Gold Dragon

Krinek Summerwing's page

1 post. Organized Play character for BretI.


Race

| SP 40/40 HP 37/37 | RP 6/6 | EAC 17 KAC 19 | Fort +7; Ref +5 Will +3; +2 vs paralysis | Init: +1 | Perc: +6, SM: +0

Classes/Levels

| Speed 25’ Fly 25’ | Active conditions: None.

Gender

Male NG Dragonkin Xenoarchaeologist Mechanic 4 / Soldier 1

About Krinek Summerwing

Krinek Summerwing
Dragonkin Xenoarchaeologist Mechanic 4 / Soldier 1
NG Large Dragon
Init +1; Senses Darkvision; Low-Light Vision; Perc +4, SM +0
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Defense
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EAC17, KAC 19
SP 40 HP 37 RP 6
Fort +7, Ref +5, Will +3; +2 vs paralysis
Immune: Sleep
+4 some Fort and Con checks Toughness
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Offense
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Speed 30 ft. (25’ in armor) Fly 30’ (25’ in armor)
Melee Called Merciful Tactical Pike +9 (1d8+10 P Analog, Reach)
or Called Red Star Nova Lance +9 (d4 +10 E & F, Powered 20/1, Reach)
or Overcharge Called Red Star Nova Lance +9 (d4+d6+10 E & F, Powered, Reach)
or Called Merciful Basic Dragonglaive +9 (d8+10 E & S, Powered, Reach)
or Overcharged Called Merciful Basic Dragonglaive +9 (d8+d6+10 E & S, Powered, Reach)
Ranged Hunting Rifle +5 (1d8+5 P)
or Called Tactical Starknife +9 (1d4+10 P, analog, thrown 20’)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities
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Statistics
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Str 20, Dex 12, Con 13, Int 18, Wis 10, Cha 10

Personal Upgrades:
Strength +2

Skills

ACP -2

Acrobatics +10 (+7 w/o Exo Cortex), Athletics +11, Computers +13, Engineering +14, Mysticism +1, Perception +9, Physical Science +12, Piloting +9, Profession (Vehicle Mechanic) (Int) +11

Skill notes:
Profession: +1 Clothes, +4 Toolkit
Theme: Reduce the DC to identify rare, ancient, or alien tech by 5.

Starship-Combat Version of Skills
Gunnery +6

Feats Tight Fit, Toughness, Versatile Specialization
Bonus Feats Coordinated Shot (bonus even if I provide cover)
Languages Common, Triaxian, Draconic, Vercite, Vesk

Combat Gear: Officer Ceremonial Plate armor, Called Merciful Tactical Pike, Called Red Star Nova Lance,Called Tactical Starknife, Batteries x3, Hunting Rifle, long arm rounds 23, Mk 1 Serum of Healing x2

Other Gear: Trapsmith’s Tools, Industrial Backpack, Travel Clothes, Hygiene Kit, Professional Tool Kit, Professional Clothes, Star Sugar Heartlove Album, Radiation Badge, Fire Extinguisher, Personal Comm, Mobile Hotelier

Other Abilities

Breath Weapon (DC 12): 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 (Ex): 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.

Artificial Intelligence (Ex): Exo-Cortex
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. Only you can access or interact with your exocortex.

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 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).

While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt.

In addition, you can use your custom rig as a personal comm unit.

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

Memory Module (Ex): 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.

Skill Focus in Acrobatics.

Overload (Ex) DC 14
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.

Primary Fighting Style: Squad

Coordinated Aim (Ex)
You can help squad mates hit targets even if you're in the way. You gain Coordinated Shot as a bonus feat. Your allies gain the bonus even if you are providing cover to the target.

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Special Abilities
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Mechnic Tricks
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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.

When you use the overcharge mechanic trick with a powered melee weapon, subtract 3 rounds (18 seconds) from the powered weapon’s duration (instead of using additional charges). This trick can’t be used if the weapon’s battery does not have at least 3 rounds of duration left.

Visual Data Processor (Ex)

You notice even the smallest shifts in movement, temperature, and vibration, gaining the insight bonus from your bypass class feature to Perception skill checks.

Skill details:

Acrobatics +10 (+7) = +5 rank +3 class +1 Dex -2 ACP +3 Exo-Cortex Skill Focus
Athletics +11 = +5 ranks +3 class +5 Str -2 ACP
Computers +13 = +5 rank +3 class +4 Int +1 Insight Bypass
Engineering +14 = +5 rank +3 class +4 Int +1 theme +1 Insight Bypass
Mysticism +1 = 1 rank
Perception +9 = +5 rank +3 class +0 Wis +1 Insight Bypass
Physical Science +12 = +5 rank +3 class +4 Int
Piloting +9 = +5 rank +3 class +1 Dex
Profession Vehicle Mechanic (Int) +11 = +4 rank +3 class +4 Int

Mechanic
Athletics (Str), Computers (Int), Engineering (Int), Medicine (Int), Perception (Wis), Physical Science (Int), Piloting (Dex), Profession (Cha, Int, or Wis).
Soldier
Acrobatics (Dex), Athletics (Str), Engineering (Int), Intimidate (Cha), Medicine (Int), Piloting (Dex), Profession (Cha, Int, or Wis), Survival (Wis).

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Boons Slotted this Adventure
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Ally: None
Faction: Datafiles Champion
Personal: Dragonkin Heritage
Promotional: Promotional Reroll (Messenger bag)
Social:
Starship:

All My Boons:

Ally
Faction
Datafiles Champion
Personal
Dragonkin Heritage
Promotional
Promotional Reroll (Messenger bag)
Social
Starship
Slotless

Bot Me!:

Melee
[dice=Called Merciful Tactical Pike]d20 +9[/dice] (Analog, Reach)
[dice=Piercing damage]d8+10[/dice]

[dice=Called Red Star Nova Lance]d20 +9[/dice] (Powered 20/1, Reach)
[dice=Electrical & Fire damage]d4+10[/dice]

[dice=Overcharge Called Red Star Nova Lance]d20 +9[/dice] (Powered, Reach)
[dice=Electrical & Fire damage]d4+d6+10[/dice]

[dice=Called Merciful Basic Dragonglaive]d20 +9[/dice] (Powered, Reach)
[dice=Electrical & Slashing damage]d8+10[/dice]

[dice=Overcharged Called Merciful Basic Dragonglaive]d20 +9[/dice] (Powered, Reach)
[dice=Electrical & Slashing damage]d8+d6+10[/dice]

Ranged
[dice=Hunting Rifle]d20 +5[/dice]
[dice=Piercing damage]1d8+5[/dice]

[dice=Called Tactical Starknife]d20 +9[/dice] (analog, thrown 20’)
[dice=Piercing damage]d4+10[/dice]

Space 10 ft.; Reach 10 ft.

SFS # 708
Wealth and Reputation: See ITS

Backstory: