/day reroll Knowledge check out of combat. [1] Combat Tracking: Heavy Armor and Martial Proficiency. Move Action to increase BAB vs 1 Target to Full (8) until change target or lose them. Weapon Specialization (I added 2 to the DC or Dex Penalty above) [5] Wireless Hack: Hack any device from 30' away (Overload too). [7] Armor Mod: Can Apply one Armor Upgrade to self [b]Mechanic Tricks[/b] [2+8] Over/Hyperclock: +2 AC, +4 Init/Ref, Reroll Reflex for 1 Resolve [4] Tech Tinkerer: Change items function temporarily (Jury Rig) [6] Magic Scanner: Detect Magic at will, Computers skill to ID and interact some with Magic, specifically mentions IDing how to use magic items [b]Carried Gear:[/b] (Light Encumbrance) Compact Neural Scrambler: Cannot take actions, moves normal speed on command. No memory of time under. HUD Contacts Intellipicks: +20 for Conventional Locks Mastercraft Miniature Electromechanical Multipurpose Kit: +5 Engineering Mastercraft Ultralight Survival Suit with Compartments and Integrated Mini Glow Lamp/Environment and Environmental Seal Mastercraft Miniature Metal Detector: 120' Cone as Detect Spell Miniature Duracable and Grapple Tags x4 Miniature Lock Release Gun: Automatically opens Average or cheaper mechanical locks, no check 1 action Miniature Morphic Disguise Kit: Physically alters appearance +6 Disguise Miniaturized Universal Communicator Miniaturised Mastercraft Advanced Fast-Use Medkit: Treat-Injury as Move Action (except Surgery) +4 Medicine Shepard Chip: ID and Credit Holdings/Etc. Soother Pulse: +6 Handle Animal Violet Rations: Food pills Nanobeacon: Mini location beacon Motion Sensor: 100' detection through walls/solids. Know square. Upgraded Mastercraft Computer Card with extensive programming Ethereal Goggles Polyvox Modified Piercing Visor: X-Ray, Thermal, Infared, UV, Sound/Sonar 100', pierce 6" metal, 1' other. Standard to switch modes. Hologram Recorder/Player: Record and create holograms *Treat as Major Image at will?* Grappling Tether: 200' moves larger mass to smaller. Force Field: DR 10/- Neural Recorder: DC 17 Will vs Learning up to 2 hours worth of memories at a time. 2D or 3D Miniature Power Pack: Powers all devices Neural Link and Microcomputer: Computer Use Free or Move action (most uses Free, probably limit to Move for Combat Actions?) Biofunction Regulator (Implant): Immune to Daze/Nausea, +2 vs Poison, Disease, Endurance Feat Anti Stun (Implant): Immune to Stun Biosurger (Implant): Extra move action 2/24h Cybertaker Feat Implant - Allows more implants in/from d20 Modern Rules Feat Plexus (4 Feat Implants) - See Above Auditory Baffles (Implant): Immune to loud noises, +4 vs Sonic Nasal Filter (Implant): +6 Vs Gas effects Projectile Deflector:+4 extra AC vs Ranged Photon Shield: At-Will Invisibility Energy Shields: ER 5 vs Cold/Electricity/Fire/Sonic/Concussion Mastercraft +13 Multicomp: Detect Chemicals/Minerals/Multidimensional 120' Cone, Scan to Know HP of Creatures and Robots, +7 Repair/Treat Injury Handy Haversack Rod of Bodily Restoration: 3 charges/day: Restore 4 to single Physical Ability, or 2 to all 3 Orb of Mental Renewal: 3 charges/day: Restore 4 to single Mental Ability, or 2 to all 3 Sporekill: Cures most diseases in 1d10 hours (50) Solvaway: Brakes glues/hardened compounds/tanglers/etc in 1 round (45) Neutrad: Cures radiation sickness in 1d4 hours (43) Boost: +4 Str, +2 Ref, +10' Move, +4 Massive Damage Threshold, 10 rounds 10% chance of -2 Dex -1 Fort 24 hours, cumulative (49) Antitox: Cures Poison in 1d6 rounds (50) Compact Chemical Kit Mastercraft Miniature Pharmacist Kit, Mastercraft Deluxe Miniature Mechanical Toolkit Miniature Deluxe Electrical Toolkit Miniature Puritizer: Purifies Liquids/Water Miniaturized Personal Plastic Surgery Kits Thought Computer Custom Rig (Integrated/Implant): +2/PL under 9 bonus on checks involving computers. 5 or same Ranks as Enoch for all Int and Wis skills (whichever is higher), INT 18, WIS 18, CHA 12. Tier 9 Planetside Range, Firewall, Security Upgrade 1* (Hack DC 52 then 50) 1 BERTHA, 3 Remote Control Drones, 10 Repair Drones, Spare Parts/UPBs (2,000 on person, 82,000 on Ship), 4,147lbs of Gold (all on Ship), $69,154 Credits in "Capitalism Galaxy (?)" [b]RC Drone[/b] Androgenous Fine Construct, [B]Level[/B] 1, [B]Init[/B] +9, [B]HP[/B] 1, [B]Speed[/B] 60' Walk/Climb, 60' Fly (Clumsy) [B]DEF[/B] 33, [B]Touch[/B] 27, [B]Flat-footed[/B] 24, [B]Fort[/B] 0, [B]Ref[/B] 9, [B]Will[/B] 0, [B]Base Attack Bonus[/B] 0 Integrated Resilium(+6 Equipment, +8 Size, +9 Dex) [b]Abilities[/b] Str 30, Dex 28, Con -, Int -, Wis 10, Cha 1 [b]Components:[/b] Class II Sensors, AV Transmitter, Remote Control Unit, Robolink, 2 Basic Hands, Mod+11 in Enoch's Skills, Mod+4 Other Skills [b]Skills:[/b] Stealth/Acrobatics +29, Engineering +Mod, Mod+4 Else. OR User's Skills if Directly Controlled[/spoiler [b]BERTHA[/b] - Basic Emergency Repairs and Technological Heuristics Assistant "Female" Fine Construct, [B]Level[/B] 1, [B]Init[/B] +9, [B]HP[/B] 1, [B]Speed[/B] 60' Walk/Climb, 60' Fly (Clumsy) [B]DEF[/B] 30, [B]Touch[/B] 24, [B]Flat-footed[/B] 24, [B]Fort[/B] 0, [B]Ref[/B] 6, [B]Will[/B] 0, [B]Base Attack Bonus[/B] 0 [b]Integrated Resilium[/b] (+6 Equipment, +8 Size, +6 Dex) [b] Abilities[/b] Str 24, Dex 22, Con -, Int 12, Wis 10, Cha 1 [b]Components:[/b] Class II Sensors, AV Transmitter, 1 Basic Hand, Miniature Mastercraft Multiuse Multipurpose Tool and Fast-Use Med Kit, Vocalizer, Multilingual, Miniaturized Universal Communicator, +11 In Enoch's Skills, +4 Skill Chips Other Skills [b]Skills:[/b] Stealth/Acrobatics +26, Medicine +14, Mod+11 