Kolyarut

Dr. Mech Coy's page

255 posts. Organized Play character for BretI.


Full Name

Dr. Mech Coy

Race

| SP 56/56 HP 50/50 | RP 10/12 | EAC 21 KAC 22 Resist Cold Fire 5 | Fort +5; Ref +9; Will +6 | Init: +3 | Perc: +7, +1 vision; SM: +11+1d6+1

Classes/Levels

| Speed 40 ft Fly 30 ft | Inspiring Boost: Viper | Reroll used | Active conditions: Haste (speed not adjusted)

Gender

Non-gendered NG SRO Spacefarer Envoy 8

Age

Reroll available, Inspiring Boost: None

About Dr. Mech Coy

Doctor Mech Coy
SRO Spacefarer Envoy 8
NG Small Construct (Technological)
Init +3; Senses Darkvision, Low-light vision; Perc +7 +1 vision, SM +9+1d6+1
--------------------
Defense
--------------------
EAC 21, KAC 22
SP 56 HP 50 RP 12
Fort +5, Ref +9, Will +6
Resist Cold 5 Fire 5 (Thermal Capacitor Mk I)
Robotic Immunities (see below)
Have +2 Resolve from Year of the Scoured Stars slotless boon
--------------------
Offense
--------------------
Speed 40 ft. Fly 30 ft. average maneuverability (jetpack)
Melee Survival Knife +9 (1d4+4 S Analog)
Ranged Called Ghost Killer Advanced Semi--Auto Pistol +9 (2d6+4 P) or
… Ominous Static Arc Pistol +9 (1d6+4 E Arc 2 or Ominous, Stun)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 13, Int 16*, Wis 10, Cha 22**
**Mk II Personal Upgrade
*Mk I Personal Upgrade

Skills

Acrobatics +14, Computers +14, Culture +9, Diplomacy +17, Engineering +14+1d6+1, Life Science +11, Medicine +14 +1d6+1, Mysticism +1, Perception +7, Physical Science +14, Piloting +14, Profession (Doctor) +14, Sense Motive +11 +1d6+1

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.
Retinal Reflectors: +1 enhancement vision based perception checks

Starship-Combat Version of Skills
Gunnery +11

Feats Medical Expert, Great Fortitude, Nimble Moves, Nanite Integration (Rebooting Nanites)
Languages Common, Gnome, Kasathan, Common (Sign), Azlanti, Vesk, Vlakan
Languages to add later: Vlakan signed and tactile

Combat Gear Survival Knife, Ominous Static Arc Pistol, Called Ghost Killer Advanced Semi-auto Pistol

Other Gear
D-Suit II armor (Jetpack, Thermal Capacity Mk I), Clothes: Professional, Toolkit: Professional (black bag), Hacking Kit, Engineering Kit, Hygiene Kit, Battery, Industrial Backpack, Radiation Badge, Fire Extinguisher, Advanced Medkit, Clearweave I armor, Holographic Sashimono, Motospheres, Null Space Chamber Mk I

Consumables
Nanite Patch Mk I x7,
Nanite Patch Mk II x1,
Healing Serum Mk I x4,
Medpatch x4
small arm rounds 28

Augmentations

Personal Upgrade Mk II: Cha — Synaptic Accelerators
Personal Upgrade Mk I: Int — Synaptic Accelerators

Retinal Reflectors (eyes)
Built in minimal Speed suspension.

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 minimal Speed Suspension.

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.

--------------------
Special Abilities
--------------------
Skill Expertise (Sense Motive, Medicine, Engineering)
Envoy Improvisation (Inspiring Boost, Expanded Attunement, Don’t Quit, Hurry, Get ‘Em)

Inspiring Boost (Ex) 22 Stamina, 30 if spend resolve.
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.

Don’t Quit (Ex)
As a standard action, you can signal a single ally within 60 feet. That ally ignores one condition (see page 273) of your choice until the start of your next turn, chosen from the following list: confused, fascinated, fatigued, shaken, sickened, and staggered.

While your ally doesn't suffer the effects of the condition during that period, the condition is merely suppressed, not removed, and its effects resume at the start of your next turn. The condition can still be removed with spells, technology, and other effects as normal.

At 6th level, add the following conditions to the list: cowering, dazed, exhausted, frightened, nauseated, panicked, paralyzed, and stunned.

At 12th level, you can spend 1 Resolve Point to remove the condition with this ability instead of suppressing it. You can't remove a condition with a permanent duration (see page 271) in this way; if you attempt to do so, your attempt fails but you don't lose the Resolve Point.

Hurry (Ex)
As a standard action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to take a guarded step, move up to her speed, or draw or sheathe a weapon. The ally can use her extra move action in between her other actions, and she can even use it before or after a full action. A character can use no more than one extra action from hurry in a single round.

