Cyber-Soldier

Kat5e's page

336 posts. Organized Play character for Jones228.


Full Name

Kat5e

Race

Female Android Exocortex Mechanic 3| SP 21/21 : HP 22/22 : RP 3/3 | EAC 14: KAC 15| F+4 : R+6 : W-1 | INIT+3 | Darkvision | Laser Rifle 20/20

Classes/Levels

Skills:
Acro +3 : Ath+7 : Bluff -2 : Comp +9 : Cult +3 : Dip +2 : Disg -2 : Eng +8 : Intim +2 : Med +6 : Perc +9 : Phy Sci +6 : Pilot +9 : Prof +4 : Se Mot -2 : Stealth +3 : Surv 0

Size

Medium

Languages

Common, Akitonian, Castrovellian

Strength 12
Dexterity 16
Constitution 12
Intelligence 15
Wisdom 10
Charisma 8

About Kat5e

Cyber-Punk chic, body modding, androgynous but female leaning android. Elaborately decorated with her glowing circuits in patterned shapes all over her body. Small android frame but chiselled with organic muscles, she is strong and agile. Former dancer in some seedier clubs in the slums of lower Absolom. After beating an overly handsy client senseless, her employers decided she may be better suited protecting the other girls she worked with and transitioned to security gigs to pay the bills. Enjoys bands that you've probably never heard of, like the all android Digital Junkies, who she has had the pleasure of working with during shows as a bodyguard. While she enjoyed her time in the clubs, Kat has always dreamed of doing something larger, and took the opportunity to leave the slums when the opportunity to join the starfinders presented itself.
Since her time in the Society started, Kat has completely distanced herself from her former life as she grows and learns. She is now fully involved in being an operator for the Society, and freelancing as a private security contractor.

CHRONICLE:

SFS ID & Character Number: 2362267-701
SFS 1-01 The Commencement XP 1, Fame 2, Creds 753
SFS 1-03 Yesteryear's Truth - XP 1, Fame 2, Creds 779
SFS 1-02 Fugative on the Red Planet - XP 1, Fame 2, Creds 719
SFS 1-20 Duskmire Accord 9 - XP 1, Fame 2, Creds 1124
SFS 2-3 The Withering World, XP 1, Fame 2, Creds 1114
SFS 2-00 Fate of the Scoured God XP 1, Fame 6, Credits 750

AVAILABLE BOONS:

Welcome to Starfinder - Tattoo of the Starfinder (Slotless Boon)
Faction's Friend, 3 uses remaining (Social Boon)
Marked Field Agent (Slotless Boon)
Automated Defenses (Starship Boon)
Friend of the Ghibrani (Social Boon)
Ghibran Linguist (Slotless Boon)
AbadarCorp Acquaintance (SlotlessBoom)
True Saviour of Tasch (Slotless, Limited)
More to update

REPUTATION:

Aquisitives - 12
Second Seekers (Jadnura) - 1
Second Seekers (Luwazi Elsebo) - 1

PROFICIENCIES, SPECIALIZATIONS:

Light Armour
Specializations: Level 3 Mechanic :Basic Melee Weapons, Grenades, Small Arms, Long Arms, Shields - Add Level to Damage, ½ to pistols and operative melee weapons.

LANGUAGES:

Common, Akitonian, Castrovellian

SKILLS:

Points per Level: 6

Acrobatics +3 (Dex Mod)
Athletics+7 (2 Skill Rank, +3 Class, +1 Str Mod, +1 Theme)
Bluff -2 (Cha Mod)
Computers +9 (3 Skill Ranks, +3 Class, +2 Int Mod, +1 Bypass)
Culture +3 (1 Skill Rank, +2 Int Mod)
Diplomacy +2 (-2 Cha Mod, 1 Skill Rank, +3 Class (Skill Synergy))
Disguise -2 (Cha Mod)
Engineering +8 (2 Skill Rank, +3 Class, +2 Int Mod, +1 Bypass)
Intimidate +2 (-2 Cha Mod, 1 Skill Rank, +3 Class (Skill Synergy))
Medicine +6 (1 Skill Rank, +3 Class, +2 Int Mod)
Perception +9 (3 Skill Ranks, +3 Class, +3 Skill Focus)
Physical Science +6 (1 Skill Rank, +3 Class, +2 Int Mod)
Piloting + 9 (3 Skill Ranks, +3 Class, +3 Dex Mod)
Profession: Mercenary +4 (1 Skill Rank, +3 Class, 0 Wis Mod)
Sense Motive -2 (Racial)
Stealth +3 (Dex Mod)
Survival 0

