<div class="floatright">(https://78.media.tumblr.com/c1155d04de2b39664f1504c25a968865/tumblr_oxm48fTwCJ1ryo1oxo1_1280.gif)</div><span class="bbc_size" style="font-size: 24pt;"><span class="bbc_font" style="font-family: impact;">Nevaeh Aoi</span></span><br/><hr/>Race:       Android<br/>Player:     Swordsman18<br/>Classes:    Technomancer6<br/>Hit Points: 34<br/>Experience: 15000 / 23000<br/>Alignment:  Neutral Good<br/>Vision:     Darkvision (60'), Low-Light Vision<br/>Speed:      Walk 30'<br/>Languages:  Castrovelian, Common, Draconic, Elven, Ysoki<br/><br/><table class="bbc_table"><tbody><tr><td><strong>Attributes</strong><hr/><table class="bbc_table"><tbody><tr><td><strong>Stat</strong></td><td>   </td><td><strong>Score</strong></td><td>   </td><td><strong>Mod</strong></td></tr><tr><td>STR</td><td>   </td><td>10</td><td>   </td><td>+0</td></tr><tr><td>DEX</td><td>   </td><td>16</td><td>   </td><td>+3</td></tr><tr><td>CON</td><td>   </td><td>15</td><td>   </td><td>+2</td></tr><tr><td>INT</td><td>   </td><td>18</td><td>   </td><td>+4</td></tr><tr><td>WIS</td><td>   </td><td>12</td><td>   </td><td>+1</td></tr><tr><td>CHA</td><td>   </td><td>10</td><td>   </td><td>+0</td></tr></tbody></table></td></tr></tbody></table><br/><strong>Biography:</strong><br/>Nevaeh was built on Absalom Station by the Exemplar-23 Corporation. Initially, her purpose was to be a navigator for an exploratory mission outside of the Pact Worlds. She served on the Blue Diamond for this purpose for a year. But then there was an incident where they were raided by pirates. In this raid, she was shunted out into space where several of her systems were damaged. Unable to breathe or otherwise survive in the harshness of space, she was saved at the last second by Captain Riku Aoi. Nevaeh found her desire to live. And in this desire, she found herself.<br/><br/>Coming back from the brink of death, she found herself rather insecure. Navigation no longer meant anything to her. What did it matter that she could point them in the right direction if the ship was breached? At the same time, it appeared that when she had nearly died, that there was something that shifted inside of her. Either it was her mind, her systems, or something that allowed her to tap into the magic of technology. Nevaeh thought it could have been that she lost some part of her soul or when she died some malfunction opened her up to magic.<br/><br/>Since then Nevaeh took on the name of her savior, Captain Aoi and became an engineer. The hum of engines and the purr of machinery providing her with a sense of permanency. Or at least it did. On what had been a simple mission, Captain Aoi lost the ship in a bet. So now they were without a ship and much of the crew scattered. Owing her life to the Captain, she stayed with him. Nevaeh marketed herself to various ships in the hope that she could work for them to earn back their ship. Nevaeh learned of the Pouncing Blue Moon and that it was looking for a crew. She hoped that the Captain and herself could join. Alas that is not what happened. Instead, she stumbled upon a party where she fell upon an opportunity. This same courtesy was not extended to her Captain.<br/><br/>Nevaeh did not want to leave, but she had to. This was one of the only legitimate outlets to them earning enough credits to buy their ship back. Captain Aoi sent who he felt was his daughter off to the Pouncing Blue Moon to work as part of their Engineering crew.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Remaining Sheet</div><div class="spoiler_body"><br/><hr/><div align="center"><strong>Skills</strong></div><table class="bbc_table"><tbody><tr><td><strong>Skill</strong></td><td></td><td><strong>Total</strong></td><td><strong>Rank</strong></td><td><strong>Stat</strong></td><td><strong>Misc</strong></td></tr><tr><td>Acrobatics</td><td></td><td>8</td><td>5</td><td>3</td><td>0</td></tr><tr><td>Athletics</td><td></td><td>1</td><td>1</td><td>0</td><td>0</td></tr><tr><td>Bluff</td><td></td><td>0</td><td>0</td><td>0</td><td>0</td></tr><tr><td>Computers</td><td></td><td>13</td><td>4</td><td>4</td><td>5</td></tr><tr><td>Culture</td><td></td><td>5</td><td>1</td><td>4</td><td>0</td></tr><tr><td>Diplomacy</td><td></td><td>0</td><td>0</td><td>0</td><td>0</td></tr><tr><td>Disguise</td><td></td><td>0</td><td>0</td><td>0</td><td>0</td></tr><tr><td>Engineering</td><td></td><td>12</td><td>5</td><td>4</td><td>3</td></tr><tr><td>Intimidate</td><td></td><td>0</td><td>0</td><td>0</td><td>0</td></tr><tr><td>Life</td><td>Science</td><td>9</td><td>2</td><td>4</td><td>3</td></tr><tr><td>Mysticism</td><td></td><td>7</td><td>1</td><td>1</td><td>5</td></tr><tr><td>Perception</td><td></td><td>7</td><td>6</td><td>1</td><td>0</td></tr><tr><td>Physical</td><td>Science</td><td>12</td><td>4</td><td>4</td><td>4</td></tr><tr><td>Piloting</td><td></td><td>7</td><td>1</td><td>3</td><td>3</td></tr><tr><td>Profession</td><td>(Electrician)</td><td>8</td><td>1</td><td>4</td><td>3</td></tr><tr><td>Profession</td><td>(Lab