Heiuxin's page

35 posts. Organized Play character for Mjolbeard89.


| SP 21/21HP 24/24 RP 3/3| KAC 17 EAC 15 | Saves F+4 R+3 W+1


| Initiative +0; Perception +4 (+5 vision-based) DV 60ft, LLV | Hail Pistol rounds: 20/20 |

Sluggish, Stiffened, Staggered


Female Dragonkin Cyberborn Mechanic (Prototype Weapon) 3

Homepage URL

Character Sheet

About Heiuxin

Heiuxin - SFS #177216-706

XP 5 | Fame 6 

Faction: Exo-Guardians 0 | 4
Second Seekers (Jadnura) 1 | 5

Bot Me:
Heiuxin focuses on melee combat. On the first round of combat, she will spend a move action to calibrate her weapon against the biggest visible threat, then move in to engage the enemy as quickly as possible (taking advantage of her 10ft reach when possible). She primarily uses her prototype weapon and calibrates her weapon to maximize damage. If he has the time, he takes a move action to activate his plasma sheath revelation.
[dice=Prototype Ember Flame Doshko]1d20+5[/dice
[dice=Damage (F), calibrated]1d8+6+3[/dice
Once he reaches full attunement, Gamuzali uses his supernova revelation, but only if he won't catch any allies in the blast radius.
In social situations, Gamuzali tends to let those with more charm do the talking, but he will step up and lead the conversation if the need arises. Otherwise, he is glad to aid others.
Starship Combat
Despite his lack of charm, Gamuzali is actually most capable as a starship captain. He'll mostly encourage the gunners, as he believes a strong offense is the best defense. If a more capable captain is present, Gamuzali takes up a gunner position.

Female Dragonkin Cyberborn Mechanic (Prototype Weapon) 3
LN Large Humanoid (Dragonkin) 33 years old
Init +0; Senses Darkvision 60ft, Low-light vision, Perception +4
KAC 17 (=10+5 armor)
EAC 15 (=10+4 armor)
hp 24 (6 racial+3x[6 class])
Stamina 21 (3x[6 Class+1 Con])
Resolve 3 (1/2 Level+2 Int)
Fort +4, Ref +3, Will +1; Immune to sleep, +2 vs paralysis
Speed 20 ft., 30 ft. Fly
Prototype Ember Flame Doshko +5 (1d8+6 F; charges 20/20, usage 1; critical wound; powered)
Tactical Survival Knife +5 (1d4+4 S; analog, operative)
Tactical semi-auto pistol +2 (1d6+1 P; 30 ft range; rounds 9/9)
Subzero hail pistol +2 (1d4+1 C&P; 20 ft range; charges 20/20, usage 1)
Str 16, Dex 10, Con 13, Int 14, Wis 10, Cha 10
Base Atk +2
Feats Heavy Armor Proficiency, Skill Synergy (Life Science, Athletics)
Skills (2x[4+2 INT] = 12 skill points total) Athletics +9 (3 rank), Computers +10 (2), Engineering +10 (3), Life Science +8 (3), Medicine +6 (1), Perception +4 (1), Physical Science +7 (2), Profession (Lab Tech) +12 (3)
ACP -2
Languages Common, Draconic, Triaxian, Infernal, Vesk
Class Abilities
Weapon Prototype Proficiency (Ex): You gain proficiency in advanced melee weapons, heavy weapons, or longarms. Once this choice is made, it can’t be changed. Your weapon prototype must be a weapon of this type. Your designated weapon prototype calculates its hardness, HP, and saves as if its item level were 5 higher.
Superior Firepower (Ex): When you attack with your experimental weapon prototype, you can enhance its damage dealt to select foes. As a move action, you calibrate your weapon prototype to deal additional damage to one enemy you can see. You gain an insight bonus equal to your mechanic level to damage on all attacks against the designated target. Calibrating your weapon against another enemy causes you to immediately lose this bonus against the previous enemy.
Improved Magazine (Ex): Your experimental weapon prototype can carry more ammunition than a normal weapon of its type. If it contains individual darts, petrol, rounds, shells, or similar physical ammunition, its capacity is doubled. If it uses batteries, it can hold two batteries of the normal size for that weapon, drawing charges from either.
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 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 personal comm unit (see page 218). 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:
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. The list of mechanic tricks appears on page 71.
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 (see page 181) 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.
Overload (Ex):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.

Race Traits
Size and Type: Dragonkin are Large dragons with a space and reach of 10 feet.
Breath Weapon: As a standard action, a dragonkin can breathe a 30-foot cone of flame that deals 1d6 fire damage. At 3rd level, a dragonkin adds 1-1/2 × his character level to the damage. A creature in the cone can attempt a Reflex save for half damage (DC = 10 + half the dragonkin’s character level + his Constitution modifier). A dragonkin can’t use this ability again until he has taken a 10-minute rest to recover Stamina Points.
Draconic Immunities: Dragonkin are immune to sleep effects and gain a +2 racial bonus to saving throws against effects that cause paralysis.
Draconic Vision: Dragonkin gain darkvision with a range of 60 feet and low-light vision, meaning they can see in dim light as if it were normal light.
Flight: A dragonkin gains an extraordinary flight speed of 30 feet with average maneuverability. Until a dragonkin is 5th level, he must end his movement on the ground at the end of each turn or fall.
Partner Bond:A dragonkin can form a permanent bond with one willing non-dragonkin creature. Once this bond is made, a dragonkin cannot form another partner bond unless its current partner dies. A dragonkin and its partner can communicate with each other as if they both had telepathy with a range of 100 feet. In combat, when a dragonkin is within 30 feet of its partner, both creatures roll initiative checks separately and treat the higher result as the result for both of them.

Theme: Cyberborn (PW)
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.
General 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.
Ally: N/A
Faction: Exo-Guardians Champion
Personal: N/A
Promotional: N/A
Social: Yaraesa's Wisdom (0/4)
Starship: Skitterpal
Ember Flame Doshko (prototype)
Tactical survival knife
Subzero hail pistol
Tactical semi-auto pistol
Golemforged Plating II
Battery, standard
Frag grenade I (2)
Shock grenade I (2)
Incendiary grenade I
Mk 1 Healing Serum (1)
Professional's toolkit
Credstick (2566 credits)

Carrying Capacity 8 bulk
Encumbered 9-15 bulk Overburdened 16+ bulk
Current Load Carried 4 bulk

Slotless Boons:

Scoured Stars Survivor - Rescued Starfinder (Slotless Boon)
Distinguished Ambassador (social)
Quorlu Admittance (personal)
Skitter Pal (starship)
Yaraesa's Wisdom (Social)
Swarm Foe (social)
Skitterfriend (starship)

Faction Boons:
Second Seekers (Jadnura) Champion (Faction Boon): This faction boon allows the character to gain Reputation with the Second Seekers ( Jadnura) faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of the scenario.
Exo-guardians Champion (Faction Boon): This Faction boon allows the character to gain Reputation with the Exo-Guardians faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario.

Mission Log:
(Scoured Stars Veteran - Rescued Starfinder)
1-32 Acts of Association (Tech Revolution playtest)
2-03 Storm of the End Times
2-21 Illegal Shipment
Skitter Crash