Ratfolk Troubleshooter

AK - The Mechanic's page

118 posts. Organized Play character for Maliky.


Full Name

A K

Race

Ysok |SP 18/18 HP 20/20 RP 5/5|KAC 17EAC 17 | F:+3 , R:+6, W:+1| Init:+3| Perc: +6, SM: +0

Classes/Levels

Mechanic/Exocort/3 |Speed 30ft |  Plasma fork, 12-notch (Small) 20/20 | Active conditions :

Gender

Male , Ysok , Mechanic/Exocort/3

Size

Small

Alignment

Neutral

Languages

Common, Akitonian , Vesk, Ysok, castrovelian/Lashuntas,

Strength 8
Dexterity 17
Constitution 10
Intelligence 18
Wisdom 10
Charisma 10

About AK - The Mechanic

Name AK
Mechanic/Exocort/3
N Small humanoid
Init+3; Senses Low-light and Darkvision 60 Perc +6 ,Sm +0

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Defense
 Lashunta tempweave,basic (Small) Base Item: Lashunta tempweave, basic Type: Armor. Light_Armor. Custom Proficient: Y Cost: 1,950 cr Wt: 0.1 lbs.   Max Dex: 5   AC Check: 0   Armor Class Bonus: 8   Arcane Failure: 0   Size: S Qualities: BULK: L, Level: 4 Properties: COMBAT|AC|4|TYPE=EAC_ARMOR, COMBAT|AC|4|TYPE=KAC_ARMOR|EAC = 4, KAC = 4 Source: Custom - Paizo - Starfinder Core Rulebook
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KAC 17, EAC 17
SP 18
HP 20
RP 5
Fort +3, Ref+6 Will+1

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Offense
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Speed 30ft
Melee Longsword +1 (1d8 +3S)
Ranged  Plasma fork, 12-notch (Small) +6(1d8)+3 Boost (1d4)
Space 5ft.; Reach 5ft.
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Statistics
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Str8, Dex17, Con10, Int18, wis10, Cha10
Base Atk +2
Feats Skill focus (Slight of Hand), Weapon Focus (Longarms),Mobility (Combat)
Theme Roboticist
Languages Common, Akitonian , Vesk, Ysok, castrovelian/Lashuntas,kasatha,vercite

Skills Acrobatics +6 3 rank,, 3 Ability Mod, 0 Misc Mod Athletics -1 -1 Ability Mod Bluff +0, 0 rank , 0 Ability Mod, 0 Misc Mod Computer +11 3 rank, 0 Class Bounus, 4 Ability Mod, 4 Misc Mod Culture +5 1 rank, 4 Ability Mod, 0 Misc Mod Diplomacy+0 0 rank, 0 Ability Mod, 0 Misc Mod Disguose +0 0 rank, 0 Ability Mod, 0 Misc Mod Engineering +16 3 rank, 4 Ability Mod, 9 Misc Mod Intimidate +1 1 rank, Ability Mod, 0 Misc Mod Life Science +7 3 rank, 4 Ability Mod, 0 Misc Mod Medicine +0 0 rank, 0 Ability Mod, 0 Misc Mod Mysticism +0 0 rank, 0 Ability Mod, 0 Misc Mod Perception +6 3 rank, 0 Ability Mod, 3 Misc Mod Physical Science +10 3 rank, 4 Ability Mod, 3 Misc Mod Piloting +3 0 rank, 3 Ability Mod, 0 Misc Mod Profession +0 0 rank, 0 Ability Mod, 0 Misc Mod Sense Motive +0 0 rank, 0 Ability Mod, 0 Misc Mod Slight of Hand +6 (+9) 3 rank, 3Ability Mod, 0 Misc Mod Stealth +8 3 rank,3 Ability Mod, 2 Misc Mod Survival +3 1 rank, 0 Ability Mod, 2 Misc Mod

Combat Gear
Plasma fork, 12-notch (Small)(1d8) Boost (1d4) , Long Sword, Lashunta tempweave, battery cartridge x2
Other Gear
Customized toolkit, binders, medpatch, Serum of Healing Mk 1 x5

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Special Abilities{/b]
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[b]RACIAL TRAITS

