Hardcore-Gamer
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Unkazual Meguwhail CR 8 XP 4,800
NE Large aberration (technological)
Technomancer Init +4; Senses darkvision 60 ft.,
blindsense 60 ft.; Perception +16
DEFENCE HP 105
EAC 25; KAC 20 Fort +7; Ref +7; Will +11
Offence:
Speed Roll 5 ft., Fly 10 ft. horizontally (average)
Fly 5 ft, (up); 15 ft descending.
Melee shock grid +13 (1d8+8 E; critical stun)
Ranged arc weld +15 (1d10+8 E; critical electrocute)
Space 10 ft.; Reach 10 ft.
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Technomancer Spells Known (CL 8th; ranged +15)
3rd (3/day) - Holographic Image (Level 3) (DC 20), Instant Virus (DC 20)
2nd (6/day) - Daze Monster (DC 19), Implant Data, Logic Bomb (DC 19), Security Seal
1st (at will) - Identify, Magic Missile
TACTICS
Fomerly a Shobhad support technician, this guy had no social life, and when not on duty, played video games versus
other species on the planetary holonet. He played them all, shooters, strategies, card games, gambling, sims, platformers.
He rose to the top of whatever genre to which he set his mind. Then one day his supervisor chided him for chatting too much
about games at work, so he quit, and never looked back. When his body withered away, he had the money from his tourney wins
to construct himself a living platform. It provides all his nutrients and support.
STATISTICS
Str +0; Dex +4; C on +0; Int +6; Wis +2; Cha +0
Skills Computers +21, Life Science +21, Medicine +21, Mysticism +21; Engineering +5; Bluff +5; Culture +5; Sense Motive +5
Languages Arkanen, Common, Gnome, Vercite
Other abilities constructed, synthetic
Gear Armor and Shock attack built into platform. No melee weapons.
Can hook up to holonet at will over various methods.
ECOLOGY
Lives in the basement of a space station, or cargo deck of a cruise liner. Trades game items for real world
credits, to buy what little inputs, maintenance, and power he needs. Booth is solar power capable.
Feats Combat Casting Spell Penetration Greater Spell Penetration Skill Synergy (Culture and Sense Motive)
Skills +1 Computers Culture Engineering Mysticism Sense Motive
At Will: D ancing Lights ;Detect Magic; Energy Ray; Ghost Sound; Mending; PK Hand ; Telepathic Message; Token Spell
Tends to overreact when thwarted in the real world or the virtual one.
TECHNOMANCER ABILITIES
Resolve points 5
Technomancer abilities Spell cache, cache capacitor 1
Technomancer special rules Countertech, Drive Scan, Robot Influence,
SPECIAL ABILITIES
Constructed (Ex) For effects targeting creatures by type, synthetic creatures count as both their actual creature type and constructs (whichever type allows an ability to affect them for abilities that affect only one type, and whichever type is worse for abilities that affect both creature types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, synthetic creatures do not breathe or suffer the normal environmental effects of being in a vacuum.
Spell Resistance (Ex) {SR 25} The creature can avoid the effects of some spells and spell-like abilities that would directly affect it. To determine whether a spell or spell-like ability works against a creature with spell resistance, the caster must attempt a caster level check (1d20 + caster level). If the result equals or exceeds the creature's spell resistance, the spell works normally, though the creature can still attempt any saving throws normally allowed.
Synthetic (Ex) The creature is affected by any ability that specifies it functions against androids, computers, or constructs.
Weakness: Takes -5 on saves if spells can be delivered internally, or virtually, or in a manner that fools his senses.
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