Neolandis Kalepopolis

Jeryn D'han Power's page

434 posts. Alias of Jones228.


Full Name

J.D. Power

Race

Human

Classes/Levels

Mechanic Level 3 | SP 0/21 HP 0/22 RP 2/4 | EAC 16 KAC 17 | F+4 R+5 W+2 |

Skills:
Ac+1, Ath+5, Co+10, Cu+4, Eng+10, Med+9, Per+6, P.S.+9, Pi+8, Pro+7, St+2

Gender

"J.D" Power | Male

Strength 10
Dexterity 15
Constitution 12
Intelligence 16
Wisdom 10
Charisma 10

About Jeryn D'han Power

PROFICIENCIES:

Light Armour
Basic Melee Weapons, Grenades, Small Arms, Long Arms

LANGUAGES:

Common, kasatha, Castrovellian, Azlanti

SKILLS:

Acrobatics +1 (+2 Dex Mod, -1 Armour Penalty)
Athletics+5 (2 Skill Ranks, +3 Class)
Bluff 0
Computers +10 (3 Skill Ranks, +3 Class, +3 Int Mod, +1 Bypass)
Culture +4 (1 Skill Rank, +3 Int Mod)
Diplomacy 0
Disguise 0
Engineering +10 (3 Skill Rank, +3 Class, +3 Int Mod, +1 Bypass)
Intimidate 0
Medicine +9 (3 Skill Rank, Class Bonus, +3 Int Mod)
Perception +6 (3 Skill Rank, +3 Class)
Physical Science +9 (2 Skill Ranks, +3 Class, +3 Int Mod, +1 Theme)
Piloting +8 (3 Skill Ranks, +3 Class, +2 Dex Mod)
Profession: Software Engineer +7 (1 Skill Rank, +3 Class, +3 Int)
Sense Motive 0
Stealth +2 (Dex Mod)
Survival 0

ARMOR CLASS:

EAC 16 (10 + 4 Armour Bonus + 2 Dex Mod)
KAC 17 (10 + 5 Armour Bonus + 2 Dex Mod)
AC vs CM 25 (8+KAC)

SAVING THROWS:

Fortitude: +4 (+3 Base +1 Con Mod)
Reflex: +5 (+3 Base, + 2 Dex Mod)
Will: 3 (+1 Base, +2 Feat Iron Will)

ATTACK BONUSES:

BAB :2
Melee: +3 (+2 BAB, +1 Str Mod. +4 for Survival Knife, Use Dex Mod Operative Weapon)
Ranged: +4 (+2 BAB, +2 Dex Mod)
Thrown: +2 (+2 BAB)

WEAPONS:

Tactical Semi Auto Pistol
Level 1, Small Arms, 1d6P, Range 30ft, Capactiy 9 Rounds, Ammo 9 In Pistol, 0 Spare.

Azlanti Hunting Rifle
Level 1, Long Arms, 1d8P, Analog, Range 90ft, Capacity 6 Rounds, Ammo 3 Rounds

Survival Knife
Level 1, Basic Melee Weapon, 1d4 S, Analog/Operative (Use Dex Bonus to hit instead of STR +3 instead of +1)

Azimuth Laser Pistol
Level 1, Small arms, 1d4 F, Range 80ft, Critical 1d4 Burn, Capacity 20, Charges 5. 2 Additional Batteries (Aibretta and Azlanti Barracks)

FEATS:

Weapons Specialization (Class Feat)
Versatile Specialization (+ Character Level to damage, +½ to small arms and operative melee)
Longarm Proficiency
Iron Will +2 Will

EQUIPMENT:

Tactical Semi Auto Pistol L Bulk
Azlanti Hunting Rifle 1 Bulk
Survival Knife L Bulk
Estex 2 Armour 1 Bulk
Azimuth Laser Pistol L Bulk
Second Skin Armor L Bulk
Consumer Backpack 1 Bulk
Everyday Clothes (Coveralls) L Bulk

Credits: $45
Bulk 3

THEME:

Spacefarer

You are a well-trained soldier of fortune who works well with your companions in battle.

Your longing to journey among the stars can’t be sated. You yearn for the adventure of stepping onto a distant world and exploring its secrets. You tend to greet every new opportunity with bravery and fortitude, confident that your multitude of skills will pull you through. Perhaps you simply find joy in the act of traveling with your companions, or perhaps you are just out to line your pockets with all sorts of alien loot!

Theme Knowledge (1st)

You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science 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 Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

CLASS FEATURES:

Drone
JD Power is always accompanied by his drone, Sh-Ux

BYPASS (EX) 1ST LEVEL
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) 1ST LEVEL
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. 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 and drone mods require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit.
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.

OVERLOAD (EX) 3RD LEVEL
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 (EX) 3RD LEVEL
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

MECHANIC TRICKS:

2nd Level - Energy Sheild(EX)
As a standard action, you can use your custom rig to activate an energy shield around yourself. This shield provides you with a number of temporary Hit Points equal to your Intelligence modifier plus your mechanic level. The shield remains active for 1 minute per mechanic level or until all of its temporary Hit Points are depleted, whichever comes first. Once used, you cannot use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest; your shield automatically shuts off during this period of rest.