Dr. Mavrik "Drift" Drix's page

134 posts. Organized Play character for Agent Eclipse.

Full Name

Mavrik "Drift" Drixx


| SP: 6/6 HP: 10/10 | RP: 3/4 | EAC: 14 KAC:15 AC vs CM:23 | F:0 R:5 W:2 | Init: 3 | Speed 30ft | Engineering Re-Roll: 1/1 | Active Conditions: | Ammo Count: 12/20 Charges.


Computers: 8 | Engineering: 10/14 | Life Science: 9 | Medicine: 7 | Perception: 6 | Piloting: 7 | Profession (Cybernetics): 11 | Stealth: 7


N Male Human (Cyberborn) Mechanic 2






Common | Draconic | Drow | Infernal


Cybernetics and Collector

Strength 10
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 13
Charisma 10

About Dr. Mavrik "Drift" Drix

# 54329-704
Human Mechanic (Exocortex) 2
N Medium Humanoid
Initiative 3|30 ft.


EAC 14|KAC 15|CMB AC 23|
SP 6 | HP 10 | RP 4
Fort 2|Reflex 6|Will 2|
Armor: Second Skin
EAC 1 | KAC 2| Max DEX +5
Upgrade Slot 1: Nothing


BAB 1(2)| Melee 1(2)| Ranged 4(5)| Thrown 1(2)|
(Target Tracking)

Acid Dart Rifle, Tactical: 1d8A/P | 20/1d4Corrode | 80 ft. | 10 Darts
dice=T. Acid Dart Rifle]1d20+3+1+1[/dice
Base + Dex + BAB + Weapon Focus

Laser Rifle, Azimuth: 1d8F | 20/1d6Burn | 120 ft. | 20 Charges
dice=A. Laser Rifle]1d20+3+1+1[/dice
Base + Dex + BAB + Weapon Focus


Acrobatics: 3
Computers: 8
Culture: 3
Engineering: 10 (Traps 14)
Life Science: 9
Medicine: 7
Perception: 7
Piloting: 7
Profession (Biotech Augmentation): 11 (Dayjob 12)
Stealth: 7

Racial Traits:

Bonus Feat:
Humans select one extra feat at 1st level.

Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Theme Traits (Cyberborn):

Theme Knowledge (1st):
You enthusiastically study the field of cybernetics and seek to keep abreast of new applications and experimental technologies. Reduce the DCs of Engineering checks to identify cybernetic augmentations and of Life Science checks to recall knowledge about cybernetic augmentation techniques, as well as corporations and other research facilities involved in the production of and experimentation with cybernetic augmentations, by 5. Computers 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 Computers checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.


Weapon Focus (Long Arms):
Chose 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.

Skill Focus (Engineering) :
Choose a skill. You gain a +3 insight bonus to checks involving the chosen skill.

Skill Synergy (Perception/Life Science):
Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.

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.

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. Only you can access or interact with your exocortex.

Bypass (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.

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 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 and drone mods require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit (see 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.

Mechanic Trick (Ex):
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.

Exocortex Abilities:

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):
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 to recall knowledge. 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.

Mechanic Tricks:

Overcharge (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.


Second Skin (250C | L)

Ring of Resistance MK1 (735C)

Acid Dart Rifle, Tactical. (485C | 1)
-Dart, 25 (20C | L)

Laser Rifle, Azimuth (425 | 1)

Custom Rig
-Toolkit (Hack)
-Toolkit (Eng.)
-Mk1 Comm Unit

Backpack, Indus. (25C | L)

In Bags:
Toolkit (Traps) (20C | L)
Medkit, Basic (100C | L)
Fire Extinguisher(15C | L)
Serum of Healing (50C | L)
Professional Clothes (5C | L)
Formal Clothes (5C | L)
Extra Battery (60C | L)

Synaptic Accelerators MK1 (Intelligence) (1400C)