Meyanda

HFG-5-309's page

136 posts. Organized Play character for therealthom.


Full Name

Heuristically Functioning Genus 5-309

Race

Init +7 Percept +1 (darkvision (60'), low-light vision) SenseMotive -1 // F 4 R 6 W 0 (+2 v disease, mind-affecting effects, poison and sleep) //

Classes/Levels

EAC 16 KAC 16 Stamina 14/14 HP 16/16 Resolve 4/4

Bot Me:
Move to stay out of melee. Fire with drone as often as possible.

Gender

Scholar Android Mechanic 2 //

About HFG-5-309

This android, it's clearly an android from the tracery of circuits along the surface of a plastically clear complexion, has a shock of wavy black hair running straight back from its high forehead. It's build is similar to an average human female; its expression, blankly serene. It's high-collared form-fitting armor is reminiscent of work overalls, with pockets on the chest and thighs. Various gear hangs off its belt and pokes from the pack on its back. Behind it hovers a tiny drone.

DEFENSE
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EAC 16; KAC 16
SP 14 HP 16 RP 4
Fort +4, Ref +6, Will +0
, +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs,
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OFFENSE
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Speed Walk 30'
Melee knife, survival +4 (1d4 , critical -; Analog, operative)
Ranged needler pistol +4 (1d4, critical Injection DC +2; Analog, injection) (Quick-release Sheath)

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STATISTICS
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Str 10, Dex 16, Con 12, Int 17, Wis 10, Cha 8,
Base Atk +1; Grp+1
Feats Improved Initiative
Skills Athletics +5, Computers +9, Culture +4, Diplomacy +0, Engineering +9, Medicine +7, Perception +4, Physical Science +8, Piloting +8,
Languages Akitonian, Common, Kasatha, Vercite, Vesk
Combat Gear serum of healing mk 1,
Other Gear needler pistol, clothing (profession (general contractor)), stationwear,datajack, standard, clearweave i, fire extinguisher, comm unit (personal), flashlight, backpack (consumer), tool kit (engineering kit), cable line (titanium alloy/10 ft) (3), battery, tool kit (hacking kit), hygiene kit, 18 darts, knife, survival, 1760.0 gp

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SPECIAL ABILITIES
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RACIALTRAITS
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
Quick-release Sheath Draw one-handed light weapon as swift action. (Android upgrade)

THEME BENEFITS
Scholar You are an erudite intellectual, pitting your brain against problems and puzzles that others would find daunting. You might be an instructor of a specific topic at a large university or a dabbler in a number of fields of study. You could be exploring the galaxy in search of ancient artifacts or new scientific phenomena. Whatever your motivation, you are sure that the answers you seek are out there
Theme Knowledge You are an expert in one particular field of study, and your passion for the subject shows. Choose either life science or physical science and then choose a field of specialization. If you pick life science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick physical science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The dc of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to intelligence at character creation
Physical Science Specialty / Chemistry

CLASS FEATURES:
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
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
Drone You begin play with a powerful robotic drone to house your ai. You build and control this drone, which accompanies you on your adventures and is capable of combat, espionage, and other specialized tasks. As you gain levels, your drone advances in sophistication and gain additional abilities. While the value of your drone is immense, only you, with your extensive knowledge of its quirks and security measures, can ever hope to operate or repair it. Drones are detailed in drones beginning on page 74
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
Tech Tinkerer You know how to modify the functions of upbs to radically alter how items work. With 10 minutes of work, you can modify a technological item so that it temporarily functions as any other lower-level technological item of the same or lower bulk (losing its original function while in this new form). The item must have an item level and bulk no greater than half your mechanic level. If the new item requires a battery that has more charges than the original device's battery (or another source of power or fuel not present in the original item), you must also provide the appropriate battery or power source. Any charges or similar expenditure from the new item come from the original item (if possible) or the new power source you install (if one was required). The new item retains the original item's bulk. Any damage dealt to the new item is retained when it returns to its original form. If the item is broken or destroyed in its modified form, it remains broken or destroyed when it returns to its original form and must be repaired or replaced normally.
This change lasts for 10 minutes per mechanic level or until you undo it with 10 minutes of work. You cannot modify or produce armor, augmentations, hybrid or magic items, items with limited uses or charges (such as batteries, drugs, or fuel), or weapons, although you can produce an item that uses charges from a battery or fuel if there is a separate battery or power source to power it. At 5th level, you can spend 1 resolve point to use this ability to modify an item whose level is equal to your mechanic level, giving it the function of a lower-level item

