| Full Name |
Kweek (Ratch-It) |
| Race |
Ysoki |
| Classes/Levels |
Mechanic 6 |
| Gender |
Male |
| Size |
Small |
| Alignment |
NG |
| Languages |
Common, Ysoki, Terran, Shirren, Traixian |
| Strength |
11 |
| Dexterity |
18 |
| Constitution |
14 |
| Intelligence |
18 |
| Wisdom |
10 |
| Charisma |
10 |
About Kweek
He tends to prefer just working with objects, especially mechanical things. They are more regular, predictable.
He's usually grumbling when he's at his most comfortable, but remains composed when he's in an environment that feels unfamilair enough.
But he values getting his job done, including shipping missions, and gravitates heavily towards people he feels an accomplishment with.
He thinks Ratch It is a phrase, not a noun, and thinks it's the solution for anything mechanical, like tightening a bolt or forcing a door.
But it can become the simple phrase for the proper solution, eventually.
He able to seem out of sight surprisingly well for a mechanic.
Kweek
"Ratch-It"
Stats
Ysoki
Small, up to 1 bulk stored in cheek pouches, retrieve back and forth with a swift action, move action to disgorge everything.
Darkvision 60 feet
Stand from prone as swift action
No penalties to attacks nor flat footed when off kilter
Acrobatics checks to tumble through a space against a larger creature, +5 racial bonus to the check
+2 racial to Engineering, Stealth and Survival.
+2 Dex, +2 Int, -2 Str
2 HP
Themeless
(1st)
[x] +1 any ability score
[x] Choose class skill
(6th)
1/day +2 bonus to a single skill check
Class: Mechanic, Archetype Augmented)
Stamina 6 + ConMod, 6 HP
(At levels 2, 4, 6, 12, and 18, you don't get a Mechanic trick)
(At level 9, no Override class feature, but get it at 10th and dont' get the mechanic trick at 10th)
Favored Augmentations: 2nd level - choose a suystem of the body. Augmentations no higher than your level cost 50%
Nested Augmentations: 4th level - Can install two augmentations in the same system
Sustained by Science: 6th level - When you spend resolve points, you gain 1 charge per resolve to power devices. Resolve points also affect
how you stabilize or cure bleeding or burning.
ExoCortex allows longarms proficiency at level 1, and will grant weapons specialization with longarms at level 3.
1st level - Artificial Intelligence, bypass +1, custom rig
2nd level -
3rd level - overload, weapon specialization
4th level -
5th level - bypass +2, remote hack
6th level -
Ability scores
Str Dex Con Int Wis Cha
Base 10 10 10 10 10 10
Race -2 +2 +2
Theme +1
Buy +4 +2 +4
Final 9 16 12 16 10 10
Custom rig is an augmentation in the brain. Functions as Mk I comm unit and Kweek always has necessary tool to use Computer or Engineering
skill check.
AI - ExoCortex
Combat Tracking - Move action, designate target - Can attack at BAB = mechanic level
At 3rd level gain weapon specialization in longarms.
Prof: Light armor, basic melee, grenades, small arms
Feat: Skill Focus Engineering
1000 credits
Alignment: NG
Can carry up to half bulk (4) without penalty.
Club (0), 1d6 B
4 frag grenades (140), range 20ft, level 1, 1d6P, 15ft - DC Ref 13 (10 + half level + your dex mod)
Semi-auto pistol, tactical (260), 1d6P, 30 ft, 9 rounds, analog
30 rounds (40)
Anchoring infusion on pistol (120) - crit immobilize
Second Skin armor (250) - +1 EAC, +2 KAC
X no. Quick release Sheath (325)
2 serums of healing mk i (100) 1d8 HP
90 credits remain.
