Many gamers have a backlog of player characters. I am no exception. Xor was going to be a new character for a Starfinder campaign that never happened. Perhaps someday I can introduce this snarky fire-maker into a game.
Xor
Space Goblin Technomancer
Level: 1
Race: Space Goblin
Theme: Spacefarer
Class: Technomancer
Alignment: Chaotic Neutral
Homeworld: Absalom Station
Deity: Triune
Age: 17
Height: 3’2″
Weight: 31 lb.
Eyes: Yellow
Hair: Brown
Skin: Green
History
Xor was born on Absolom Station to a small tribe of goblins who lived in squalor and had little ambition to rise above. Even before his magical abilities manifested Xor sought a higher life than his family desired. Though he may have been in a tribe, it was not one which he belonged. When he began to demonstrate magical abilities, he further grew in disdain of the goblins around him. And many of the tribe became annoyed with his telepathic antics. It’s one thing to blow up another goblin, but it’s just not fair when the bomb keeps being thrown back to the bomber with a Psychokinetic Hand!
The Technomancer wasn’t exactly shunned from his people, but no one tried to stop Xor when he packed up his things to leave. There may have been a party… following his departure. The goblin now seeks a new tribe. They don’t have to be goblins, they just have to be his kind of beings. Maybe the crew he’s with now could be his new tribe?
Xor is highly intelligent and has a love of tinkering with batteries and wires. Sometimes they can go boom, other times they just get things working again. He’s also wise enough to know when to do which—even if the booms can be funny. The goblin is rarely not smiling and his humor ranges from slapstick to cutting remarks.
While Xor was to be a party member that wouldn’t break the game, I modeled much of his personality and voice on the gargoyles and gnomes of Fable II and III. The goblin would rarely be with an insult or a stated desire towards violence. His voice was from the back of the throat and had a mild scots’ burr.
Abilities
STR: 11 (0)
DEX: 14 (+2)
CON: 12 (+1)
INT: 16 (+3)
WIS: 12 (+1)
CHA: 8 (-1)
Saves
Fortitude: +2
Reflex: +4
Will: +4
Stats
Hit Points: 7/7
Stamina Points: 6/6
Resolve: 4/4
Initiative: +2
Speed: 35 ft
Languages: Aklo, Common, Goblin, Shirren, Vesk, Ysoki
Attack Bonuses
Melee: 0
Ranged: +2
Thrown: 0
Armor Class
Energy AC: +12
Kinetic AC: +13
Vs. Combat Maneuvers: +21
Skills
Name | Total | Ranks |
---|---|---|
Acrobatics | +2 | – |
Athletics | 0 | – |
Bluff | -1 | – |
Computers | 7 | 1 |
Culture | 0 | – |
Diplomacy | -1 | – |
Disguise | -1 | – |
Engineering | +9 | 1 |
Intimidate | -1 | – |
Life Science | +7 | 1 |
Medicine | 0 | – |
Mysticism | +5 | 1 |
Perception | +1 | – |
Physical Science | 8 | +1 |
Piloting | +3 | – |
Sense Motive | +1 | – |
Sleight of Hand | +6 | 1 |
Stealth | +4 | – |
Survival | +3 | – |
Abilities
Darkvision 60 ft. [b&w only]
Spell Cache (item type, 1 /day) (Su) [1 known spell cast free]
Spell Penetration [+2 per lvl to overcome spell resistance]
Theme Knowledge (Ex) [-5 DC for Physical Science know of worlds or features of space]
Tinker (Ex) [As a move, remove broken penalties or 10 min]
Feats
Spell Penetrations
Proficiencies
Basic Melee Weapons, Small Arms Proficiencies
Light Armor Proficiencies
Weapons
Laser pistol, azimuth
Level: 1
Attack Bonus: +2
Damage: 1d4
Damage Type: Fire
Critical: Burn 1d4
Range: 80ft
Type: Ranged
Ammo/Usage: 20/1
Armor
Second Skin
Level: 1
EAC Bonus: 1
KAC Bonus: 2
Max Dex: 5
Bulk: 1
AC Penalty: 0
Speed Adjustment: 0
Upgrade Slots: 1/1
Gear
Total Bulk Carried: 3.0 (Unencumbered: 5, Encumbered: 6, Overburdened: 12)
Current Credits: 245
Comm unit, personal
Engineering kit
Laser pistol, azimuth
Medkit, Basic
Space Suit
Hygiene Kit
Spells
Level 0
Energy Ray
Mending
Psychokinetic Hand
Transfer Charge
Level 1
Identify
Overheat
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