SFS 702 - Oingo Colloway - Space Wizard

Summary 

Oingo Colloway is obsessed with information and data. In which he believes that with information, any problem can be solved.

Name Oingo Colloway
Nickname: Boingo
Race: Android
Class: Technomancer
Theme: Scholar
Title: Thaumaturge
Faction: Dataphiles
Ability Scores Str +0 (10), Dex +2 (14), Con +2 (12), Int +4 (18), Wis +0 (10), Cha +0 (10)

Equipement

Semi-auto pistol, 260
Rounds, small arms, 40
Second Skin Armor, 250
Personal Comm, 7
Engineering Kit, 20
Hacking Kit, 20
Professional Kit, 20
Backpack, Industrial, 25
Clothes, Professional, 5
Clothes, Travel, 10
Hygiene Kit, 3
Tactical Baton, 10
Shock Grenade, 130
Serum of Healing, 50
Charge Cloak, 200

Intelligence is your highest ability score because it enhances your spells and abilities, and Dexterity will allow you to hit more often with spells that require ranged attack rolls.
Magic Hacks: Harmful spells (2nd), Debug spell (5th), Mental mark (8th), Eternal spell (11th), Quickened spell (14th)
Feats: Agile Cast, Greater Spell Penetration, Penetrating Spell, Spell Focus, Spell Penetration
Skills: Computers, Engineering, Life Science, Mysticism, Physical Science

Detect Magic
School: divination Casting Time: 1 standard Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 minute/level
Saving Throw: none                Spell Resistance: No
You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired.
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Daze
School: enchantment Casting Time: 1 standard Range: 25 ft. + 5 ft.2 levels
Targets: one humanoid creature of CR 3 or lower
Duration: 1 round
Saving Throw: Will negates     Spell Resistance: Yes
This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute.
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Psychokinetic Hand
School: transmutation Casting Time: 1 standard Range: 25 ft. + 5 ft.2 levels
Targets: one unattended object of no more than 10 lbs. or 1 bulk
Duration: concentration
Saving Throw: none                Spell Resistance: no
You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automatic doors or trigger an alarm.
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Transfer Charge
School: transmutation Casting Time: 1 standard Range: touch
Targets: two objects of the same type
Duration: instantaneous
Saving Throw: Fortitude negates         Spell Resistance: yes
You can transfer any number of charges from one battery to another battery or from one power cell to another power cell. You can only transfer charges using two objects of the exact same type (two batteries of the same size, two identical power cells, or the like); you transfer charges from the source object to the receiving object.

You must declare how many charges you are transferring before casting this spell. If you transfer more charges from the source than the receiving item can hold, the receiving item must succeed at a Fortitude saving throw or take 1d6 electricity damage. This spell provides no knowledge of how many charges a receiving item can safely hold, but you can choose to transfer fewer charges than the maximum allowed to reduce the risk.




Grease
School: conjuration Casting Time: 1 standard Range: 25 ft. + 5/2 levels
Area: one 10-ft. square or one object
Duration: 1 minute/level (d)
Saving Throw: Reflex partial   Spell Resistance: no
You cover a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must succeed at a Reflex save or fall prone. A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check. Failure means the creature can’t move that round and must then succeed at a Reflex save or fall prone, while failure by 5 or more means it falls prone (see the Acrobatics skill for details). A creature that doesn’t move on its turn doesn’t need to attempt this check and isn’t considered flat-footed. The spell can also be used to create a greasy coating on an item. Unattended material objects are always affected by this spell. If you attempt to affect an object in a creature’s possession, the creature can attempt a Reflex save to negate the effect. If the creature fails the initial saving throw, it immediately drops the item and must attempt a new save each round it attempts to pick up, hold, or use the item. A creature wearing greased armor or clothing gains a +5 circumstance bonus to Acrobatics checks to escape a grapple and a +2 circumstance bonus to its AC against grapple combat maneuvers.
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Overheat
School: evocation Casting Time: 1 standard Range: 15 ft.
Area: cone shaped burst
Duration: instantaneous
Saving Throw: Reflex half   Spell Resistance: yes
You collect the heat generated by nearby bodies and devices and vent it outward in a thermal wave, dealing 2d8 fire damage to creatures and objects in the area.
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Life Bubble
School: abjuration Casting Time: 1 standard Range: 100 ft. + 10 ft./level
Area: up to one creature/level, no two of which can be more than 30 ft. apart
Duration: 1 day/level
Saving Throw: Will negates   Spell Resistance: yes
You surround the target creatures with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, thick, thin, and toxic atmospheres), as well as underwater or in a vacuum. It also makes the targets immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. In addition, the shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt Fortitude saving throws, as well as extreme pressures.
Life bubble doesn’t provide protection from energy damage, negative or positive energy (such as found on the Negative and Positive Energy Planes), or radiation; it also doesn’t provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater).
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Gear Descriptions
Mk1 Serum of Healing
Restores 1d8 Hit Points
Charge Cloak
A charge cloak can power devices that depend on electrical charges as if it were a battery. The cloak produces 4 charges each day, but they must be used as a single unit. Thus you could power a single attack from a yellow star plasma sword, which has a usage of 4, but you could also make only a single attack with a sub zero pistol, which has a usage of 1. The item must be one which uses charges or a battery, rather than petrol, rockets, rounds, or other forms of ammunition or power. You must be wearing or touching the item to be charged. You cannot use this item to recharge a battery or item; it can only be used to directly power an item for a single usage.
Professional Clothes
Each set of professional wear is tailored to the tasks of a specific Profession skill and accommodates the needs of its wearer while also conveying an air of expertise and professionalism. You gain a +1 circumstance bonus to Profession checks to earn a living while wearing an appropriate professional outfit.
Travel Clothes
A travel outfit offers additional comfort and support during overland travel. You add 2 miles per 8-hour day of overland movement while wearing a traveling outfit. You also gain a +1 circumstance bonus to Constitution checks to avoid taking nonlethal damage resulting from a forced march. See Overland Movement for more details.
Hygiene Kit
This kit contains all of the tools and products needed to practice good grooming and hygiene. Kits designed for specific races
Hacking Kit
A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks. The hacking kit is required for computer checks.
Comm Unit
A personal comm unit is pocket-sized device that combines a minor portable computer (treat as a tier-0 computer with no upgrades or modules) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range. A personal comm unit also includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres). You can upgrade a personal comm unit to function as some other devices (such as full computers and scanners) by spending credits equal to 110% of the additional device’s price.

Comm units that function at system-wide and unlimited ranges aren’t as portable; they include built-in generators that provide the necessary amount of power. Short-term use of these units can be purchased in most major settlements.

Background Story

Oingo's mentor Goingo

Oingo has spent his life trying to help out others!

Oingo in his youth



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