Dr. Mech Coy's page

75 posts. Organized Play character for BretI.

Full Name

Dr. Mech Coy


| SP 5/18 HP 20/20 | RP 4/4 | EAC 15 KAC 15 | Fort +3; Ref +5; Will +3 | Init: +2 | Perc: +4, SM: +5+1d6


| Speed 30ft | Active conditions: None.


Non-gendered NG SRO Spacefarer Envoy 3

About Dr. Mech Coy

Doctor Mech Coy
SRO Spacefarer Envoy 3
NG Small Construct (Technological)
Init +2; Senses Darkvision; Perc +5, SM +5+1d6
EAC15, KAC 15
SP 18 HP 20 RP 4
Fort +3, Ref +5, Will +3

Speed 30 ft.
Melee Survival Knife +4 (1d4+1 S Analog)
Ranged Called Semi--Auto Pistol, tactical +4 (1d6+1 P) or
… Ominous Static Arc Pistol +4 (1d6+1 E Arc 2 or Ominous, Stun)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities
Str 10, Dex 14, Con 11, Int 12, Wis 10, Cha 16


Acrobatics +6, Athletics +0, Bluff +3, Computers +5, Culture +5, Diplomacy +9, Disguise +3, Engineering +7, Intimidate +3, Life Science +2, Medicine +7 +1d6, Perception +5, Physical Science +7, Piloting +8, Profession (Doctor) (Int) +7, Sense Motive +6 +1d6, Stealth +2, Survival +0

Skill notes:
Profession: +1 Clothes, +4 Toolkit
Physical Science: Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Spacefarer theme.

Starship-Combat Version of Skills
Gunnery +5

Feats Medical Expert, Great Fortitude
Languages Common, Gnome, Kasathan

Other Abilities
Darkvision: SROs can see up to 60 feet in the dark.

Healing Circuit: In addition to being constructs and thus able to benefit from spells like make whole, SROs count as living creatures for the purposes of magic healing effects that work on living creatures, though the number of Hit Points restored in such cases is halved. A character must use the Engineering skill to perform the tasks of the Medicine skill on SROs. SROs also heal naturally over time as living creatures do, and can benefit from magic or technology that can bring constructs back from the dead, as well as effects that normally can't (such as raise dead).

Integrated Equipment: An SRO has an internal, integrated standard datajack and comm unit. If an SRO is helpless, these can be removed or destroyed without damaging the SRO. They can be replaced or upgraded for the normal price of this equipment. An SRO has an additional built-in cybernetic component with an item level no greater than half the SRO's character level (minimum item level 1). Each time the SRO gains a level, they can swap out this piece of equipment at no additional cost to represent internal reconfigurations. These pieces of equipment don't count against the systems in which an SRO can install cybernetics.

Built in Hide-away limb: Standard.

Robotic: SROs are immune to bleed, disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. SROs can be affected by effects or spells that normally target only humanoids, but receive a +4 racial bonus to saving throws against such effects. SROs can eat and drink, though they don't need to, and they must recharge their internal batteries by entering an off-line mode that is similar to sleep for 8 hours every day. SROs do not breathe or suffer the normal environmental effects of being in a vacuum.

Combat Gear Survival Knife, Ominous Static Arc Pistol, Called Tactical Semi-auto Pistol

Other Gear
Clearweave I armor, Clothes: Professional, Toolkit: Professional (black bag), Hacking Kit, Engineering Kit, Hygiene Kit, Battery, 30 small arm rounds, Industrial Backpack, Basic MedKit, Radiation Badge, Fire Extinguisher, Advanced Medkit

Special Abilities
Envoy Improvisation (Inspiring Boost, Expanded Attunement)

Inspiring Boost (Ex) 9 Stamina
As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can't gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.
At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.