for all other Enoch Skills, Else Mod+4 [b]Repair Drones[/b] as BERTHA but swap Engineering for Medicine Enoch [URL=/sheets/?id=2803071][B][SIZE=+1]Enoch Pendergast[/SIZE][/B][/URL] Male Human (Cyborg) Mechanic, [B]Level[/B] 8, [B]Init[/B] 1, [B]HP[/B] 80/80, [B]DR[/B] ER 5 (all) DR 10/—, [B]Speed[/B] 30 [B]AC[/B] 13, [B]Touch[/B] 11, [B]Flat-footed[/B] 12, [B]CMD[/b] 16, [B]Fort[/B] 4, [B]Ref[/B] 1, [B]Will[/B] 1, [B]CMB[/B] +5, [B]Base Attack Bonus[/B] 6 [B]-2 Dex Penalty, Stacking, No save, 8 hour or until dissolved Tangler Gun [/B] +7/2 (0, ) [B]DC 15 Will vs Stunned 1d4+1 rounds Nausea Gun [/B] +7/+2 (1d4+1, ) [B]DC 15 Will vs Stunned 1d4+1 rounds Neural Blanker [/B] +7/+2 (1d4+1, ) [B] Survival Suit[/B] (+2 Armor, +1 Dex) [B]Abilities[/B] Str 8, Dex 12, Con 18, Int 22, Wis 12, Cha 9 [B]Condition[/B] Unharmed [b]Immunities:[/b] Daze, Nausea, Stun, Intimidate, Deafness from Loudness [b]Senses:[/b] See Ethereal, Thermal/UV/Infrared to vision limits. X-Ray/Sonar 100' (Standard swap) Motion Sensing in 100' (through walls too) - Sends to HUD Detect Magic 60' Detect Chemicals/Minerals/Multidimensional/Metals 120' Cone [b]Skills[/b] (Base, Class Skill, Ability, Feature, Feat, Item) Appraise 8+3+6+0+0= 17 Computers 8+3+6+5+5+5=32 Engineering 8+3+6+4+5+5=31 Life Science 8+0+6+0+0+0=17 Medicine 8+3+1+3+0+3+7=25 Mysticism 8+0+1+0+0+0=12 Perception 8+3+1+0+0+0=12 Physical Sci 8+3+6+0+0+0=17 Stealth 8+0+1+0+0+20=29 [b]Feats[/b] [1] Skill Synergy: Computers and Engineering +2 [1] Skill Focus Medicine +3 [3] Skill Focus Computers +3 [6] Craft Technological Item [b]Class Features and Other Notables[/b] [1] Roboticist Theme: Reduce the DC of Engineering checks to identify creatures and technology by 5.+1 Computers, Craft items of +1 Level (use too?) [1] Artificial Intelligence [1] Bypass: +4 (scales) to Computers/Engineering [1] Custom Rig: Personal computer gets free upgrades, counts as having right tool for crafting basically anything. [3] Overload: Make Device nonfunctional 1 round 1/min/device. No Computer Check needed. DC Half level+10+INT if vs NPC. [5] Remote Hack 30', Save vs ID Enoch as source [7] Expert Rig: Free computer upgrades (see below, marked *) [7] Miracle Worker: 1/day apply +4 AC to Armor, OR +4 Hit/Dam to weapon, OR Repair Ship 1 "Base Frame" equivalent. Possibly restoring a damaged system. [b]Artificial Intelligence - Exocortex[/b] - Can act independently using my Skill Mods. [1] Skill Focus (Engineering) +3, 1/day reroll Knowledge check out of combat. [1] Combat Tracking: Heavy Armor and Martial Proficiency. Move Action to increase BAB vs 1 Target to Full (8) until change target or lose them. Weapon Specialization (I added 2 to the DC or Dex Penalty above) [5] Wireless Hack: Hack any device from 30' away (Overload too). [7] Armor Mod: Can Apply one Armor Upgrade to self [b]Mechanic Tricks[/b] [2+8] Over/Hyperclock: +2 AC, +4 Init/Ref, Reroll Reflex for 1 Resolve [4] Tech Tinkerer: Change items function temporarily (Jury Rig) [6] Magic Scanner: Detect Magic at will, Computers skill to ID and interact some with Magic, specifically mentions IDing how to use magic items [b]Carried Gear:[/b] (Light Encumbrance) Compact Neural Scrambler: Cannot take actions, moves normal speed on command. No memory of time under. HUD Contacts Intellipicks: +20 for Conventional Locks Mastercraft Miniature Electromechanical Multipurpose Kit: +5 Engineering Mastercraft Ultralight Survival Suit with Compartments and Integrated Mini Glow Lamp/Environment and Environmental Seal Mastercraft Miniature Metal Detector: 120' Cone as Detect Spell Miniature Duracable and Grapple Tags x4 Miniature Lock Release Gun: Automatically opens Average or cheaper mechanical locks, no check 1 action Miniature Morphic Disguise Kit: Physically alters appearance +6 Disguise Miniaturized Universal Communicator Miniaturised Mastercraft Advanced Fast-Use Medkit: Treat-Injury as Move Action (except Surgery) +4 Medicine Shepard Chip: ID and Credit Holdings/Etc. Soother Pulse: +6 Handle Animal Violet Rations: Food pills Nanobeacon: Mini location beacon Motion Sensor: 100' detection through walls/solids. Know square. Upgraded Mastercraft Computer Card with extensive programming Ethereal Goggles Polyvox Modified Piercing Visor: X-Ray, Thermal, Infared, UV, Sound/Sonar 100', pierce 6" metal, 1' other. Standard to switch modes. Hologram Recorder/Player: Record and create holograms *Treat as Major Image at will?* Grappling Tether: 200' moves larger mass to smaller. Force Field: DR 10/- Neural Recorder: DC 17 Will vs Learning up to 2 hours worth of memories at a time. 2D or 3D Miniature Power Pack: Powers all devices Neural Link and Microcomputer: Computer Use Free or Move action (most uses Free, probably limit to Move for Combat Actions?) Biofunction Regulator (Implant): Immune to Daze/Nausea, +2 vs Poison, Disease, Endurance Feat Anti Stun (Implant): Immune to Stun Biosurger (Implant): Extra move action 2/24h Cybertaker Feat Implant - Allows more implants in/from d20 Modern Rules Feat Plexus (4 Feat Implants) - See Above Auditory Baffles (Implant): Immune to loud noises, +4 vs Sonic Nasal Filter (Implant): +6 Vs Gas effects Projectile Deflector:+4 extra AC vs Ranged Photon Shield: At-Will Invisibility Energy Shields: ER 5 vs Cold/Electricity/Fire/Sonic/Concussion Mastercraft +13 Multicomp: Detect Chemicals/Minerals/Multidimensional 120' Cone, Scan to Know HP of Creatures and Robots, +7 Repair/Treat Injury Handy Haversack Rod of Bodily Restoration: 3 charges/day: Restore 4 to single Physical Ability, or 2 to all 3 Orb of Mental Renewal: 3 charges/day: Restore 4 to single Mental Ability, or 2 to all 3 Sporekill: Cures most diseases in 1d10 hours (50) Solvaway: Brakes glues/hardened compounds/tanglers/etc in 1 round (45) Neutrad: Cures radiation sickness in 1d4 hours (43) Boost: +4 Str, +2 Ref, +10' Move, +4 Massive Damage Threshold, 10 rounds 10% chance of -2 Dex -1 Fort 24 hours, cumulative (49) Antitox: Cures Poison in 1d6 rounds (50) Compact Chemical Kit Mastercraft Miniature Pharmacist Kit, Mastercraft Deluxe Miniature Mechanical Toolkit Miniature Deluxe Electrical Toolkit Miniature Puritizer: Purifies Liquids/Water Miniaturized Personal Plastic Surgery Kits Thought Computer Custom Rig (Integrated/Implant): +2/PL under 9 bonus on checks involving computers. 