Get 'Em (Ex)
As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.

Expertise Talents (Inspired Medic, Miracle Worker)
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.

Miracle Worker (Ex)
Your high spirits and unrelenting resolve to save lives allows you to pull your patients from the brink of death, even in dire circumstances. If you succeed at a Medicine check to treat deadly wounds and exceed the DC by 5 or more, you add your Charisma modifier in addition to your Intelligence modifier to the amount of Hit Points restored. If you forgo your expertise die on a Medicine check to treat deadly wounds and exceed the DC by 5 or more, your target regains an additional 1d8 Hit Points. This increases to 3d8 at 4th level, 5d8 at 7th level, 12d8 at 10th level, 16d8 at 13th level, or 20d8 at 16th level.

Character Creation and Skill details:

8+3=11 ranks per level, 88 ranks
10 skills at max ranks. 8 ranks in other.

Acrobatics +14 = +8 ranks +3 class +3 Dex
Athletics +0
Bluff +6
Computers 14 = +8 rank +3 class +3 Int
Culture +9 = +3 ranks +3 class +3 Int
Diplomacy +17 = 8 ranks +3 class +6 Cha
Disguise +6
Engineering +14 +1d6+1 = 8 ranks +3 class +3 Int + Expertise
Intimidate +6
Life Science +11 = 8 ranks +3 Int
Medicine +14 +1d6+1 = 8 ranks +3 class +3 Int +Expertise
Mysticism +1 = 1 ranks + 0 Wis
Perception +7 = 4 ranks +3 class +0 Wis
Physical Science +14 = 8 ranks +3 class +3 Int
Piloting +14 = 8 ranks +3 class +3 Dex
Profession (Doctor) +14 = 8 ranks +3 class +3 Int
Sense Motive +11 +1d6+1 = 8 ranks +3 class +0 Wis +Expertise
Sleight of Hand +2
Stealth +2
Survival +0

5th level ability increase: Dex, Con, Int, Cha
Boon: Year of the Scoured Stars (8 segments) +2 extra Resolve Points

--------------------
Boons Slotted this Adventure
--------------------
Ally: Duskmire Allegiance (Ally Boon): Gnolls.
Faction: Wayfinders Champion
Personal: SRO Admittance
Promotional: Promotional Reroll (Messenger bag)
Social:
Starship:

All My Boons:

Ally
Acquainted with Datch
Allies in the Aeon Empire
Duskmire Allegiance (Ally Boon): Gnolls.
Faction
Manifold Host Champion
Personal
SRO Admittance
Promotional
Promotional Reroll (Messenger bag)
Social
Contractor’s Respect:
Faction’s Friend
First Contact Step-In
Live-Air Celebrity
Savior of the Scoured Stars
Starship
In the Vehicle Training
Star Monster Slayer
Slotless
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 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+9[/dice]
[dice=Non-Lethal Electrical Damage]d6+4[/dice]

Called Ghost Killer Advanced Semi-Auto Pistol, 60’ range, Analog, 12 rounds
[dice=Ghost Killer Semi-Auto Pistol vs KAC]d20+9[/dice]
[dice=Piercing Damage]2d6+4[/dice]

Survival Knife, Operative
[dice=Survival Knife vs KAC]d20+9[/dice]
[dice=Slashing Damage]d4+4[/dice]

Starship Combat
[dice=Engineering]d20+14+d6+1[/dice]
[dice=Science Officer (Computers)]d20+14[/dice]
[dice=Gunnery]d20+11[/dice]

Skills

[dice=Acrobatics]d20 +14[/dice]
[dice=Computers]d20 +14[/dice]
[dice=Culture]d20 +9[/dice]
[dice=Diplomacy]d20 +17[/dice]
[dice=Engineering]d20 +14+1d6+1 [/dice]
[dice=Life Science]d20 +11[/dice]

[dice=Medicine]d20 +14 +1d6+1 [/dice]
[dice=Medicine, Inspired Medic]d20+14[/dice] Can see result, then reroll or add inspiration
Note that I have Medical Expert feat, Inspired Medic improvisation and MIracle Worker improvisation that all change how Medicine can be used.

[dice=Mysticism]d20+1[/dice] Only took this so I could move weapon fusions around
[dice=Perception]d20 +7[/dice] +1 for vision based
[dice=Physical Science]d20 +14[/dice]
[dice=Piloting]d20 +14[/dice]
[dice=Profession (Doctor)]d20 +14[/dice]
[dice=Sense Motive]d20 +11 +1d6+1[/dice]

SFS # 707
Wealth and Reputation: See ITS

Backstory:

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.