About Dr. Mavrik "Drift" Drix
EAC 14|KAC 15|CMB AC 23|
BAB 1(2)| Melee 1(2)| Ranged 4(5)| Thrown 1(2)|
Acid Dart Rifle, Tactical: 1d8A/P | 20/1d4Corrode | 80 ft. | 10 Darts
Laser Rifle, Azimuth: 1d8F | 20/1d6Burn | 120 ft. | 20 Charges
Humans select one extra feat at 1st level.
Theme Traits (Cyberborn):
Theme Knowledge (1st):
Weapon Focus (Long Arms):
Skill Focus (Engineering) :
Skill Synergy (Perception/Life Science):
Mechanic Class Abilities:
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.
Custom Rig (Ex):
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.
Mechanic Trick (Ex):
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.
Combat Tracking (Ec):
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.
Memory Module (Ex):
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.
Ring of Resistance MK1 (735C)
Acid Dart Rifle, Tactical. (485C | 1)
Laser Rifle, Azimuth (425 | 1)
Backpack, Indus. (25C | L)
Synaptic Accelerators MK1 (Intelligence) (1400C)