5 or same Ranks as Enoch for all Int and Wis skills (whichever is higher), INT 18, WIS 18, CHA 12. Tier 9 Planetside Range, Firewall, Security Upgrade 1* (Hack DC 52 then 50) 1 BERTHA, 3 Remote Control Drones, 10 Repair Drones, Spare Parts/UPBs (2,000 on person, 82,000 on Ship), 4,147lbs of Gold (all on Ship), $69,154 Credits in "Capitalism Galaxy (?)" [b]RC Drone[/b] Androgenous Fine Construct, [B]Level[/B] 1, [B]Init[/B] +9, [B]HP[/B] 1, [B]Speed[/B] 60' Walk/Climb, 60' Fly (Clumsy) [B]DEF[/B] 33, [B]Touch[/B] 27, [B]Flat-footed[/B] 24, [B]Fort[/B] 0, [B]Ref[/B] 9, [B]Will[/B] 0, [B]Base Attack Bonus[/B] 0 Integrated Resilium(+6 Equipment, +8 Size, +9 Dex) [b]Abilities[/b] Str 30, Dex 28, Con -, Int -, Wis 10, Cha 1 [b]Components:[/b] Class II Sensors, AV Transmitter, Remote Control Unit, Robolink, 2 Basic Hands, Mod+11 in Enoch's Skills, Mod+4 Other Skills [b]Skills:[/b] Stealth/Acrobatics +29, Engineering +Mod, Mod+4 Else. OR User's Skills if Directly Controlled[/spoiler [b]BERTHA[/b] - Basic Emergency Repairs and Technological Heuristics Assistant "Female" Fine Construct, [B]Level[/B] 1, [B]Init[/B] +9, [B]HP[/B] 1, [B]Speed[/B] 60' Walk/Climb, 60' Fly (Clumsy) [B]DEF[/B] 30, [B]Touch[/B] 24, [B]Flat-footed[/B] 24, [B]Fort[/B] 0, [B]Ref[/B] 6, [B]Will[/B] 0, [B]Base Attack Bonus[/B] 0 [b]Integrated Resilium[/b] (+6 Equipment, +8 Size, +6 Dex) [b] Abilities[/b] Str 24, Dex 22, Con -, Int 12, Wis 10, Cha 1 [b]Components:[/b] Class II Sensors, AV Transmitter, 1 Basic Hand, Miniature Mastercraft Multiuse Multipurpose Tool and Fast-Use Med Kit, Vocalizer, Multilingual, Miniaturized Universal Communicator, +11 In Enoch's Skills, +4 Skill Chips Other Skills [b]Skills:[/b] Stealth/Acrobatics +26, Medicine +14, Mod+11 for all other Enoch Skills, Else Mod+4 [b]Repair Drones[/b] as BERTHA but swap Engineering for Medicine [URL=/sheets/?id=2803071][B][SIZE=+1]Enoch Pendergast[/SIZE][/B][/URL] Male Human (Cyborg) Mechanic, [B]Level[/B] 8, [B]Init[/B] 1, [B]HP[/B] 80/80, [B]DR[/B] ER 5 (all) DR 10/—, [B]Speed[/B] 30 [B]AC[/B] 13, [B]Touch[/B] 11, [B]Flat-footed[/B] 12, [B]CMD[/b] 16, [B]Fort[/B] 4, [B]Ref[/B] 1, [B]Will[/B] 1, [B]CMB[/B] +5, [B]Base Attack Bonus[/B] 6 [B]-2 Dex Penalty, Stacking, No save, 8 hour or until dissolved Tangler Gun [/B] +7/2 (0, ) [B]DC 15 Will vs Stunned 1d4+1 rounds Nausea Gun [/B] +7/+2 (1d4+1, ) [B]DC 15 Will vs Stunned 1d4+1 rounds Neural Blanker [/B] +7/+2 (1d4+1, ) [B] Survival Suit[/B] (+2 Armor, +1 Dex) [B]Abilities[/B] Str 8, Dex 12, Con 18, Int 22, Wis 12, Cha 9 [B]Condition[/B] Unharmed [b]Immunities:[/b] Daze, Nausea, Stun, Intimidate, Deafness from Loudness [b]Senses:[/b] See Ethereal, Thermal/UV/Infrared to vision limits. X-Ray/Sonar 100' (Standard swap) Motion Sensing in 100' (through walls too) - Sends to HUD Detect Magic 60' Detect Chemicals/Minerals/Multidimensional/Metals 120' Cone [b]Skills[/b] (Base, Class Skill, Ability, Feature, Feat, Item) Appraise 8+3+6+0+0= 17 Computers 8+3+6+5+5+5=32 Engineering 8+3+6+4+5+5=31 Life Science 8+0+6+0+0+0=17 Medicine 8+3+1+3+0+3+7=25 Mysticism 8+0+1+0+0+0=12 Perception 8+3+1+0+0+0=12 Physical Sci 8+3+6+0+0+0=17 Stealth 8+0+1+0+0+20=29 [b]Feats[/b] [1] Skill Synergy: Computers and Engineering +2 [1] Skill Focus Medicine +3 [3] Skill Focus Computers +3 [6] Craft Technological Item [b]Class Features and Other Notables[/b] [1] Roboticist Theme: Reduce the DC of Engineering checks to identify creatures and technology by 5.+1 Computers, Craft items of +1 Level (use too?) [1] Artificial Intelligence [1] Bypass: +4 (scales) to Computers/Engineering [1] Custom Rig: Personal computer gets free upgrades, counts as having right tool for crafting basically anything. [3] Overload: Make Device nonfunctional 1 round 1/min/device. No Computer Check needed. DC Half level+10+INT if vs NPC. [5] Remote Hack 30', Save vs ID Enoch as source [7] Expert Rig: Free computer upgrades (see below, marked *) [7] Miracle Worker: 1/day apply +4 AC to Armor, OR +4 Hit/Dam to weapon, OR Repair Ship 1 "Base Frame" equivalent. Possibly restoring a damaged system. [b]Artificial Intelligence - Exocortex[/b] - Can act independently using my Skill Mods. [1] Skill Focus (Engineering) +3, 1/day reroll Knowledge check out of combat. [1] Combat Tracking: Heavy Armor and Martial Proficiency. Move Action to increase BAB vs 1 Target to Full (8) until change target or lose them. Weapon Specialization (I added 2 to the DC or Dex Penalty above) [5] Wireless Hack: Hack any device from 30' away (Overload too). [7] Armor Mod: Can Apply one Armor Upgrade to self [b]Mechanic Tricks[/b] [2+8] Over/Hyperclock: +2 AC, +4 Init/Ref, Reroll Reflex for 1 Resolve [4] Tech Tinkerer: Change items function temporarily (Jury Rig) [6] Magic Scanner: Detect Magic at will, Computers skill to ID and interact some with Magic, specifically mentions IDing how to use magic items [b]Carried Gear:[/b] (Light Encumbrance) Compact Neural Scrambler: Cannot take actions, moves normal speed on command. No memory of time under. HUD Contacts Intellipicks: +20 for Conventional Locks Mastercraft Miniature Electromechanical Multipurpose Kit: +5 Engineering Mastercraft Ultralight Survival Suit with Compartments and Integrated Mini Glow Lamp/Environment and Environmental Seal Mastercraft Miniature Metal Detector: 120' Cone as Detect Spell Miniature Duracable and Grapple Tags x4 Miniature Lock Release Gun: Automatically opens Average or cheaper mechanical locks, no check 1 action Miniature Morphic Disguise Kit: Physically alters appearance +6 Disguise Miniaturized Universal Communicator Miniaturised Mastercraft Advanced Fast-Use Medkit: Treat-Injury as Move Action (except Surgery) +4 Medicine Shepard Chip: ID and Credit Holdings/Etc. Soother Pulse: +6 Handle Animal Violet Rations: Food pills Nanobeacon: Mini location beacon Motion Sensor: 100' detection through walls/solids. Know square. Upgraded Mastercraft Computer Card with extensive programming Ethereal Goggles Polyvox Modified Piercing Visor: X-Ray, Thermal, Infared, UV, Sound/Sonar 100', pierce 6" metal, 1' other. Standard to switch modes. Hologram Recorder/Player: Record and create holograms *Treat as Major Image at will?* Grappling Tether: 200' moves larger mass to smaller. Force Field: DR 10/- Neural Recorder: DC 17 Will vs Learning up to 2 hours worth of memories at a time. 2D or 3D Miniature Power Pack: Powers all devices Neural Link and Microcomputer: Computer Use Free or Move action (most uses Free, probably limit to Move for Combat Actions?) Biofunction Regulator (Implant): Immune to Daze/Nausea, +2 vs Poison, Disease, Endurance Feat Anti Stun (Implant): Immune to Stun Biosurger (Implant): Extra move action 2/24h Cybertaker Feat Implant - Allows more implants in/from d20 Modern Rules Feat Plexus (4 Feat Implants) - See Above Auditory Baffles (Implant): Immune to loud noises, +4 vs Sonic Nasal Filter (Implant): +6 Vs Gas effects Projectile Deflector:+4 extra AC vs Ranged Photon Shield: At-Will Invisibility Energy Shields: ER 5 vs Cold/Electricity/Fire/Sonic/Concussion Mastercraft +13 Multicomp: Detect Chemicals/Minerals/Multidimensional 120' Cone, Scan to Know HP of Creatures and Robots, +7 Repair/Treat Injury Handy Haversack Rod of Bodily Restoration: 3 charges/day: Restore 4 to single Physical Ability, or 2 to all 3 Orb of Mental Renewal: 3 charges/day: Restore 4 to single Mental Ability, or 2 to all 3 Sporekill: Cures most diseases in 1d10 hours (50) Solvaway: Brakes glues/hardened compounds/tanglers/etc in 1 round (45) Neutrad: Cures radiation sickness in 1d4 hours (43) Boost: +4 Str, +2 Ref, +10' Move, +4 Massive Damage Threshold, 10 rounds 10% chance of -2 Dex -1 Fort 24 hours, cumulative (49) Antitox: Cures Poison in 1d6 rounds (50) Compact Chemical Kit Mastercraft Miniature Pharmacist Kit, Mastercraft Deluxe Miniature Mechanical Toolkit Miniature Deluxe Electrical Toolkit Miniature Puritizer: Purifies Liquids/Water Miniaturized Personal Plastic Surgery Kits Thought Computer Custom Rig (Integrated/Implant): +2/PL under 9 bonus on checks involving computers. 5 or same Ranks as Enoch for all Int and Wis skills (whichever is higher), INT 18, WIS 18, CHA 12. Tier 9 Planetside Range, Firewall, Security Upgrade 1* (Hack DC 52 then 50) 1 BERTHA, 3 Remote Control Drones, 10 Repair Drones, Spare Parts/UPBs (2,000 on person, 82,000 on Ship), 4,147lbs of Gold (all on Ship), $69,154 Credits in "Capitalism Galaxy (?)" [b]RC Drone[/b] Androgenous Fine Construct, [B]Level[/B] 1, [B]Init[/B] +9, [B]HP[/B] 1, [B]Speed[/B] 60' Walk/Climb, 60' Fly (Clumsy) [B]DEF[/B] 33, [B]Touch[/B] 27, [B]Flat-footed[/B] 24, [B]Fort[/B] 0, [B]Ref[/B] 9, [B]Will[/B] 0, [B]Base Attack Bonus[/B] 0 Integrated Resilium(+6 Equipment, +8 Size, +9 Dex) [b]Abilities[/b] Str 30, Dex 28, Con -, Int -, Wis 10, Cha 1 [b]Components:[/b] Class II Sensors, AV Transmitter, Remote Control Unit, Robolink, 2 Basic Hands, Mod+11 in Enoch's Skills, Mod+4 Other Skills [b]Skills:[/b] Stealth/Acrobatics +29, Engineering +Mod, Mod+4 Else. OR User's Skills if Directly Controlled[/spoiler [b]BERTHA[/b] - Basic Emergency Repairs and Technological Heuristics Assistant "Female" Fine Construct, [B]Level[/B] 1, [B]Init[/B] +9, [B]HP[/B] 1, [B]Speed[/B] 60' Walk/Climb, 60' Fly (Clumsy) [B]DEF[/B] 30, [B]Touch[/B] 24, [B]Flat-footed[/B] 24, [B]Fort[/B] 0, [B]Ref[/B] 6, [B]Will[/B] 0, [B]Base Attack Bonus[/B] 0 [b]Integrated Resilium[/b] (+6 Equipment, +8 Size, +6 Dex) [b] Abilities[/b] Str 24, Dex 22, Con -, Int 12, Wis 10, Cha 1 [b]Components:[/b] Class II Sensors, AV Transmitter, 1 Basic Hand, Miniature Mastercraft Multiuse Multipurpose Tool and Fast-Use Med Kit, Vocalizer, Multilingual, Miniaturized Universal Communicator, +11 In Enoch's Skills, +4 Skill Chips Other Skills [b]Skills:[/b] Stealth/Acrobatics +26, Medicine +14, Mod+11 for all other Enoch Skills, Else Mod+4 [b]Repair Drones[/b] as BERTHA but swap Engineering for Medicine [URL=/sheets/?id=2803071][B][SIZE=+1]Enoch Pendergast[/SIZE][/B][/URL] Male Human (Cyborg) Mechanic, [B]Level[/B] 8, [B]Init[/B] 1, [B]HP[/B] 80/80, [B]DR[/B] ER 5 (all) DR 10/—, [B]Speed[/B] 30 [B]AC[/B] 13, [B]Touch[/B] 11, [B]Flat-footed[/B] 12, [B]CMD[/b] 16, [B]Fort[/B] 4, [B]Ref[/B] 1, [B]Will[/B] 1, [B]CMB[/B] +5, [B]Base Attack Bonus[/B] 6 [B]-2 Dex Penalty, Stacking, No save, 8 hour or until dissolved Tangler Gun [/B] +7/2 (0, ) [B]DC 15 Will vs Stunned 1d4+1 rounds Nausea Gun [/B] +7/+2 (1d4+1, ) [B]DC 15 Will vs Stunned 1d4+1 rounds Neural Blanker [/B] +7/+2 (1d4+1, ) [B] Survival