Flexer-5's page

82 posts. Organized Play character for Lupulus.


EAC 16, KAC 17, CMD 25 | F+3, R+6, W+0, +2 vs disease, mind, poison, sleep | Init +3, Perc +5 | Android Mechanic 3


SP 18/18 | HP 22/22 | RP 5/5 |





Homepage URL

Tracking Sheet

About Flexer-5

Male android (medium) cyberborn mechanic 3
None Medium humanoid (android)
Init +3; Senses darkvision (60'), low-light vision; Perception +6

EAC 16; KAC 17
SP 18 HP 22 RP 5
Fort +3, Ref +6, Will +1
, +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs, +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs
Speed Walk 30', Fly 30'
Melee knife, survival +5 (1d4+1 , critical -; Analog, operative)
Ranged plasma fork, 12-notch (merciful) +5 (1d8, critical Knockdown; Boost 1d4, A weapon with the merciful fusion often hums pleasantly when at rest and makes soft, airy musical noises when it is used to make an attack. The magic of this fusion subdues the damaging effect of the weapon it is added to. While this fusion is active, the weapon's regular damage becomes nonlethal damage. If the weapon deals two types of damage, both of the damage types become nonlethal. You can activate or deactivate the merciful fusion as a swift action.)
Ranged hunting rifle +6 (1d8+3, critical -; Analog)
Ranged laser rifle, azimuth +6 (1d8+3, critical Burn 1d6; -)

Str 11, Dex 16, Con 10, Int 18, Wis 10, Cha 8,
Base Atk +2; Grp+2
Feats Skill Focus (Medicine), Skill Synergy, Weapon Focus (Weapon Focus ~ Longarms)
Skills Athletics +5, Computers +12, Culture +9, Engineering +11, Life Science +9, Medicine +12, Perception +6, Physical Science +9, Piloting +9, Profession (Lab Technician) +12,
Languages Azlanti, Castrovelian, Common, Drow, Elven, Ghibrani, Goblin, Kasatha
Combat Gear serum of healing mk 1,
Other Gear plasma fork, 12-notch (merciful), carbon skin, graphite (jump jets), medkit (basic), battery, tool kit (profession (lab technician)), knife, survival, hunting rifle, laser rifle, azimuth, 633.0 gp

Size And Type Androids are medium humanoids with the android subtype
Constructed 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
Exceptional Vision 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
Flat Affect 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
Upgrade Slot 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

Cyberborn You've had some form of cybernetic augmentation since you were very young, and you see further augmentation as a path to self-improvement. You might be a verthani from the augmented caste, a steelskin orc seeking to distinguish yourself from mainstream society, or anyone else inspired by the possibilities technology offers. Either way, you strive to master your current cybernetics and seek to further upgrade yourself whenever the opportunity presents itself
Theme Knowledge 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
Self-hacker Your constant experimentation has blurred the lines between your body and your augmentations. Once per day as a full action, you can overclock one of your cybernetic augmentations to regain a number of stamina points equal to the augmentation's item level; you must have a cybernetic augmentation installed in your body to use this ability
Hardened Systems You understand the potential vulnerabilities of cybernetics and have tinkered extensively with your own to make them more resilient. The dc to hack your cybernetic augmentations via magic or technological means increases by 5, thanks to the devious security countermeasures you have added to them. Additionally, your cybernetic augmentations grant you electricity resistance 5; this resistance stacks with one other source of energy resistance
Master Modder You feel energized whenever you demonstrate the improved capabilities of your cybernetically enhanced body. Up to twice per day, when you have succeeded at a significant task in a way that crucially relied upon abilities granted by your cybernetics (gm's discretion), you can spend 10 minutes testing and performing system maintenance on those augmentations to regain 1 resolve point; this doesn't count as resting to regain stamina points

Artificial Intelligence 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
Bypass 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
Combat Tracking 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
Custom Rig 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
Exocortex 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 on page 79. Only you can access or interact with your exocortex
Mechanic Trick 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 x your class level + your intelligence modifier. Unless otherwise specified, you can't learn mechanic tricks more than once. The list of mechanic tricks appears on page 71
Memory Module 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
Overload As a standard action, you can cause a short in an electronic device, including most ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. Overload doesn't cause a locked door, safe, or other device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to use this ability. If you have a drone, you can instead use this ability on an electronic device adjacent to your drone. If you have an exocortex with the wireless hack ability, you can instead use this ability on any electronic device within range of your exocortex's wireless hack. If you use overload on an item or armor upgrade in someone's possession, the owner can attempt a reflex saving throw to negate the effect (dc = 10 + half your mechanic level + your intelligence modifier). Overload doesn't affect androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all of which have shielding against this sort of attack), or items larger than medium. Once a device has been successfully overloaded, a residual static charge prevents that device from being overloaded again for 1 minute
Weapon Specialization You gain the weapon specialization feat as a bonus feat for each weapon type this class grants you proficiency with

Skill Focus (medicine) You are particularly adept at a certain skill You gain a +3 insight bonus to checks involving the chosen skill.
Special: you can take this feat multiple times. Its effects don't stack. Each time you take this feat, it applies to a new skill
Skill Synergy You understand how two skills work well together 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.
Special: you can take this feat multiple times. Its effects don't stack. Each time you take it, it applies to two different skills
Weapon Focus (weapon Focus ~ Longarms) You have increased training in a particular weapon type, making it easier to hit your target Choose 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

NOTE: REPLACE Abyssal with Ghibrani



Social: Friend of the Ghibrani: Might be useful later. Befriended both Husks and Membranes.
Starship: In-the-Vehicle Training: EAC, KAC, hardness +1 in a vehicle (not starship), cross off to avoid wreck
Slotless: Star Sugar Heartlove
Slotless: Marked Field Agent


_ _ _ Faction's Friend: gain a reputation for rep's faction even if you fail
X _ _ Contractor's Respect: Rent a weapon or armor at lvl + 1 (max 8)
Friend of the Ghibrani: Might be useful later. Befriended both Husks and Membranes.

Star Monster Slayer: +2 to starship combat skill checks vs an enemy living starship, allies without this get +1.
Automated Defenses: Science Officer can 1/combat can slow down a targetting missile for 1 round, resolve to use again.
In-the-Vehicle Training: EAC, KAC, hardness +1 in a vehicle (not starship), cross off to avoid wreck

Star Sugar Heartlove
Marked Field Agent
Ghibrani Linguist: Any character can pick Ghibrani language.