Asier-23-7's page

161 posts. Organized Play character for Sedoriku.

Full Name



| SP 14/14 HP 16/16 | RP 4/4, Recall knowldege reroll 1/1 | EAC 14; KAC 15 | Fort +4; Ref +6; Will +1 (+2 vs. disease, mind-affecting effects, poison, and sleep) | Init: +3 | Perc: +5, SM: -2


| Speed: 30ft | Active conditions: None.


Male-ish NG Android Scholar Mechanic (Exocortex) 2


6 months 3 week 2 days 14 hours 20 minutes and 47 seconds

Strength 11
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 8

About Asier-23-7


SFS info:
Experience: 4 normal progression,
Slotted Faction: 6 Dataphiles
Wealth 0 GP

Reputation 6 Fame, 6 Global Reputation
Reputation with Acquisitives: 0
Reputation with Dataphiles: 6
Reputation with Exoguardians: 0
Reputation with Second Seekers (Luwazi Elsebo): 0
Reputation with Wayfinders: 0

Character sheet:
Android Scholar Mechanic (Exocortex)
NG Medium Humanoid (Andriod)
Init: +3;Senses: Darkvision 60, Low-Light Vision; Perception +5, Sense motive -2
KAC 16, EAC: 15

HP: 16; SP: 14

RP: 4

Fort: +4, Ref: +6, Will: +1 (+2 vs. disease, mind-affecting effects, poison, and sleep, unless it specifically target constructs)

Speed: 30 ft.

Melee: +4 (1d4 B Baton Tactical)

Ranged: +4 (1d8 F Azimuth Laser Rifle)

Str 11, Dex 16, Con 12, Int 16, Wis 10, Cha 8

Base Attack Bonus: +1 (vs. exocortex target +2);

Feats: Barricade, Skill Focus (Life Sciences)

Skills and Languages:
Trained Skills
*Athletics (1 rank): +4
*Computers (2 ranks, Bypass): +9
Culture (1 rank): +4
*Engineering (2 ranks, Bypass): +9
*Life Sciences (2 ranks, Trait Knowledge, Skill Focus): +11
*Medicine (2 ranks): +8
*Perception (2 rank2): +5
*Physical Sciences (1 rank): +7
*Profession (1 rank; Professor Int):+7

Untrained skills
Acrobatics: +3
Bluff: -1
Diplomacy: -1
Disguise: -1
Intimidate: -1
Mysticism: +0
*Piloting: +3
Sense Motive (Flat Affect): -2
Sleight of Hand: +3
Stealth: +3
Survival: +0

Starship-Combat Version of Skills:
Engineering: +9
Computers: +9
Gunnery: +4 (+5 if exocortex targetting applies)

Languages: Common, Akiton, Castrovelian, Brethedan

Weapons and Armor:
Azimuth Laser Rifle, Tactical Baton, Freebooter armor

Battery, Serum of healing mk1, mk1 Ring of Resitance

Other Gear
Cable line 20ft, Starstone Compass, Commercial Backpack, Hygiene Kit, Mass Produced Tent, Professional Outfit (2), Travel Outfit, Everyday Outfit (3), and R2E (7)

Credstick with 74 creds

Carrying 3 bulk and 19 light bulk
Total of 4 bulk

Class Abilities:
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.

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.

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.

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.

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 × your class level + your Intelligence modifier.

Unless otherwise specified, you can’t learn mechanic tricks more than once.

Racial Abilities:
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. See low-light vision and darkvision on pages 264 and 263.

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.

Scholar Theme Abilities:
You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick Physical Science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
Life sciences: Domesticated animals specialization

You are adept at creating quick, temporary cover.
Prerequisites: Engineering 1 rank.
Benefit: As a move action, you can stack and reinforce objects that are too small or too fragile to provide cover into a single square of adjacent cover. The GM has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built. The barricade grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover.

The barricade is temporary and not particularly durable. When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (minimum 1st level). Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn’t normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the GM).

Choose a skill. You gain a +3 insight bonus to checks involving the chosen skill.

Mechanic tricks:
As a standard action, you can use your custom rig to overcharge and attack with a ranged energy weapon or a melee weapon with the powered special property that you’re holding. If you hit, you deal 1d6 additional damage of the same type the weapon normally deals. This attack uses three times as many charges from the battery or power cell as normal and can’t be used if the weapon doesn’t have enough charges. This trick has no effect on a weapon without a battery or power cell. You can instead use this ability as a move action on a touched powered weapon that is unattended or attended by an ally to grant the same effect to that weapon’s next attack before the beginning of your next turn.
Consumables & other tracking:
Serum of Healing mk1 1/1

Resolve 4/4
Knowledge recall reroll 1/1

Chronicle 1: Quest: Into the Unknown:

Purchases, Sales and Earnings:
Azimuth Laser Rifle 425
Tactical Baton, 90
Second Skin, 250
Battery 60
Serum of Healing mk1 (1) 50
Cable (Titanium) 20ft, 10
Starstone Compass, 3
Consumer Backpack, 3
Hygiene Kit, 3
Tent (Mass produced) 2
Professional outfit (2) 10
Travel outfit, 10
Everyday outfit (3), 3
R2E (7) 7
Total: 926

Starting credits:....1000
Total sales:...........None
Total spent:...........926

Total earned:.......720
Final credits:........794

Consumables Used:

Chronicle 2: Welcome to Starfinder Boon:
Chronicle 3: 1-01: The Commencement:

Purchases, Sales and Earnings:

Starting credits: 794
Total sales: None
Total spent: None

Remaining: 794
Total earned: 509
Total earned: 753
Corrected credit amount
Final credits: 1,547

Consumables Used:

Chronicle 4, 1-02: The Fugitive of the Red Planet, GM:


Purchases, Sales and Earnings:

Starting credits: 1,547
Total sales: None
Total spent: None

Total earned:.......719
Final credits:.....2,266

Consumables Used:

Chronicle 5: Yesteryear's truth:
Boons Slotted this Adventure

Faction: Dataphiles Champion

All Boons


You’ve declared your allegiance to the Dataphiles and dedicate your missions to furthering the goals of that faction.
Prerequisites: Dataphiles Tier 0
Benefit: This Faction boon allows the character to gain Reputation with the Dataphiles faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario.
Normal: A character gains no Reputation unless he has a Faction boon slotted.

Bot Me! Under construction:

Asier is extremely naive about the world and very excitable, but his exocortex constantly prompts him on what to do next in battle. He always takes a move action at the beginning of combat to pick a target to track. If it’s advantageous to do so he also sometimes constructs a barricade.

[dice=Ahhh, get away from me! (tactical baton)+exo target] 1d20+4+1[/dice]
[dice=Bludgeoning Damage]1d4[/dice]

[dice=Target, Aim, FIRE! (azimuth laser rifle)+Exo target]1d20+4+1[/dice]
[dice=Flame Damage]1d8[/dice]

In ship combat, he is more than happy to serve in Engineering as an engineer.

Nothing here!:
Didn't believe me? Sad.
Possible spoiler for future information, quick links, yada-yada.