Expanded Attunement (Ex)
You can use beneficial mind-affecting envoy improvisations to aid allies who usually would not be able to gain benefits from mind-affecting effects, such as constructs, robots, and undead. If the improvisation grants a morale bonus, even allies who can't normally benefit from morale bonuses gain that bonus.

Expertise Talents (Inspired Medic)
Inspired Medic (Ex)
When you attempt a Medicine check, you can choose not to roll your expertise die until later. After you determine what the check's result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.

Skill details:

Acrobatics +6 = +1 rank +3 class +2 Dex
Athletics +0
Bluff +3
Computers 5 = +1 rank +3 class +1 Int
Culture +5 = +1 rank +3 class +1 Int
Diplomacy +9 = 3 ranks +3 class +3 Cha
Disguise +3
Engineering +7 = 3 ranks +3 class +1 Int
Intimidate +3
Life Science +2 = 1 ranks +1 Int
Medicine +7 +1d6 = 3 ranks +3 class +1 Int +Expertise
Mysticism +0
Perception +5 = 2 ranks +3 class +0 Wis
Physical Science +7 = 3 ranks +3 class +1 Int
Piloting +8 = 3 ranks +3 class +2 Dex
Profession (Doctor) +7 = 3 ranks +3 class +1 Int
Sense Motive +6 +1d6 = 3 ranks +3 class +0 Wis +Expertise
Sleight of Hand +2
Stealth +2
Survival +0

Boons Slotted this Adventure
Ally: Duskmire Allegiance (Ally Boon): Gnolls.
Faction: Manifold Host Champion
Personal: SRO Admittance
Promotional: Promotional Reroll (Messenger bag)
Social: Faction’s Friend

All My Boons:

Duskmire Allegiance (Ally Boon): Gnolls.
Manifold Host Champion
SRO Admittance
Promotional Reroll (Messenger bag)
Contractor’s Respect:
Faction’s Friend
First Contact Step-In
In the Vehicle Training
Star Monster Slayer
Marked Agent
Star Sugar Heart Love!!!
Souvenir Cestus

Bot Me!:

Will tend to use non-lethal damage by default unless Undead or Construct.

If someone has just been injured, get within 30’ and use Inspiring Boost as a Standard action to restore 9 stamina. Can only do it once per person, can do it again once they have done a ten minute rest.

Ominous Static Arc Pistol, 50’ range, crit: Intimidate or Arc 2, Stun, 10 shots per battery
[dice=Ominous Static Arc Pistol vs EAC]d20+4[/dice]
[dice=Non-Lethal Electrical Damage]d6+1[/dice]

Called Tactical Semi-Auto Pistol, 30’ range, Analog, 9 rounds
[dice=Semi-Auto Pistol]d20+4[/dice]
[dice=Piercing Damage]d6+1[/dice]

Survival Knife, Operative
[dice=Survival Knife]d20+4[/dice]
[dice=Slashing Damage]d4+1[/dice]


[dice=Acrobatics]d20 +6[/dice]
[dice=Computers]d20 +5[/dice]
[dice=Culture]d20 +5[/dice]
[dice=Diplomacy]d20 +9[/dice]
[dice=Engineering]d20 +7 [/dice]
[dice=Life Science]d20 +2[/dice]

[dice=Medicine]d20 +7 +1d6 [/dice]
[dice=Medicine, Inspired Medic]d20+7[/dice] Can see result, then reroll or add inspiration

[dice=Perception]d20 +5[/dice]
[dice=Physical Science]d20 +7[/dice]
[dice=Piloting]d20 +8[/dice]
[dice=Profession (Doctor)]d20 +7[/dice]
[dice=Sense Motive]d20 +6 +1d6[/dice]

SFS # 707
Wealth and Reputation: See ITS


Mech Coy was part of the SRO community trapped on a deserted outpost. The whole community was saved by a group of Starfinder’s.

Since their rescue, they have studied medicine for healing organics and received a medical license. Now they want to do what they can to keep the member’s of missions they go on alive and healthy. They also know how to heal their own kind.