ARMOR CLASS:

EAC 14 (10 + 1 Armour Bonus + 3 Dex Mod)
KAC 15 (10 + 2 Armour Bonus + 3 Dex Mod)
AC vs CM 23 (8+KAC)

SAVING THROWS:

Fortitude: +4 (+3 Base +1 Con Mod)
Reflex: +6 (+3 Base, + 3 Dex Mod)
Will: 1 (+1 Base)

ATTACK BONUSES:

BAB :2 (+3 with Combat Tracking)
Melee: +3 (+2 BAB, +1 Str Mod. +4 for Tactical Baton, Use Dex Mod Operative Weapon)
Ranged: +5 (+2 BAB, +3 Dex Mod, +1 Weapon Focus Longarms)
Thrown: +3 (+2 BAB, +1 Str Mod)

WEAPONS:

Azimuth Laser Rifle
Level 1, Longarms, 1d8+3 (level)f, Crit 1d6 Burn, Range 120ft, Ammo 20/20 + 20 in spare Battery

Tactical Baton
Level 1, Basic Melee Weapon, 1d4b, Analog/Operative (Use Dex Bonus to hit instead of STR +4 instead of +2)

FEATS:

Weapon Focus - Longarms +1
Skill Synergy -

EQUIPMENT:

Azimuth Laser Rifle $425 1 Bulk
Second Skin Armor $250 L Bulk - unworn
Extra Battery $60 L Bulk
Tactical Baton $90 L Bulk
2 - Mk1 Healing Serum $100 LL Bulk
Binders $5
Every Day Clothing $1 L Bulk
69 UPB's $69
Aviator Sunglasses $5

Credits: $4,484
Bulk 2.5

AUGMENTATIONS:

BRAIN- CUSTOM RIG - See class features

BRAIN- STANDARD DATAJACK
This cybernetic includes a programmable data port that allows you to access different types of computers and digital storage media. Any handheld computer can be inserted directly into the port, while larger systems need to be connected by an adapter cable. Having the system connected directly to your nervous system obviates the need for an interface to access data on a system. Actually operating the system requires you to use the Computers skill as usual. Some closed systems don’t allow data access or require you to do some rewiring to connect with a datajack (usually an Engineering check).

THROAT - VOCAL MODULATOR
A vocal modulator includes a series of miniature actuators built specifically to reshape your voice box, along with miniature hyper-resonant chambers that dynamically close or open. This allows you to change the pitch, timbre, and tone of your voice. You can more easily imitate accents or pronounce alien languages. When using Disguise to change your appearance, you gain a +2 circumstance bonus if the change in your voice also helps your disguise (at the GM’s discretion).

Kat primarily uses the vocal modulator to speak to her teammates with a more pleasing voice, and so her sarcasm isn't lost in her flat affect.

HAND - SOCIETY SUBDERMAL GRAFT
This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder Society’s symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.

RACIAL TRAITS:

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.

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.

THEME:

MERCENARY

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

Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy.

Theme Knowledge (1st)
You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics 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 Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.

CLASS FEATURES:

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. Only you can access or interact with your exocortex.

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.

EXOCORTEX
Your exocortex grants you all of the following abilities as you advance in level.

Combat Tracking (Ex) 1st Level
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 +2. Designating another target causes you to immediately lose this bonus against the previous target.

Memory Module (Ex) 1st Level
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 to recall knowledge. 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. Level 2 - Intimidate

Weapn Specialization - 3rd Level
You gain specialization in all weapon types you are proficient 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.

Overload - 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.

MECHANIC TRICKS:

2nd Level - 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 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.