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About K'tesktMale Ace Pilot shirren mechanic 2
OFFENCE
STATISTICS
Skills:
Bold = Class skill, * = Trained only
[0] Acrobatics +2 +2 Dexterity [0] Athletics +0 +0 Strength [0] Bluff -1 -1 Charisma [2] Computers* +9 +3 Intelligence, + 2 ranks, + 3 class skill, +1 class [1] Culture* +9 +3 Intelligence, +2 racial, +1 rank, +3 class skill [0] Diplomacy +1 -1 Charisma, +2 racial [0] Disguise -1 -1 Charisma [2] Engineering* +9 +3 Intelligence, + 2 ranks, + 3 class skill, +1 class [1] Intimidate +0 -1 Charisma, +1 rank [0] Life Science* +3 +3 Intelligence [0] Medicine* +3 +3 Intelligence [0] Mysticism* +1 +1 Wisdom [1] Perception +5 +1 Wisdom, +1 rank, +3 class skill [2] Physical Science* +8 +3 Intelligence, + 2 ranks, + 3 class skill [1] Piloting +6 +2 Dexterity, + 1 rank, + 3 class skill [2] Profession (SDF Software Engineer)* +8 +3 Intelligence, + 2 ranks, + 3 class skill [0] Sense Motive +1 +1 Wisdom [0] Sleight of Hand* +2 +2 Dexterity [2] Stealth +4 +2 Dexterity, +2 ranks [0] Survival +1 +1 Wisdom Feats Longarm Proficiency Languages Castrovelian, Common, Kasatha, Shirren, Verces, Vesk, Ysoki, Limited Telepathy (30') GEAR
SPECIAL ABILITIES
• LVL 01 | Theme Knowledge:
You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle Models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation. Racial Abilities • Blindsense:
Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flat-footed against attacks from creatures it can’t see. • Communalism:
Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result. • Cultural Fascination:
Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks. • Limited Telepathy:
Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak. Class Abilities • LVL 01 | Artificial Intelligence (exocortex):
You construct an Artificial intelligence (or AI), a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This AI is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation. Your AI can take one of two forms: a drone or an exocortex. You must pick one of these forms upon taking your first level of mechanic, and once this choice is made, it cannot be changed. • LVL 01 | Bypass:
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. • LVL 01 | Custom Rig (Augmentation (right arm)):
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 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 and drone mods require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit. 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. • LVL 02 | Mechanic Trick:
Overcharge
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. Exocortex Abilities: • LVL 01 | Combat Tracking:
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. • LVL 01 | Memory Module:
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. Augmentations • Dragon Gland (wyrmling, fire):
You implant an arcanicus gland modified to function for a creature of your race at the back of your throat. You can trigger this gland as a standard action to expel a breath weapon in a 15-foot cone as an Extraordinary ability. Choose the damage type when the organ is biocrafted, picking from the following list: acid, cold, electricity, or fire. You are not harmed by using your own breath weapon. Once you’ve used your breath weapon, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. A wyrmling dragon gland deals 3d6 damage, a standard gland deals 9d6 damage, and a wyrm gland deals 18d6 damage. Targets in the area can attempt a Reflex save (DC = 10 + half your level + your Constitution modifier) to take only half damage. Feats • Longarm Proficiency:
You gain proficiency in longarms. BIO Description:
K'teskt is approximately 5' 10" tall, and has a dark blue exoskeleton. He is quite personable and friendly, but not particularly charming, something that is not helped for many by the fact that he is a giant insectoid. He is content to spend time by himself, perfecting and augmenting his exocortex. Backstory:
K'teskt grew up on Verces with his father, a software engineer, but when he was 12 they moved to Absalom Station. He had always been fascinated by computers, and at the age of 18, he had developed an artificial intelligence, which he named Tketh after a childhood friend from Verces, which he housed in a neural implant. It wasn't sentient, but it still provided assistance and companionship. His early life was fairly uneventful, but when they went on a trip to Verces, disaster struck. The shuttle was bombarded by radiation that appeared out of nowhere and overwhelmed the craft's shielding. Within a matter of minutes, K'teskt was one of only three survivors out of the original twenty. His father was not among them. The survivors managed to pilot the shuttle back to Absalom station, where they got off and informed the authorities of what had happened. Most people thought that it was just erratic solar radiation, but K'teskt was sure that it had to be something else. After some researching he discovered that the Starfinder Society had developed a military branch: the Starfinder Defence Force. They were fighting against time-travel experiments, which had had dangerous results, performed by the Azlanti Star Empire. Seeking to avenge his father's death, prevent it from happening to anyone else, and put his skills to use, K'teskt signed on for the SDF, developing machines for them. Sample Scene:
”Alright, Tketh, let's run mark C-29 through the simulation again." K'teskt was slumped over his desk, trying to iron out the glitches from a new security drone by putting it in a HAC. However, just like the versions before it, three or four minutes in it glitched and tried to follow two entities at once and it crashed into a wall. He glanced at the clock in Tketh's HUD. It read 22:47. He was supposed to get off at 17:00. Tketh chipped in. «Kit, at this point, staying here isn't going to improve the drone. You can come back tomorrow.» There is that new Vercean place I've been meaning to try for a while now… ah, why not. K'teskt got up, turning off the lights and powering down the HAC. Twenty minutes and a trip on a crowded gravtrain later, he was standing in line at Kib's Vercean Sandwich. After a while, he sat down with his pulled pork sandwich. It tasted just like his old favourite from when he was little and he and his father lived on Verces. It reminded K'teskt of his childhood friend Tketh, for whom his AI companion was named. Good times… But those days were gone now. Saying a brief prayer to his father quietly, K'teskt walked back to the gravtrain stop. By the time he got back home, it was only a few minutes until midnight. Grumbling under his breath at himself about how he was killing himself with self-imposed overtime, he got into his bed and went to sleep. |