FEATS:
Improved Initiative Your quick reflexes allow you to react rapidly to danger You gain a +4 bonus to initiative checks

Jenny (Drone):

Jenny
Hover drone 2
None Tiny construct (drone, technological)
Init +3; Senses Perception -1

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DEFENSE
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EAC 15; KAC 17
SP 0 HP 20 RP 1
Fort +0, Ref +5, Will -1

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OFFENSE
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Speed Walk 30', Fly 60'
Ranged laser pistol, azimuth (tiny) +5 (1d4, critical Burn 1d4; -)

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STATISTICS
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Str 6, Dex 16, Con *, Int 6, Wis 8, Cha 6,
Base Atk +2; Grp-8
Feats Weapon Focus (Weapon Focus ~ Small Arms)
Skills Acrobatics +7, Engineering +2,
Combat Gear
Base Atk +2; Grp-8
Feats
Skills
Combat Gear
Other Gear laser pistol, azimuth (tiny), 0.0 gp , spare battery

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SPECIAL ABILITIES
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CLASS FEATURES:
Basic Mods You can choose any of the mods on the basic mod list whenever your drone gains a new mod. Unless otherwise specified, you cannot install a single mod more than once. The list of basic mods appears starting on page 77
Flight System (2x) Your drone gains a fly speed equal to half its land speed with average maneuverability for up to 10 minutes per day. This duration need not be continuous, but it must be used in 1-minute increments. You can select this mod a second time; in this case, the drone's fly speed increases to its full land speed, and there is no limit on the amount of time it can fly
Limited Ai Each round on your turn, after you have acted, your drone can take either a move action or a standard action to attack (your drone doesn't make a separate initiative roll). You must be able to issue simple commands to your drone, but you don't have to spend actions to issue these commands. To receive these commands, your drone must be able to see or hear you or be within range of your custom rig. If you become unconscious or otherwise unresponsive, or if your drone is ever out of range, your drone cannot take any actions until you are again able to command it or it is once more within range
Manipulator Arms Your drone is equipped with two robotic arms with simple hands. They can perform most functions that your arms can perform (such as opening doors, typing on a keypad, wielding a weapon, or attempting skill checks that require manual dexterity), but attacks made with them take a -4 penalty
Master Control As a move action, you can directly control your drone. This allows the drone to take both a move action and any standard action this turn (one from your control, and one from its limited ai). If you also take a swift action, your drone can take a swift action as well, or it can combine its actions into a full action. Your drone must be able to see or hear you, or be within range of your custom rig, for you to directly control your drone
Skill Unit Choose one of the following skills: acrobatics, athletics, computers, engineering, perception, or stealth. This is a class skill for your drone, and it gains a number of ranks in the chosen skill equal to your class level. Your drone can use this skill when not under your direct control. You can change your drone's skill unit whenever you rebuild your drone from scratch. Additionally, whenever you are directly controlling your drone, it can use any of your skill ranks if you wish, assuming it has the appropriate tools to do so (a drone without manipulator arms cannot use engineering to disable a device, for example)
Weapon Mount You can affix a small arm or another one-handed ranged weapon on your drone, allowing it to wield that weapon and attack with it. This weapon cannot be disarmed. Mounting a longarm, a heavy weapon, or another two-handed ranged weapon requires two weapon mounts. A weapon mount can hold up to two batteries, two magazines, or two of another type of ammunition for the affixed weapon, provided this ammunition is of light bulk or less. Multiple weapon mounts used to affix a single two-handed weapon count as a single weapon mount for the purpose of how much ammunition it can hold. The drone reloads these batteries or magazines automatically, which takes the usual amount of time for the weapon. Spent batteries or magazines are stored within the drone. You can replace all of a weapon mount's batteries or magazines as a move action. You must purchase separately or already have the weapon and ammunition for use with a weapon mount. You can replace the weapon with any other weapon that meets the criteria for your mount (for example, if you have two weapon mounts, you could replace a longarm with a heavy weapon). Swapping out a weapon in a weapon mount requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional weapon mount to the drone
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[b]FEATS:
Weapon Focus (weapon Focus ~ Small Arms) 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

Background and notes:
Originally held as an illegal slave on Verces, HFG found herself free after a raid on a nightclub by Starfinders. She made her way to Absalom Station to join her benefactors.

HFG has internalized a seritors attitude. She tries to be as quietly helpful as possible. However, she always favors a strong defense, will speak out against any kind of exploitation of sentients, dislikes verthani. She will always bow to democratic group decisions.