Character Dossier

Oll

Hologram · Xenoseeker · Technomancer 1

Backstory

Oll's backstory is still being written.

Prelude to WSCL

Oll's prelude is still being written.

Character Sheet

Oll

Hologram · Xenoseeker · Technomancer 1
Alignment Chaotic Good Home World Absalom Station Player Moana
STR
10
+0
DEX
14
+2
CON
12
+1
INT
18
+4
WIS
8
-1
CHA
11
+0
HP
9
SP
6
RP
5
+2
= +2 Dex Mod
EACEnergy Armor Class
14
= 10 Base + +2 Armor Bonus + +2 Dex Mod + +0 Misc Mod
KACKinetic Armor Class
15
= 10 Base + +3 Armor Bonus + +2 Dex Mod + +0 Misc Mod
AC vs. Combat Maneuvers
23
= 8 Base + 15 KAC
DR / Resistances -
Fortitude
+1
= +0 Base Save + +1 Con Mod
Reflex
+2
= +0 Base Save + +2 Dex Mod
Will
+1
= +2 Base Save + -1 Wis Mod
BAB
+0
Melee Attack
+0
= +0 BAB + +0 Str Mod + +0 Misc Mod
Ranged Attack
+2
= +0 BAB + +2 Dex Mod + +0 Misc Mod
Thrown Attack
+0
= +0 BAB + +0 Str Mod + +0 Misc Mod
WeaponLvlAtk BonusDmgTypeCritRangeAmmo/UsageSpecial
Knife, Survival 1 +0 1d4 S - Melee - Analog, Operative, Thrown (20 ft.)
Skill Ranks/Level 8
SkillAbilityClass SkillTrained Only RanksTotal
Acrobatics Dex - - 0 +2
Athletics Str - - 0 +0
Bluff Cha - - 0 +0
Computers Int Yes Yes 1 +8
Culture Int - Yes 1 +5
Diplomacy Cha - - 0 +0
Disguise Cha - - 0 +0
Engineering Int Yes Yes 1 +8
Intimidate Cha - - 0 +0
Life Science Int Yes Yes 1 +9
Medicine Int - Yes 1 +5
Mysticism Wis Yes Yes 1 +3
Perception Wis - - 1 +0
Physical Science Int Yes Yes 1 +8
Piloting Dex Yes - 0 +2
Sense Motive Wis - - 0 -1
Sleight of Hand Dex Yes Yes 0 +2
Stealth Dex - - 0 +2
Survival Wis - - 0 -1
CommonVeskCastrovelianShirrenYsoki

Race Traits

Hardlight Body. As a full action, a hologram can project a holographic hardlight body around its core and maintain this body indefinitely, including while unable to take actions or unconscious. A hologram can deactivate its hardlight body as a standard action, and it automatically deactivates if they die. While in their hardlight body, a hologram can take physical actions and interact with their environment as if it had a humanoid body with two arms and a speed of 30 feet. The hardlight body's size is determined by the hologram's programmed appearance.

Healing Circuit. In addition to being constructs and thus able to benefit from spells like Make Whole, Holograms count as living creatures for the purposes of magic healing effects that work on living creatures, though the number of Hit Points restored in such cases is halved. A character must use the Engineering skill to perform the tasks of the Medicine skill on Holograms. Holograms also heal naturally over time as living creatures do, and can benefit from magic or technology that can bring constructs back from the dead, as well as effects that normally can't (such as Raise Dead).

Programmed Appearance. A hologram can alter its programmed appearance once per day by taking 10 minutes. During this time, it selects its size (Small or Medium) and cosmetic appearance. It can't be made to look like someone else.

Robotic. Holograms are immune to bleed, disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. Holograms can be affected by effects or spells that normally target only humanoids, but receive a +4 racial bonus to saving throws against such effects. Holograms can eat and drink, though they don't need to, and they must recharge their internal batteries by entering an off-line mode that is similar to sleep for 8 hours every day. Holograms do not breathe or suffer the normal environmental effects of being in a vacuum.

Theme (Xenoseeker)

Theme Knowledge. You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science 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 Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Class Features

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 your 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.

Cantrips(4 known)

SpellSchoolCasting TimeRangeTargetsDurationSaveSR
Daze Enchantment 1 standard action close (25 ft. + 5 ft./2 levels) one humanoid creature of CR 3 or lower 1 round Will negates yes
Detect Affliction Divination 1 standard action close (25 ft. + 5 ft./2 levels) one creature or object instantaneous none yes (harmless)
Energy Ray Evocation 1 standard action close (25 ft. + 5 ft./2 levels) one creature or object instantaneous - yes
Mending Transmutation 10 minutes 10 ft. one object of up to 1 bulk or one construct of up to Medium size instantaneous Will negates (object) yes

1st Level Spells(2 known · 2/day)

SpellSchoolCasting TimeRangeTargetsDurationSaveSR
Life Bubble Abjuration 1 standard action medium (100 ft. + 10 ft./level) up to one creature/level, no two of which can be more than 30 ft. apart 1 day/level Will negates (harmless) yes (harmless)
Jolting Surge Evocation 1 standard action touch one creature or object instantaneous none yes
ItemLevelBulkQtyPrice
Freebooter Armor, I 2 L 1 750 cr
Knife, Survival 1 L 1 95 cr
Credits 155 cr remaining
Carrying Cap. 0 Bulk carried - Unencumbered ≤ 5, Encumbered ≤ 10, Overburdened beyond that