SIZE AND TYPE
     Ysoki are Small humanoids with the ysoki subtype.
CHEEK POUCHES
Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity.
DARKVISION
Ysoki can see up to 60 feet in the dark. See page 263 for more information.
MOXIE
Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter (see page 276), a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an Acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check.
SCROUNGER
Ysoki receive a +2 racial bonus to Engineering, Stealth, and Survival checks.
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Roboticist THEME & BENEFITS
Roboticist
You are fascinated by the internal workings of machines, whether they're intelligent constructs or technological equipment. You might be someone who enjoys tinkering in a garage, or you might be a worker at a factory that specializes in building robots or weaponry. You're likely interested in exploring and figuring out the innovations of other organizations and species on distant worlds. Regardless of your specific motivation, there's always a gadget that needs tinkering with.
THEME KNOWLEDGE
You're obsessed with the intricacies of constructs and how automated machines function. You can easily identify what a machine's function is and have an easier time attempting to access the internal programming of mechanized life-forms. Reduce the DC of Engineering checks to identify creatures and technology by 5. Computers is a class skill for you, though if it is a class skill from a class you take at 1st level, you instead gain a +1 bonus to Computers checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
CRAFTING SAVANT
You've mastered the art of putting together technological armor and weapons from a variety of components. While equipment you construct certainly has your flair, it's also clear that you can accomplish great feats of construction. When calculating the number of ranks you have in a skill necessary to construct a technological (not magic or hybrid) item, increase that number by 1. This allows you to construct technological equipment of up to your character level + 1.
TECHNICAL KNACK
You've developed a unique talent for efficiently repairing constructs and starships, whether effecting emergency repairs on a drone or keeping robotic allies in the fight. Once per day, you can cast make whole, but you can target only construct creatures or damaged technological (not hybrid or magical) items. When repairing a starship (Starfinder Core Rulebook 321), you reduce the time spent to 2 hours of work instead of 5.
MASTER ROBOTICIST
There are few pieces of technology that you're unfamiliar with, so you are sure to take time to examine those unique discoveries you happen upon. Up to twice per day, after you spend at least 10 minutes studying a previously undiscovered piece of technology with an item level within 5 levels of your character level or the wreckage of a significant enemy technological construct, you regain 1 Resolve Point; this doesn't count as resting to regain Stamina Points.
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CLASS FEATURES
Artificial Intelligence (Ex)
You construct an artificial intelligence (or AI), a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This AI is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation. Your AI can take one of two forms: a drone or an exocortex. You must pick one of these forms upon taking your first level of mechanic, and once this choice is made, it cannot be changed.
Bypass (+1) (Ex)
   You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.
Combat Tracking (Ex)
Your exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor and longarms. At 3rd level, you gain weapon specialization in longarms just as if your class granted proficiency. As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level. Designating another target causes you to immediately lose this bonus against the previous target.
Custom Rig (Ex)
You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. For more information on augmentations, see Chapter 7: Equipment. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks (see page 71) and drone mods (see page 77) require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit (see Chapter 7: Equipment). Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet. If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.
Exocortex
You begin play with an exocortex, an artificial processor that interacts with and augments your biological brain's cognitive functions, which can aid you in a variety of tasks, from combat to digital infiltration. Your exocortex is implanted within your physical body or brain, similar to a piece of cybernetic hardware, allowing your AI to access your mind and feed you information. As you gain levels, your exocortex advances in sophistication and processing power-see Exocortex on page 79. Only you can access or interact with your exocortex.
Mechanic Trick
As you gain experience, you learn tricks that allow you to perform wonders of engineering, aid in electronic infiltrations, and optimize gear. While some of these are things you learn, others are small cybernetic enhancements you make to yourself (none of which have a price or count against your augmentation limits). Some tricks require the use of a custom rig or other gear. You learn your first mechanic trick at 2nd level, and you learn an additional mechanic trick at 4th level and every 2 levels thereafter. If a mechanic trick allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your mechanic level + your Intelligence modifier. If a mechanic trick requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 x your class level + your Intelligence modifier. Unless otherwise specified, you can't learn mechanic tricks more than once. The list of mechanic tricks appears on page 71.
lvl 2 Mechanic Trick: Hack Directory Type: Extraordinary. Mechanic Trick. Mechanic Trick LVL 2 Requirements: pclevel: null at least 2 Description: [NOT IMPLEMENTED]Whenever you attempt to hack a system and fail the check, you immediately become aware of any countermeasures that were activated due to your failure. You can then select one of these countermeasures and attempt another Computers check (with the same DC as the original). If you succeed at this second check, you can prevent that countermeasure from activating, as if you had not attempted to access the system at all. Any other countermeasures have their normal effect.
Memory Module (Ex)
You can use your exocortex's memory module to enhance your own knowledge. Once per day, as a reaction while not in combat, you can reroll a failed skill check (see page 243) to recall knowledge (see page 143). In addition, your exocortex grants you the Skill Focus feat as a bonus feat. You can't use your exocortex's memory module while combat tracking is activated. Every time you gain a mechanic level, you can rebuild your exocortex's memory module, replacing the exocortex's bonus Skill Focus feat with Skill Focus in a different skill. (Slight of Hand )
Overload (Ex)
As a standard action, you can cause a short in an electronic device, including most ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. Overload doesn't cause a locked door, safe, or other device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to use this ability. If you have a drone, you can instead use this ability on an electronic device adjacent to your drone. If you have an exocortex with the wireless hack ability, you can instead use this ability on any electronic device within range of your exocortex's wireless hack. If you use overload on an item or armor upgrade in someone's possession, the owner can attempt a Reflex saving throw to negate the effect (DC = 10 + half your mechanic level + your Intelligence modifier). Overload doesn't affect androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all of which have shielding against this sort of attack), or items larger than Medium. Once a device has been successfully overloaded, a residual static charge prevents that device from being overloaded again for 1 minute.
Weapon Specialization (Ex)
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.
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FEAT
Mobility
You can easily move past dangerous foes.
    You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.
Skill Focus (Engineering)
You are particularly adept at a certain skill.
     You gain a +3 insight bonus to checks involving the chosen skill.
Special: You can take this feat multiple times. Its effects don't stack. Each time you take this feat, it applies to a new skill.
Weapon Focus (Weapon Focus ~ Longarms)
You have increased training in a particular weapon type, making it easier to hit your target.
    Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic's class level, if you are a drone), you gain a +2 bonus instead.