Suit[/B] (+2 Armor, +1 Dex) [B]Abilities[/B] Str 8, Dex 12, Con 18, Int 22, Wis 12, Cha 9 [B]Condition[/B] Unharmed [b]Immunities:[/b] Daze, Nausea, Stun, Intimidate, Deafness from Loudness [b]Senses:[/b] See Ethereal, Thermal/UV/Infrared to vision limits. X-Ray/Sonar 100' (Standard swap) Motion Sensing in 100' (through walls too) - Sends to HUD Detect Magic 60' Detect Chemicals/Minerals/Multidimensional/Metals 120' Cone [b]Skills[/b] (Base, Class Skill, Ability, Feature, Feat, Item) Appraise 8+3+6+0+0= 17 Computers 8+3+6+5+5+5=32 Engineering 8+3+6+4+5+5=31 Life Science 8+0+6+0+0+0=17 Medicine 8+3+1+3+0+3+7=25 Mysticism 8+0+1+0+0+0=12 Perception 8+3+1+0+0+0=12 Physical Sci 8+3+6+0+0+0=17 Stealth 8+0+1+0+0+20=29 [b]Feats[/b] [1] Skill Synergy: Computers and Engineering +2 [1] Skill Focus Medicine +3 [3] Skill Focus Computers +3 [6] Craft Technological Item [b]Class Features and Other Notables[/b] [1] Roboticist Theme: Reduce the DC of Engineering checks to identify creatures and technology by 5.+1 Computers, Craft items of +1 Level (use too?) [1] Artificial Intelligence [1] Bypass: +4 (scales) to Computers/Engineering [1] Custom Rig: Personal computer gets free upgrades, counts as having right tool for crafting basically anything. [3] Overload: Make Device nonfunctional 1 round 1/min/device. No Computer Check needed. DC Half level+10+INT if vs NPC. [5] Remote Hack 30', Save vs ID Enoch as source [7] Expert Rig: Free computer upgrades (see below, marked *) [7] Miracle Worker: 1/day apply +4 AC to Armor, OR +4 Hit/Dam to weapon, OR Repair Ship 1 "Base Frame" equivalent. Possibly restoring a damaged system. [b]Artificial Intelligence - Exocortex[/b] - Can act independently using my Skill Mods. [1] Skill Focus (Engineering) +3, 1/day reroll Knowledge check out of combat. [1] Combat Tracking: Heavy Armor and Martial Proficiency. Move Action to increase BAB vs 1 Target to Full (8) until change target or lose them. Weapon Specialization (I added 2 to the DC or Dex Penalty above) [5] Wireless Hack: Hack any device from 30' away (Overload too). [7] Armor Mod: Can Apply one Armor Upgrade to self [b]Mechanic Tricks[/b] [2+8] Over/Hyperclock: +2 AC, +4 Init/Ref, Reroll Reflex for 1 Resolve [4] Tech Tinkerer: Change items function temporarily (Jury Rig) [6] Magic Scanner: Detect Magic at will, Computers skill to ID and interact some with Magic, specifically mentions IDing how to use magic items [b]Carried Gear:[/b] (Light Encumbrance) Compact Neural Scrambler: Cannot take actions, moves normal speed on command. No memory of time under. HUD Contacts Intellipicks: +20 for Conventional Locks Mastercraft Miniature Electromechanical Multipurpose Kit: +5 Engineering Mastercraft Ultralight Survival Suit with Compartments and Integrated Mini Glow Lamp/Environment and Environmental Seal Mastercraft Miniature Metal Detector: 120' Cone as Detect Spell Miniature Duracable and Grapple Tags x4 Miniature Lock Release Gun: Automatically opens Average or cheaper mechanical locks, no check 1 action Miniature Morphic Disguise Kit: Physically alters appearance +6 Disguise Miniaturized Universal Communicator Miniaturised Mastercraft Advanced Fast-Use Medkit: Treat-Injury as Move Action (except Surgery) +4 Medicine Shepard Chip: ID and Credit Holdings/Etc. Soother Pulse: +6 Handle Animal Violet Rations: Food pills Nanobeacon: Mini location beacon Motion Sensor: 100' detection through walls/solids. Know square. Upgraded Mastercraft Computer Card with extensive programming Ethereal Goggles Polyvox Modified Piercing Visor: X-Ray, Thermal, Infared, UV, Sound/Sonar 100', pierce 6" metal, 1' other. Standard to switch modes. Hologram Recorder/Player: Record and create holograms *Treat as Major Image at will?* Grappling Tether: 200' moves larger mass to smaller. Force Field: DR 10/- Neural Recorder: DC 17 Will vs Learning up to 2 hours worth of memories at a time. 2D or 3D Miniature Power Pack: Powers all devices Neural Link and Microcomputer: Computer Use Free or Move action (most uses Free, probably limit to Move for Combat Actions?) Biofunction Regulator (Implant): Immune to Daze/Nausea, +2 vs Poison, Disease, Endurance Feat Anti Stun (Implant): Immune to Stun Biosurger (Implant): Extra move action 2/24h Cybertaker Feat Implant - Allows more implants in/from d20 Modern Rules Feat Plexus (4 Feat Implants) - See Above Auditory Baffles (Implant): Immune to loud noises, +4 vs Sonic Nasal Filter (Implant): +6 Vs Gas effects Projectile Deflector:+4 extra AC vs Ranged Photon Shield: At-Will Invisibility Energy Shields: ER 5 vs Cold/Electricity/Fire/Sonic/Concussion Mastercraft +13 Multicomp: Detect Chemicals/Minerals/Multidimensional 120' Cone, Scan to Know HP of Creatures and Robots, +7 Repair/Treat Injury Handy Haversack Rod of Bodily Restoration: 3 charges/day: Restore 4 to single Physical Ability, or 2 to all 3 Orb of Mental Renewal: 3 charges/day: Restore 4 to single Mental Ability, or 2 to all 3 Sporekill: Cures most diseases in 1d10 hours (50) Solvaway: Brakes glues/hardened compounds/tanglers/etc in 1 round (45) Neutrad: Cures radiation sickness in 1d4 hours (43) Boost: +4 Str, +2 Ref, +10' Move, +4 Massive Damage Threshold, 10 rounds 10% chance of -2 Dex -1 Fort 24 hours, cumulative (49) Antitox: Cures Poison in 1d6 rounds (50) Compact Chemical Kit Mastercraft Miniature Pharmacist Kit, Mastercraft Deluxe Miniature Mechanical Toolkit Miniature Deluxe Electrical Toolkit Miniature Puritizer: Purifies Liquids/Water Miniaturized Personal Plastic Surgery Kits Thought Computer Custom Rig (Integrated/Implant): +2/PL under 9 bonus on checks involving computers. 