Welcome once more to Creative Characters for Starfinder! In today’s article we meet Tech-ward, the fourth member of the group Fortune’s Heist. You can find the first three members by clicking on my name, which will show you all the previous articles I’ve written.
Tech-ward is the dark horse of the group. An Android who believes in robotic rights for all (even if they don’t want it), he’s a poster child for human-robot relationships, even adopting a blended name of human/technological origin (“Technology Edward” in full). His skills are in talking with anything, organic or mechanical, as well as understanding the interconnectedness of all things, like magic really just being a super-sophistication of technology. Let’s get into his character sheet, shall we?
Cyberborn Android Technomancer CR 1
DEFENSE SP 6 HP 9 RP 4
EAC 14; KAC 16
Fort +1; Ref +5; Will +2
Speed 30 ft.
Melee baton +0 (1d4 P)
Ranged semi-auto pistol +3 (1d6 P)
Defensive Abilities spell cache; Tech-wards spell cache is his right pinky finger.
Str 10; Dex 16; Con 12; Int 16; Wis 10; Cha 09
Feats Lightning Reflex,
Skills Computers +8, Engineering +7, Life Science +7, Mysticism +4, Physical Science +7, Profession (Hacker) +7, Sleight of Hand +7.
Languages Common, “Computer”, Elven, Abyssal
Gear Tactical semi-auto pistol, tactical baton, Kasatha microcord I, toolkit, 2x Serum of Healing mk I, Industrial backpack, 45 creds walking around money.
For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). 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, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only.
Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.
Tech-Ward was selected for the group because of his mild celebrity status among robots, which Jefff thought would be useful if they ever needed to distract security robots or the like. The fact that Tech-ward actually HAS skills came as a bonus. Regardless Jefff wouldn’t have the team without Tech-ward, especially after Tech-ward showed him how to open any wheeled vehicle and hotwire the engine. “You just have to reverse engineer the machine.”
Tech-wards abilities make him barely capable in combat, but that’s the way he likes it. No one asks you to be a meat shield when you can’t withstand the sight of a knife. And he’s scared of heights, too, so forget piloting. As a professional hacker though he’s quite well known among anyone who matters, so give him a seat and a large coffee and he’ll get into that bank vault you want to be opened. Just so long as there are no guards inside. Or attack dogs. Or anyone watching, it makes him nervous.
Despite the high level of neuroses, Tech-ward is a valued member of the group for his large range of skills, having helped every other member of the group at some point. Clara can clean her weapons better thanks to Tech-wards understanding of them. Jurgen appreciates the way the Robot listens to his star-readings, despite how little the Robot actually understands them. Jefff’s “borrowed car” collection has never been bigger. And even Bazaar, the last member of the group (next article, I swear), has been saved from his own explosives, thanks to Tech-ward keeping his cool while defusing an accidentally activated bomb. “You just have to know how to talk to it,” Tech-ward said after Bazaar regained consciousness.
Tech-ward dreams of traveling from planet to planet to spread his ideals of human-robot relationships, and hopes to fund his flights via these simple missions Jefff gives him. Jefff’s issue is that he doesn’t want to lose the Android, so he has to keep making up reasons why this mission isn’t the last one, it’s always just the “next before last.”
Detect Magic, Transfer Charge and Grease are Tech-ward’s favorite spells, because outside of a fight they can be great gifts to help you get past the authorities while keeping yourself aware of who’s got magic and who hasn’t. Grease was originally for party tricks, but when he greased the floor behind him because Jurgen was chasing him (convinced Tech-ward’s death was the next essential step in the cosmic plan) it worked wonders, knocking Jurgen out as he slid into the side of a starship. It’s also great on door handles, loose guns the guards will try to pick up in a minute, and on toilet paper rolls.
What Tech-ward wants most is a jetpack for his armor upgrade slot. Yes, it’s great for reaching difficult places, but it’s also useful in socially awkward situations. Either he can fly away when he’s not sure of an answer, or he can fly away when someone he’s associated with has given a dubious answer. More than once Jurgen has boldly made a declaration that Tech-ward has not agreed with, and before you could say “You know, I can HEAR you flying away!” Tech-ward has melted with embarrassment. With a jetpack, he can avoid these situations more often.
That’s just Tech-ward! Join me next time when we meet the final member of the group, Bazaar. A mean Ysoki with a mean gun. That will wrap up the first group for Creative Characters for Starfinder, but we’ll get right on to the next group, built at level 3. Level 3 is great because it’s when most PCs get Weapon Specialization!
PS. What’s the name of the next group? Valor Incarnate. When you need a situation quelled, they’re your team.