Kweek
"Ratch-It"
Mechanic 5, Augmented Archetype
---
Init +3
Fort +4+1c, Ref +4+3d, Will +1+0w
Languages Ysoki, Common, Terran, Shirren, Triaxian, Azlanti
Perception +4r+3c+0w, Darkvision 60'
---
Spd 30 (6 squares)
EAC 15, KAC 16
hp 38 (2 + 6 * level)
SP 48 ((ConMod + 6) * level)
Resolve points 7 (Int mod + half level)
---
Club +4 (1d6 B)
Anchoring Semi-auto pistol +8 (1d6+5 B, crit immobilize for 1d4 rounds)
(Combat Tracking provides +1 to these attacks)
BAB +4, CMB +4, KAC +8 = 24
---
Abilities Str 11, Dex 18, Con 14, Int 18, Wis 10, Cha 10
Feats Skill Focus (Engineering), Weapon SpecializationB (damage +half level to small arms, +level to longarms), Dive for Cover, Mobility
Skills (4+4i): Acrobatics 6r+3c+4d, Computers 6r+3c+4i+2b, Engineering 6r+3c+4i+3f+2y+2b, Physical Science 5r+3c+4i, Athletics 6r+3c+0s, Perception 6r+3c+0w, Stealth 6r+3c+4d+2y, Culture +2r+4i
SQ ExoCortex - Combat Tracking - move action name target, use BAB = mechanic levels on that target, Overload (DC 10+ 1/2 half level + Int Mod = 14), Remote Hack
Favored Augmentation - Throat (2nd) - for Wyrmling biotech
---
Equipment Club (1d6B), 4 frag grenades (20ft, 1d6P, 15ft burst, DC 13), Semi-auto pistol 9 rounds (1d6P, 30 ft, analog) with anchoring infusion (immobilize for 1d4 rounds on crit), 30 rounds of ammo
---
Overload - standard action, make device nonfunctional for 1 round (ranged energy weapon, powered melee, single armor upgrade, etc.). With ExoCortex, can do it within hacking range. To perform on an object in someone else's possession, DC Reflex = 10 + half mechanic level + IntMod. Does not work on drones or creatures with the technology subtype, cybernetics, drones, powered armor, or on objects larger than Medium. Once overloaded, an object cannot be overloaded again for 1 minute.
Dive for Cover - fall prone in an adjacent square to allow a second Reflex save. If threatened, AoO can occur.
Mobility - +4 to AC against AoO for moving
Remote Hack - can hack (Computers and Engineering) using special rig at 20 feet.
threw 2 grenades.
-1 serum of healing
Now Level 2
threw 1 grenade
+571 credits
(found 3 incendiary grenades - Kweek would like them, but I'll wait for others to pick and choose.)
Took 2.
Apparently with Exo Cortex I'm already proficient with longarms. So I could take the rifle. Option.
But first, buy the throat wyrmling augmentation.
Dragon Gland, Wyrmling, 755 credits normal, pay 378 instead.
Standard action, breath weapon, 1-foto cone (Ex), electricity. Short rest to regain its use, or spend 1 resolve point to recharge it immediately. 3d6 damage. Reflex save 10 + half level + Con mod to save (12)
+2 serums of healing (100 cred)
93 cred left.
-1 serum
+1 azimuth laser rifle 1d8 F, 1d6 burn on crit
Found Aeon Guard Assault rifle - 1d8 P, 12 rounds, NOT analog, is Automatic. (when full attack, can spray in a cone.)
Level 3!
(Weapon Specialization)
(big enemy ship incoming...)
~+650 credits from selling components, etc.
Thress'k gave me his Targeting computer (only total concealment penalizes me)
Takes freebooter armor.
+1092 credits from selling.
+714 from funding. (used to bribe, it's gone)
Now level 4
>> bought 6 mk 1 grenades
>> bought vocal modulator half of 125, Disguise + 2
-2 resolve today.
tossed 1 grenade.
used last serum.
5000 credits for group
(after calc, 1368 each)
Level 5!
buy 4 serums (-??)
still have 5 grenades
to get: better armor, jump jets.
loot: +638 credits
bonus: +3000 credits
-2060 squad machine gun
Level 6!
+1 Frag 2 grenade salvaged from explosive robot