5 or same Ranks as Enoch for all Int and Wis skills (whichever is higher), INT 18, WIS 18, CHA 12. Tier 9 Planetside Range, Firewall, Security Upgrade 1* (Hack DC 52 then 50) 1 BERTHA, 3 Remote Control Drones, 10 Repair Drones, Spare Parts/UPBs (2,000 on person, 82,000 on Ship), 4,147lbs of Gold (all on Ship), $69,154 Credits in "Capitalism Galaxy (?)" [b]RC Drone[/b] Androgenous Fine Construct, [B]Level[/B] 1, [B]Init[/B] +9, [B]HP[/B] 1, [B]Speed[/B] 60' Walk/Climb, 60' Fly (Clumsy) [B]DEF[/B] 33, [B]Touch[/B] 27, [B]Flat-footed[/B] 24, [B]Fort[/B] 0, [B]Ref[/B] 9, [B]Will[/B] 0, [B]Base Attack Bonus[/B] 0 Integrated Resilium(+6 Equipment, +8 Size, +9 Dex) [b]Abilities[/b] Str 30, Dex 28, Con -, Int -, Wis 10, Cha 1 [b]Components:[/b] Class II Sensors, AV Transmitter, Remote Control Unit, Robolink, 2 Basic Hands, Mod+11 in Enoch's Skills, Mod+4 Other Skills [b]Skills:[/b] Stealth/Acrobatics +29, Engineering +Mod, Mod+4 Else. OR User's Skills if Directly Controlled[/spoiler] [b]BERTHA[/b] - Basic Emergency Repairs and Technological Heuristics Assistant "Female" Fine Construct, [B]Level[/B] 1, [B]Init[/B] +9, [B]HP[/B] 1, [B]Speed[/B] 60' Walk/Climb, 60' Fly (Clumsy) [B]DEF[/B] 30, [B]Touch[/B] 24, [B]Flat-footed[/B] 24, [B]Fort[/B] 0, [B]Ref[/B] 6, [B]Will[/B] 0, [B]Base Attack Bonus[/B] 0 [b]Integrated Resilium[/b] (+6 Equipment, +8 Size, +6 Dex) [b] Abilities[/b] Str 24, Dex 22, Con -, Int 12, Wis 10, Cha 1 [b]Components:[/b] Class II Sensors, AV Transmitter, 1 Basic Hand, Miniature Mastercraft Multiuse Multipurpose Tool and Fast-Use Med Kit, Vocalizer, Multilingual, Miniaturized Universal Communicator, +11 In Enoch's Skills, +4 Skill Chips Other Skills [b]Skills:[/b] Stealth/Acrobatics +26, Medicine +14, Mod+11 for all other Enoch Skills, Else Mod+4 [b]Repair Drones[/b] as BERTHA but swap Engineering for Medicine [URL=/sheets/?id=2803071][B][SIZE=+1]Enoch Pendergast[/SIZE][/B][/URL] Male Human (Cyborg) Mechanic, [B]Level[/B] 8, [B]Init[/B] 1, [B]HP[/B] 80/80, [B]DR[/B] ER 5 (all) DR 10/—, [B]Speed[/B] 30 [B]AC[/B] 13, [B]Touch[/B] 11, [B]Flat-footed[/B] 12, [B]CMD[/b] 16, [B]Fort[/B] 4, [B]Ref[/B] 1, [B]Will[/B] 1, [B]CMB[/B] +5, [B]Base Attack Bonus[/B] 6 [B]-2 Dex Penalty, Stacking, No save, 8 hour or until dissolved Tangler Gun [/B] +7/2 (0, ) [B]DC 15 Will vs Stunned 1d4+1 rounds Nausea Gun [/B] +7/+2 (1d4+1, ) [B]DC 15 Will vs Stunned 1d4+1 rounds Neural Blanker [/B] +7/+2 (1d4+1, ) [B] Survival Suit[/B] (+2 Armor, +1 Dex) [B]Abilities[/B] Str 8, Dex 12, Con 18, Int 22, Wis 12, Cha 9 [B]Condition[/B] Unharmed [b]Immunities:[/b] Daze, Nausea, Stun, Intimidate, Deafness from Loudness [b]Senses:[/b] See Ethereal, Thermal/UV/Infrared to vision limits. X-Ray/Sonar 100' (Standard swap) Motion Sensing in 100' (through walls too) - Sends to HUD Detect Magic 60' Detect Chemicals/Minerals/Multidimensional/Metals 120' Cone [b]Skills[/b] (Base, Class Skill, Ability, Feature, Feat, Item) Appraise 8+3+6+0+0= 17 Computers 8+3+6+5+5+5=32 Engineering 8+3+6+4+5+5=31 Life Science 8+0+6+0+0+0=17 Medicine 8+3+1+3+0+3+7=25 Mysticism 8+0+1+0+0+0=12 Perception 8+3+1+0+0+0=12 Physical Sci 8+3+6+0+0+0=17 Stealth 8+0+1+0+0+20=29 [b]Feats[/b] [1] Skill Synergy: Computers and Engineering +2 [1] Skill Focus Medicine +3 [3] Skill Focus Computers +3 [6] Craft Technological Item [b]Class Features and Other Notables[/b] [1] Roboticist Theme: Reduce the DC of Engineering checks to identify creatures and technology by 5.+1 Computers, Craft items of +1 Level (use too?) [1] Artificial Intelligence [1] Bypass: +4 (scales) to Computers/Engineering [1] Custom Rig: Personal computer gets free upgrades, counts as having right tool for crafting basically anything. [3] Overload: Make Device nonfunctional 1 round 1/min/device. No Computer Check needed. DC Half level+10+INT if vs NPC. [5] Remote Hack 30', Save vs ID Enoch as source [7] Expert Rig: Free computer upgrades (see below, marked *) [7] Miracle Worker: 1/day apply +4 AC to Armor, OR +4 Hit/Dam to weapon, OR Repair Ship 1 "Base Frame" equivalent. Possibly restoring a damaged system. [b]Artificial Intelligence - Exocortex[/b] - Can act independently using my Skill Mods. [1] Skill Focus (Engineering) +3, 1/day reroll Knowledge check out of combat. [1] Combat Tracking: Heavy Armor and Martial Proficiency. Move Action to increase BAB vs 1 Target to Full (8) until change target or lose them. Weapon Specialization (I added 2 to the DC or Dex Penalty above) [5] Wireless Hack: Hack any device from 30' away (Overload too). [7] Armor Mod: Can Apply one Armor Upgrade to self [b]Mechanic Tricks[/b] [2+8] Over/Hyperclock: +2 AC, +4 Init/Ref, Reroll Reflex for 1 Resolve [4] Tech Tinkerer: Change items function temporarily (Jury Rig) [6] Magic Scanner: Detect Magic at will, Computers skill to ID and interact some with Magic, specifically mentions IDing how to use magic items [b]Carried Gear:[/b] (Light Encumbrance) Compact Neural Scrambler: Cannot take actions, moves normal speed on command. No memory of time under. HUD Contacts Intellipicks: +20 for Conventional Locks Mastercraft Miniature Electromechanical Multipurpose Kit: +5 Engineering Mastercraft Ultralight Survival Suit with Compartments and Integrated Mini Glow Lamp/Environment and Environmental Seal Mastercraft Miniature Metal Detector: 120' Cone as Detect Spell Miniature Duracable and Grapple Tags x4 Miniature Lock Release Gun: Automatically opens Average or cheaper mechanical locks, no check 1 action Miniature Morphic Disguise Kit: Physically alters appearance +6 Disguise Miniaturized Universal Communicator Miniaturised Mastercraft Advanced Fast-Use Medkit: Treat-Injury as Move Action (except Surgery) +4 Medicine Shepard Chip: ID and Credit Holdings/Etc. Soother Pulse: +6 Handle Animal Violet Rations: Food pills Nanobeacon: Mini location beacon Motion Sensor: 100' detection through walls/solids. Know square. Upgraded Mastercraft Computer Card with extensive programming Ethereal Goggles Polyvox Modified Piercing Visor: X-Ray, Thermal, Infared, UV, Sound/Sonar 100', pierce 6" metal, 1' other. Standard to switch modes. Hologram Recorder/Player: Record and create holograms *Treat as Major Image at will?