Technician)</td><td>8</td><td>1</td><td>4</td><td>3</td></tr><tr><td>Sense</td><td>Motive</td><td>4</td><td>5</td><td>1</td><td>-2</td></tr><tr><td>Sleight of Hand</td><td></td><td>10</td><td>4</td><td>3</td><td>3</td></tr><tr><td>Stealth</td><td></td><td>6</td><td>3</td><td>3</td><td>0</td></tr><tr><td>Survival</td><td></td><td>5</td><td>4</td><td>1</td><td>0</td></tr></tbody></table><hr/><div align="center"><strong>Technomancer</strong></div><br/>SPELL CACHE (SU) 1st Level<br/>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 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.<br/><br/>MAGIC HACK 2nd Level<br/>You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your<br/>technomancer level + your Intelligence modifier.<br/><br/>SPELL FOCUS 3rd Level<br/>You gain Spell Focus as a bonus feat.<br/><br/>TECHLORE (EX) 3rd Level<br/>You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter.<br/><br/>WEAPON SPECIALIZATION (EX) 3rd Level<br/>You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.<br/><br/>CACHE CAPACITOR (SU) 6th Level<br/>You expand your spell cache into a cache capacitor. As part of regaining your spells each day, you can cast a single spell into your spell cache and have it affect you continuously for 24 hours. The cache capacitor can hold any of the following spells: detect radiation, disguise self, keen senses, or unseen servant. You must know a spell to store it in your cache capacitor. When you cast the spell into your cache capacitor, you expend the spell slot normally and make any decisions required for that spell, but the duration doesn’t expire for 24 hours. If the spell in your cache capacitor is dispelled or dismissed, you can spend 5 minutes of uninterrupted concentration to reestablish it, keeping the same decisions you made when you cast it, and gaining whatever duration the spell had remaining. You can’t exchange the stored spell for another spell until you regain your spells. At 12th level, your cache capacitor gains a second slot that can hold darkvision, lesser resistant armor, life bubble, or spider climb. At 18th level, your cache capacitor gains a third slot that can hold arcane sight, flight (spell level 3rd or lower), see invisibility, or tongues. <br/><br/>Harmful Spells (Ex)<br/>When you cast an instantaneous spell that deals damage, you can increase the spell’s damage by half your technomancer level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks (such as magic missile), the increased damage applies only to a single ray or missile. This increased damage doesn’t apply to ongoing damage from the spell (such as bleed or burn). This magic hack doesn’t increase ability damage or other spell effects, only damage to Stamina Points or Hit Points. <br/><br/>Fabricate Arms (Su)<br/>As a full action, you can expend an unused spell slot to temporarily construct a technological weapon or suit of armor out of raw magic. You can create one suit of armor or weapon with a level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. The item appears in your hands, on your person, or in an adjacent square. You can use fuse spells with this magic hack. A weapon can’t be larger than two-handed, and the size of the item can’t exceed 10 bulk. The quality of the item is average for its type. Treat this as a spell of the same level as the expended spell slot. For example, at 10th level, you could expend a 3rd-level spell slot to fabricate a weapon of 9th level or lower, or expend a 4thlevel spell slot to fabricate a suit of armor of 10th level or lower. The armor or weapon persists for a number of rounds equal to your technomancer level. At the end of this duration, the item disappears. You are proficient with (but not specialized in) any weapons you create with this ability. You can’t create magic items, weapons made from a special material, or weapons that are expended with use (such as arrows, grenades, or missiles) with this magic hack. <br/><br/><hr/><div align="center"><strong>Feats</strong></div>Combat Casting<br/>  You leave fewer openings when casting a spell.