Korth Kothar
Male Kobold Spacefarer Mechanic 1
CN Small Humanoid (Kobold)
Initiative: +6; Senses: Darkvision 60 ft.; Perception: +6
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Defense:
SP: 6 HP: 8 RP: 4
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EAC: 13; KAC: 13
DR:
Resistances: Fire 5
Fort +2; Ref +4; Will +0
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Offense
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Speed: 30 ft.
Ranged:
Azimuth Laser Pistol +2 (1d4 F, 1d4 Burn), (Range 80', Charges Used 0/20)
Offensive Abilities:
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Statistics
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Str: 10 (+0); Dex: 15 (+2); Con: 10 (+0); Int 16 (+3); Wis: 10 (+0); Cha: 12 (+1)
Skills: Acrobatics +2, Athletics +3, Bluff +1, Computers +8 (+2 to Hack)(1 ranks), Culture +4 (1 Ranks), Diplomacy +1, Disguise +1, Engineering +10 (+2 to arm or disarm traps) (1 ranks), Intimidate +1, Medicine +7 (+2 vs Drugs, Disease or Poison)(1 Ranks), Perception +6 (1 Ranks), Physical Science +10 (1 Ranks), Piloting +5, Profession (Drone Racer/Rigger) +12 (1 Ranks), Sense Motive +0, Stealth +2, Survival +0;
Theme Knowledge: (Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5.)
Feats: Improved Initiative,
Languages: Common, Draconic, Infernal
Racial Abilities:
*System Traveler: Kobold - Play a kobold character in the Starfinder Society campaign.
*Armored Scales - Kobolds receive a +1 racial bonus to AC
*Crafty - Racial Bonus +2 to Engineering, Perception & Physical Science.
*Dragon-scaled: Red - Kobolds gain energy resistance based on the color of their scales and the dragons they resemble. Black-scaled kobolds, copper-scaled kobolds, and green-scaled kobolds gain acid resistance 5. Blue-scaled kobolds and bronze-scaled kobolds gain electricity resistance 5. Red-scaled kobolds, brass-scaled kobolds, and gold-scaled kobolds gain fire resistance 5. White-scaled kobolds and silver-scaled kobolds gain cold resistance 5. A kobold can stack this natural resistance with one other form of energy resistance.
*Vision - Kobolds have Darkvision with a range of 60 feet.
Other Abilities:
*Spacefarer Theme - 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 Proficiencies - Light Armor, Basic Melee Weapons, Grenades, Small Arms
*Artificial Intelligence - Drone
*Bypass - (+1 Insight Bonus to Computers & Engineering)
*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 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.
Combat Gear: Azimuth Laser Pistol with 1 Battery (20 charges), ,
Other Gear: Industrial Backpack, Medkit, PCU, Extra Battery (20 Charges), Fire Extinguisher, Professional's Clothes, Profession's Toolkit, Trapsmith's Toolkit, Thieve's Toolkit, Credstick (22 credits);
Augmentations: Custom Rig (Engineer's Toolkit & Hacking Toolkit),
Combat Drone Gaulendor
Medium Chassis - Dragon Construct
Senses: Normal; Perception: +0
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Defense:
HP: 10
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EAC: 11; KAC: 14
DR: 1/-
Resistances:
Fort +2; Ref +1; Will +0
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Offense
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Speed: 30 ft.
Melee: Standard Taclash as Tail +4 Attack; (1d4+2 Slashing Dmg, Analog, Disarm +2, Nonlethal, Reach 10', Trip +2)
Ranged: Pulsecaster Rifle in Mouth -2 Attack; (1d6 E Nonlethal Dmg, 50', Charges Used 0/20 )
Offensive Abilities:
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Statistics
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Str: 14 (+2); Dex: 12 (+1); Con: - (-); Int 6 (-2); Wis: 10 (+0); Cha: 6 (-2)
Acrobatics +1, Athletics +7 (1 Rank), Computers -2, Engineering -2, Perception +0, Stealth +1
Abilities & Feats
*Initial Mods - Reductive Plating (Ex) - Your drone gains damage reduction 1/—. This increases to DR 2/— at 7th level and increases by 1 again at 13th level and every 3 levels thereafter.
Weapon Mount (Ex) (2) - 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.
Weapon Proficiency (Ex) - Your drone gains one of the following feats as a bonus feat (it must meet all the prerequisites of the chosen feat): [Advanced Melee Weapon Proficiency], Basic Melee Weapon Proficiency, Heavy Weapon Proficiency, Longarm Proficiency, Small Arm Proficiency, or Special Weapon Proficiency. You can select this mod multiple times; each time, your drone gains another of the available proficiency feats as a bonus feat.
*Basic Mods: Riding Saddle (Ex) - Your drone is equipped with a seat and programming to carry a rider as a combat-trained mount. If you ride your drone, it must be at least your size or larger. To carry another rider, the drone must be at least one size larger than the rider. You no longer need to attempt the Survival check to fight from a combat-trained mount (see page 149 for more information).
*Limited AI (Ex) - 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.
*Master Control (Ex) -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 (Ex) - 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).
1st Feat - When choosing feats for your drone, you can choose from the following: Blind-Fight, Cleave, Deadly Aim, Far Shot, Great Cleave, Great Fortitude, Improved Combat Maneuver, Improved Critical, Iron Will, Jet Dash, Kip Up, Lightning Reflexes, Lunge, Mobility, Multi-Weapon Fighting, Nimble Moves, Opening Volley, Penetrating Attack, Shot on the Run, Skill Focus, Skill Synergy, Slippery Shooter, Spring Attack, Strike Back, Suppressive Fire, Versatile Focus, Versatile Specialization, Weapon Focus, and Weapon Specialization.
At 10th level, when the drone has an upgraded power core, you can also choose Extra Resolve, Improved Great Fortitude, Improved Iron Will, and Improved Lightning Reflexes. GMs can expand this list to include feats from other sources.
**Weapon Focus (Taclash)