* Grappling Tether: 200' moves larger mass to smaller. Force Field: DR 10/- Neural Recorder: DC 17 Will vs Learning up to 2 hours worth of memories at a time. 2D or 3D Miniature Power Pack: Powers all devices Neural Link and Microcomputer: Computer Use Free or Move action (most uses Free, probably limit to Move for Combat Actions?) Biofunction Regulator (Implant): Immune to Daze/Nausea, +2 vs Poison, Disease, Endurance Feat Anti Stun (Implant): Immune to Stun Biosurger (Implant): Extra move action 2/24h Cybertaker Feat Implant - Allows more implants in/from d20 Modern Rules Feat Plexus (4 Feat Implants) - See Above Auditory Baffles (Implant): Immune to loud noises, +4 vs Sonic Nasal Filter (Implant): +6 Vs Gas effects Projectile Deflector:+4 extra AC vs Ranged Photon Shield: At-Will Invisibility Energy Shields: ER 5 vs Cold/Electricity/Fire/Sonic/Concussion Mastercraft +13 Multicomp: Detect Chemicals/Minerals/Multidimensional 120' Cone, Scan to Know HP of Creatures and Robots, +7 Repair/Treat Injury Handy Haversack Rod of Bodily Restoration: 3 charges/day: Restore 4 to single Physical Ability, or 2 to all 3 Orb of Mental Renewal: 3 charges/day: Restore 4 to single Mental Ability, or 2 to all 3 Sporekill: Cures most diseases in 1d10 hours (50) Solvaway: Brakes glues/hardened compounds/tanglers/etc in 1 round (45) Neutrad: Cures radiation sickness in 1d4 hours (43) Boost: +4 Str, +2 Ref, +10' Move, +4 Massive Damage Threshold, 10 rounds 10% chance of -2 Dex -1 Fort 24 hours, cumulative (49) Antitox: Cures Poison in 1d6 rounds (50) Compact Chemical Kit Mastercraft Miniature Pharmacist Kit, Mastercraft Deluxe Miniature Mechanical Toolkit Miniature Deluxe Electrical Toolkit Miniature Puritizer: Purifies Liquids/Water Miniaturized Personal Plastic Surgery Kits Thought Computer Custom Rig (Integrated/Implant): +2/PL under 9 bonus on checks involving computers. 5 or same Ranks as Enoch for all Int and Wis skills (whichever is higher), INT 18, WIS 18, CHA 12. Tier 9 Planetside Range, Firewall, Security Upgrade 1* (Hack DC 52 then 50) 1 BERTHA, 3 Remote Control Drones, 10 Repair Drones, Spare Parts/UPBs (2,000 on person, 82,000 on Ship), 4,147lbs of Gold (all on Ship), $69,154 Credits in "Capitalism Galaxy (?)" [b]RC Drone[/b] Androgenous Fine Construct, [B]Level[/B] 1, [B]Init[/B] +9, [B]HP[/B] 1, [B]Speed[/B] 60' Walk/Climb, 60' Fly (Clumsy) [B]DEF[/B] 33, [B]Touch[/B] 27, [B]Flat-footed[/B] 24, [B]Fort[/B] 0, [B]Ref[/B] 9, [B]Will[/B] 0, [B]Base Attack Bonus[/B] 0 Integrated Resilium(+6 Equipment, +8 Size, +9 Dex) [b]Abilities[/b] Str 30, Dex 28, Con -, Int -, Wis 10, Cha 1 [b]Components:[/b] Class II Sensors, AV Transmitter, Remote Control Unit, Robolink, 2 Basic Hands, Mod+11 in Enoch's Skills, Mod+4 Other Skills [b]Skills:[/b] Stealth/Acrobatics +29, Engineering +Mod, Mod+4 Else. OR User's Skills if Directly Controlled[/spoiler] [b]BERTHA[/b] - Basic Emergency Repairs and Technological Heuristics Assistant "Female" Fine Construct, [B]Level[/B] 1, [B]Init[/B] +9, [B]HP[/B] 1, [B]Speed[/B] 60' Walk/Climb, 60' Fly (Clumsy) [B]DEF[/B] 30, [B]Touch[/B] 24, [B]Flat-footed[/B] 24, [B]Fort[/B] 0, [B]Ref[/B] 6, [B]Will[/B] 0, [B]Base Attack Bonus[/B] 0 [b]Integrated Resilium[/b] (+6 Equipment, +8 Size, +6 Dex) [b] Abilities[/b] Str 24, Dex 22, Con -, Int 12, Wis 10, Cha 1 [b]Components:[/b] Class II Sensors, AV Transmitter, 1 Basic Hand, Miniature Mastercraft Multiuse Multipurpose Tool and Fast-Use Med Kit, Vocalizer, Multilingual, Miniaturized Universal Communicator, +11 In Enoch's Skills, +4 Skill Chips Other Skills [b]Skills:[/b] Stealth/Acrobatics +26, Medicine +14, Mod+11 for all other Enoch Skills, Else Mod+4 [b]Repair Drones[/b] as BERTHA but swap Engineering for Medicine Enoch has his full kit on him. This is the breakdown of his pure analog and magical items as far as I can recokon. Analog Miniature Lock Release Gun: Automatically opens Average or cheaper mechanical locks, no check 1 action Miniature Duracable and Grapple Tags x4 Miniaturised Mastercraft Advanced Fast-Use Medkit: Treat-Injury as Move Action (except Surgery) +4 Medicine Violet Rations: Food pills Sporekill: Cures most diseases in 1d10 hours (50) Solvaway: Brakes glues/hardened compounds/tanglers/etc in 1 round (45) Neutrad: Cures radiation sickness in 1d4 hours (43) Boost: +4 Str, +2 Ref, +10' Move, +4 Massive Damage Threshold, 10 rounds 10% chance of -2 Dex -1 Fort 24 hours, cumulative (49) Antitox: Cures Poison in 1d6 rounds (50) Compact Chemical Kit Mastercraft Miniature Pharmacist Kit, Mastercraft Deluxe Miniature Mechanical Toolkit Glock 9mm with Advanced Suppressor (50 rounds) Mastercraft Miniature Electromechanical Multipurpose Kit: +5 Engineering (Just the mechanical parts are analog) Magic Ethereal Goggles Handy Haversack Rod of Bodily Restoration: 3 charges/day: Restore 4 to single Physical Ability, or 2 to all 3 Orb of Mental Renewal: 3 charges/day: Restore 4 to single Mental Ability, or 2 to all 3
  6. Changed to power word weaken
