| SP 7/7 HP12/12 | RP 4/4 | EAC 11 KAC 13 | Fort +2; Ref +2 Will +2; +2 vs paralysis | Init: +0 | Perc: +4, SM: +0
| Speed 20’ Fly 20’| Active conditions: None.
Male NG Dragonkin Xenoarchaeologist Mechanic 1
About Krinek Summerwing
Dragonkin Xenoarchaeologist Mechanic 1
NG Large Dragon
Init +0; Senses Darkvision; Low-Light Vision; Perc +4, SM +0
EAC11, KAC 13
SP 7 HP 12 RP 4
Fort +2, Ref +2, Will +0; +2 vs paralysis
Speed 30 ft. (20’ in armor) Fly 30’ (20’ in armor)
Melee Tactical Pike +3 (1d8+3 P Analog, Reach)
Ranged Hunting Rifle +0 (1d8 P)
Space 10 ft.; Reach 10 ft.
Str 16, Dex 10, Con 11, Int 16, Wis 10, Cha 10
Languages Common, Triaxian, Draconic, Vercite, Vesk
Breath Weapon (DC 10): 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.
Troop Ceremonial Plate, Tactical Pike, Hunting Rifle, Long arm rounds 25
Trapsmith’s Tools, Industrial Backpack, Travel Clothes, Hygiene Kit, Professional Tool Kit, Professional Clothes
Acrobatics -2 (+1) = +1 rank +0 Dex -3 ACP +3 Exo-Cortex Skill Focus
Computers +8 = +1 rank +3 class +3 Int +1 Insight Bypass
Engineering +9 = +1 rank +3 class +3 Int +1 theme +1 Insight Bypass
Perception +4 = +1 rank +3 class +0 Wis
Physical Science +7 = +1 rank +3 class +3 Int
Piloting +4 = +1 rank +3 class +0 Dex
Profession Cybernetic Engineer (Int) +7 = +1 rank +3 class +3 Int