<br/>  <br/>Mobility<br/>  You can easily move past dangerous foes.<br/>  <br/>Spell Penetration<br/>  +2 bonus to caster level checks to overcome SR<br/><hr/><div align="center"><strong>SPACEFARER</strong></div><br/>Your longing to journey among the stars can’t be sated. You yearn for the adventure of stepping onto a distant world and exploring its secrets. You tend to greet every new opportunity with bravery and fortitude, confident that your multitude of skills will pull you through. Perhaps you simply find joy in the act of traveling with your companions, or perhaps you are just out to line your pockets with all sorts of alien loot!<br/><br/><br/>THEME KNOWLEDGE (1ST)<br/>You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical 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 Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.<br/><br/><br/>EAGER DABBLER (6TH)<br/>In your journeys, you’ve picked up quite a few tricks about all sorts of things, even if you haven’t formally studied them, and you can often use this logic and intuition to your advantage. You gain a +2 bonus to skill checks if you don’t have any ranks in that skill. This ability does not allow you to attempt checks for trained-only skills.<br/><br/><hr/><div align="center"><strong>Combat</strong></div><br/>Total / Touch / Flat Footed<br/>AC: 27 / 27 / 24<br/>Initiative:   +3<br/>BAB:          +4<br/>Melee tohit:  +4<br/>Ranged tohit: +7<br/>Fortitude:    +4<br/>Reflex:       +5<br/>Will:         +6<br/>Unarmed attack:<br/>to hit:       +4<br/>damage:       1d3+6<br/>critical:     20/x2<br/>Arc pistol, static:<br/>to hit:       +7<br/>damage:       1d6+3<br/>critical:     none/x0<br/>range:        50'<br/>Dueling sword, tactical:<br/>to hit:       +4<br/>damage:       1d6+6<br/>critical:     none/x0<br/>Knife, survival:<br/>to hit:       +7<br/>damage:       1d4+3<br/>critical:     none/x0<br/>special properties: Analog, operative<br/><hr/><div align="center"><strong>Equipment</strong></div>Name                                            QTY   LBS<br/>Arc pistol, static  1   0lbs<br/>Freebooter armor II  1   0lbs   Special: EAC = 6, KAC = 8<br/>  Tensile reinforcement When calculating your armor’s hardness and Hit Points (see page 409), treat it as if its item level were 5 higher.<br/>Charge Cloak  1   0lbs<br/>Aeon Stone (Clear Spindle)  1   0lbs<br/>Aeon Stone (Iridescent Spindle)  1   0lbs<br/>Battery, ultra-capacity  1   0lbs<br/>Datajack, high-density  1   0lbs<br/>Dermal plating, mk 1  1   0lbs<br/>Tool Kit (Hacking Kit)  1   0lbs<br/>Tool Kit (Engineering Kit)  1   0lbs<br/>Comm Unit (Personal)  1   0lbs   Special: Includes a calculator, a flashlight, and several entertainment options.<br/>Bonding Epoxy  1   0lbs<br/>Space Suit  1   1lbs<br/>Dueling sword, tactical  1   0lbs<br/>Knife, survival  1   0lbs   Special: Analog, operative<br/>Backpack (Industrial) (2.2 lbs.)<br/>   Tent (Mobile Hotelier)  1   1lbs<br/>   Clothing (Everyday)  1   0lbs<br/>   Clothing (Formal)  1   0lbs<br/>   Medkit (Basic)  1   1lbs<br/>Total weight carried: 5.2 lbs.<br/>Current load:         Light<br/>Encumbrance<br/>Light:  6   <br/>Medium: 1200   <br/>Heavy:  1200<br/><hr/><div align="center"><strong>Magic</strong></div><br/><br/>Technomancer Spells<br/><br/>SPELLBOOKNAME0<br/> <br/>Level 0<br/>Dancing Lights (Evocation)<br/>Saves: None   DC:    Casting: 1 standard action<br/>Duration: 1 minute [D]   Range: Medium (110')   Components: <br/>SR: No   Effect: Create and direct up to four lights.   Target: Up to four lights<br/>DESC: Create and direct up to four lights.<br/>DESC 2:  Create and direct up to four lights.<br/>Detect Magic (Divination)<br/>Saves: None   DC:    Casting: 1 standard action<br/>Duration: Concentration, up to 1 minutes   Range: 60 ft.   Components: <br/>SR: No   Effect: Detect spells and magic items within 60 feet.   Target: Cone-shaped emanation<br/>DESC: Detect spells and magic items within 60 feet.<br/>DESC 2:  Detect spells and magic items within 60 feet.<br/>Energy Ray (Conjuration)<br/>Saves: None   DC:    Casting: 1 standard action<br/>Duration: Instantaneous   Range: Close (25')   Components: <br/>SR: Yes   Effect: Ray deals 1d3 acid, cold, electricity, or fire damage.   Target: One creature or object<br/>DESC: Ray deals 1d3 acid, cold, electricity, or fire damage.<br/>DESC 2:  Ray deals 1d3 acid, cold, electricity, or fire damage.<br/>Mending (Transmutation)<br/>Saves: Will negates (harmless, object)   DC: 14   Casting: 10 minutes<br/>Duration: Instantaneous   Range: 10 ft.   Components: <br/>SR: Yes (harmless, object)   Effect: Restore 5d6 Hit Points to an object or� construct.   Target: One object of up to 1 bulk<br/>DESC: Restore 5d6 Hit Points to an object or� construct.<br/>DESC 2:  Restore 5d6 Hit Points to an object or� construct.<br/>Telepathic Message (Divination)<br/>Saves: None   DC:    Casting: 1 standard action<br/>Duration: 10 minutes   Range: Medium (110')   Components: <br/>SR: No   Effect: Send a short telepathic message and hear simple telepathic replies.   Target: Up to 1 creatures<br/>DESC: Send a short telepathic message and hear simple telepathic replies.<br/>DESC 2:  Send a short telepathic message and hear simple telepathic replies.<br/>Transfer Charge (Transmutation)<br/>Saves: Fortitude negates (object)   DC: 14   Casting: 1 standard action<br/>Duration: Instantaneous   Range: Touch   Components: <br/>SR: Yes� (object)   Effect: Move charges from one power source to another source of the same type.   Target: Two objects of the same type; see text<br/>DESC: Move charges from one power source to another source of the same type.<br/>DESC 2:  Move charges from one power source to another source of the same type.<br/> <br/> <br/>Level 1<br/>Detect Tech (Divination)<br/>Saves: None   DC:    Casting: 1 standard action<br/>Duration: Instantaneous   Range: 60 ft.   Components: <br/>SR: No   Effect: Detect technological items with charges or that replenish charges within 60 feet.   Target: Cone-shaped burst<br/>DESC: Detect technological items with charges or that replenish charges within 60 feet.<br/>DESC 2:  Detect technological items with charges or that replenish charges within 60 feet.<br/>Jolting Surge (Evocation)<br/>Saves: None   DC:    Casting: 1 standard action<br/>Duration: Instantaneous   Range: Touch   Components: <br/>SR: Yes   Effect: Touch deals 4d6 electricity damage.   Target: One creature or object<br/>DESC: Touch deals 4d6 electricity damage.<br/>DESC 2:  Touch deals 4d6 electricity damage.<br/>Overheat (Evocation)<br/>Saves: Reflex half   DC: 15   Casting: 1 standard action<br/>Duration: Instantaneous   Range: 15 ft.   Components: <br/>SR: Yes   Effect: Deal 2d8 fire damage to creatures in cone.   Target: Cone-shaped burst<br/>DESC: Deal 2d8 fire damage to creatures in cone.<br/>DESC 2:  Deal 2d8 fire damage to creatures in cone.<br/>Supercharge Weapon (Evocation)<br/>Saves: None   DC:    Casting: 1 standard action<br/>Duration: See text   Range: Touch   Components: <br/>SR: No   Effect: Touched weapon deals extra damage.   Target: One weapon<br/>DESC: Touched weapon deals extra damage.<br/>DESC 2:  Touched weapon deals extra damage.<br/> <br/> <br/>Level 2<br/>Caustic Conversion (Evocation)<br/>Saves: None   DC:    Casting: 1 standard action<br/>Duration: 1 rounds   Range: Medium (110')   Components: <br/>SR: Yes   Effect: Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds.   Target: One creature or object<br/>DESC: Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds.<br/>DESC 2:  Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds.<br/>Invisibility (Illusion)<br/>Saves: Will negates (harmless, object), see text   DC: 16   Casting: 1 standard action<br/>Duration: 1 minutes [D]   Range: Touch   Components: <br/>SR: Yes (harmless, object)   Effect: Target is invisible for 1 minutes or until it attacks.   Target: One creature or object no more than 10 bulk<br/>DESC: Target is invisible for (CASTERLEVEL) minutes or until it attacks.<br/>DESC 2:  Target is invisible for 1 minutes or until it attacks.<br/>Logic Bomb (Abjuration)<br/>Saves: See text   DC: 16   Casting: 1 standard action<br/>Duration: 1 days or until triggered   Range: Touch   Components: <br/>SR: See text   Effect: Target computer deals 6d6 energy damage to the first creature that tries and fails to use it.   Target: One computer system or module<br/>DESC: Target computer deals 6d6 energy damage to the first creature that tries and fails to use it.<br/>DESC 2:  Target computer deals 6d6 energy damage to the first creature that tries and fails to use it.<br/>Recharge (Evocation)<br/>Saves: Fortitude negates (object)   DC: 16   Casting: 1 round<br/>Duration: Instantaneous   Range: Touch   Components: RP<br/>SR: Yes (object)   Effect: Replenish charges in a battery or item capable of holding charges.   Target: One object<br/>DESC: Replenish charges in a battery or item capable of holding charges.<br/>DESC 2:  Replenish charges in a battery or item capable of holding charges.<br/><br/></div></div>