  7. Eustice moves forward as well, he speaks a fell word "Mԍɑĸԍʁ" Show this Power Word Weaker: 2 Strength Damage if target under 75 HP [URL=/sheets/?id=304146][B][SIZE=+1]Eustice[/SIZE][/B][/URL] Male Lawful Good [ooc=Primordial Eneko, Giant]Ugly Human[/ooc] Wizard 7, [B]Level[/B] 7, [B]Init[/B] -2, [B]HP[/B] 2/2, [B]DR[/B] 3/magic, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 10, [B]Flat-footed[/B] 18, [B]Fort[/B] 4, [B]Ref[/B] 2, [B]Will[/B] 6, [B]Base Attack Bonus[/B] 3 [B] [ooc=Power Word Pain]Attack roll is spell penetration. 1st roll is duration[/ooc] [/B] +7 (4d4 1d6+4, -) [B] Wintry Blast (15' Cone) [/B] Reflex DC 19 Half (4d4+4, -) [B] Storm Bolt (20' Line) [/B] Reflex DC 19 Half (4d6+4, -) [B] Hellforged Mithral Chain Shirt Chahar-Aina & Dastana[/B], [B] Mithril Gauntlet Shield[/B] (+6 Armor, +2 Shield) [B]Abilities[/B] Str 8, Dex 10, Con 14, Int 23, Wis 12, Cha 10 [B]Condition[/B] None [b]Skills of Note[/b] Knowledge (Planes/Religion/Arcana/Nature/Dungeons/Local) +23,always takes 10 when able. Spellcraft +18, takes 10 whenever able to ID any noticed magic [spoiler=SPELLBOOK]0: ALL NOT BANNED 1: Grease, Benign Transposition {SpC}, Feather Fall, Summon Monster I, Endure Elements, Power Word: Pain, Power Word: Fatigue, Instant Locksmith, Instant Search, Find Temple, Identify 2: Levitate, Web, Rope Trick, Glitterdust, Alter Self, Summon Monster II, Shatter, Power Word: Sicken 3: Dispel Magic, Fly, Clairvoyance, Lightning Bolt, Sleet Storm, Summon Monster III, Arcane Sight, Gaseous Form, Power Word: Weaken 4: Energy Spheres, Past-Seeing, Scrying, Stone Shape, Remove Curse[/spoiler] [b]Prepared Spells[/b] [Cast] 0: Prestidigitation, Mage Hand, Mending, Detect Magic, Detect Magic, Detect Magic 1: Grease, Grease, Grease, Benign Transposition, Benign Transposition, Power Word: Pain, Power Word: Pain, Power Word: Fatigue 2: Web, Alter Self, Shatter, [Glitterdust], Power Word: Sicken, Power Word: Sicken, Power Word: Sicken 3: Dispel Magic, Dispel Magic, [Fly], [Sleet Storm], Power Word: Weaken, Power Word: Weaken, Power Word: Weaken 4: Energy Spheres, Stone Shape, Stone Shape, Past-Seeing, Scrying, Past Seeing Male Lawful Good Primordial Eneko, GiantUgly Human Wizard 7, Level 7, Init -2, HP 2/2, DR 3/magic, Speed 30 AC 18, Touch 10, Flat-footed 18, Fort 4, Ref 2, Will 6, Base Attack Bonus 3 Power Word PainAttack roll is spell penetration. 1st roll is duration +7 (4d4 1d6+4, -) Wintry Blast (15' Cone) Reflex DC 19 Half (4d4+4, -) Storm Bolt (20' Line) Reflex DC 19 Half (4d6+4, -) Hellforged Mithral Chain Shirt Chahar-Aina & Dastana, Mithril Gauntlet Shield (+6 Armor, +2 Shield) Abilities Str 8, Dex 10, Con 14, Int 23, Wis 12, Cha 10 Condition None Skills of Note Knowledge (Planes/Religion/Arcana/Nature/Dungeons/Local) +23,always takes 10 when able. Spellcraft +18, takes 10 whenever able to ID any noticed magic SPELLBOOK 0: ALL NOT BANNED 1: Grease, Benign Transposition {SpC}, Feather Fall, Summon Monster I, Endure Elements, Power Word: Pain, Power Word: Fatigue, Instant Locksmith, Instant Search, Find Temple, Identify 2: Levitate, Web, Rope Trick, Glitterdust, Alter Self, Summon Monster II, Shatter, Power Word: Sicken 3: Dispel Magic, Fly, Clairvoyance, Lightning Bolt, Sleet Storm, Summon Monster III, Arcane Sight, Gaseous Form, Power Word: Weaken 4: Energy Spheres, Past-Seeing, Scrying, Stone Shape, Remove Curse Prepared Spells [Cast] 0: Prestidigitation, Mage Hand, Mending, Detect Magic, Detect Magic, Detect Magic 1: Grease, Grease, Grease, Benign Transposition, Benign Transposition, Power Word: Pain, Power Word: Pain, Power Word: Fatigue 2: Web, Alter Self, Shatter, [Glitterdust], Power Word: Sicken, Power Word: Sicken, Power Word: Sicken 3: Dispel Magic, Dispel Magic, [Fly], [Sleet Storm], Power Word: Weaken, Power Word: Weaken, Power Word: Weaken 4: Energy Spheres, Stone Shape, Stone Shape, Past-Seeing, Scrying, Past Seeing
  8. Varrik is performing in this scene, so let me know how much interaction he can have with the other events. I'm OK not stepping in much if it's scene appropriate.
  9. Enoch hesitates. <<I have embedded tech. None of it is necessary to keep me alive, but that may hamper my performance. Have we anything to help fix that and keep my systems functioning? Are there analogues to any of my tech items, I would be appreciative. Captain has a list. Further, I'm rather tech focused, so I have no weaponry and limited combat skills appropriate to a no-tech environment.>>
  10. Enoch is both surprised and not by the report. He was expecting some kind of commotion, but the exact type was unclear. AI selectively breeding humans was an intriguing concept, and one who's data he keenly hoped to acquire. He responds to the party <<What benefits us the most here? How can we get what we need out of this?>>
  11. Encoh does as little as possible to draw attention to himself and doesn't make any efforts to pursue the data further. Normally, he'd be indignant at being left off of important research, but he is smart enough not to tangle with a literal mad scientist.
  12. Enoch has grown to appreciate Samuel's medical skills, though the fact that the he's a vampire still unsettles the cyborg. "Fascinating. I have dabbled in gene manipulation myself but have unfortunately not found anything that affects the ageing process as of yet. They are notoriously difficult genes to manipulate. As for the nanotech, I'd be very curious about any nano-interactive devices you have."
  13. "I'll go and see what I can do. For reference, what were you trying to do Samuel?" Enoch replies.
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