Sylph

Marisol Welkin's page

1,234 posts. Alias of Losonti.


Full Name

Marisol Welkin

Race

|SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2

Classes/Levels

| Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Gender

Female CG Sylph Roboticist Mechanic 11

Size

Medium

Age

82

Alignment

CG

Deity

Weydan

Languages

Anassan, Auran, Brethedan, Common, Draconic, Elven, Ignan, Terran

Occupation

Engineer

Strength 12
Dexterity 20
Constitution 12
Intelligence 24
Wisdom 14
Charisma 11

About Marisol Welkin

Background:
Born and raised among the floating domes of Trillidiem at Bretheda's north pole, Marisol "Mari" Welkin is no stranger to survival in extreme environments. At an early age (for sylphs, anyway), Mari took a liking to the study, creation, and disassembly of complex machinery and soon found herself apprenticed to a starship engineer. There, she spent years working to fix up and improve the vessels of offworlders, often asking about their travels to the rest of the Pact Worlds and beyond.

As Mari's skills grew and her mind was filled with stories of far off destinations, her home began to seem smaller and smaller. While living in a floating city in the clouds might seem fantastic to anyone unlucky enough to be born on a rock, she had long since grown used to it. It seemed like fate when Mari came across the job listing. Sure, the ship looked like a flying pile of scrap, and sure, maybe the pay wasn't spectacular, but they were looking for a mechanic. And they weren't just running the usual route between Absalom and Bretheda, they were heading even further down the well. All the way down to the Sun itself. To the Burning Archipelago.

Marisol
Female sylph roboticist mechanic 11
CG Medium outsider (native)
Init +9; Senses Perception +19, Darkvision 60 ft, Invisibility Bypass
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DEFENSE
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EAC 24; KAC 26
SP 77 HP 68 RP 12
Fort +8, Ref +12, Will +5
Armor: D-Suit III [+11 EAC, +12 KAC, +6 Dex Cap, 3 Upgrade Slots (Jetpack, Leapers), ACP 0]
Other: Electricity resistance 5, Fire resistance 15

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OFFENSE
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Speed Land 30'
Ranged inspiring zero rifle, frostbite-class +15 (Cap: 40, Usage: 2, 1d8+11, Range 60 ft, critical Staggered)
Ranged arc pistol, static +13 (Cap: 20, Usage: 2, 1d6+5 electricity, Range 50 ft, critical Arc 2; Stun)
Ranged anarchic called breaching gun, snub +15 (Cap: 8, Usage: 2, 2d10+11, Range 20 ft, critical Knockdown; Analog, Breach, Penetrating)
Spell-like Abilities (CL 11) At-will: Climate Adaptation, Starwalk
1/day: Flight (1st or 2nd)
3/day: Recall 3/day
Special Abilities Overload (DC22), Remote Hack (DC33), Override (DC 22)

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STATISTICS
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Str 12, Dex 20, Con 12, Int 24, Wis 14, Cha 11,
Base Atk +8; Grp +9
Feats Heavy Armor Proficiency, Skill Focus (Acrobatics), Weapon Focus (Longarms), Weapon Specialization (Basic melee, Small arms, Longarms), Amplified Glitch, Improved Initiative, Deadly Aim, Effortless Aerobatics
Skills Acrobatics +20*, Athletics +14* (+22 to jump), Computers +25, Culture +15, Engineering +24, Intimidate +3, Life Science +18, Medicine +21, Perception +19, Physical Science +21, Piloting +19, Stealth +15*
Languages Auran, Brethedan, Common, Draconic, Ignan, Terran
Combat Gear mark i healing serum, anarchic called snub breaching gun (laser scope with nightvision), static arc pistol, kasatha microcord, inspiring frostbite zero rifle (sniper scope)
Other Gear credit (448), advanced medkit, synaptic accelerator Mk2 (Intelligence), synaptic accelerator Mk1 (Dexterity) jetpack, custom rig (Tier 3 computer, security 1 module), subdermal extractor
Augmentations standard datajack (brain), Mk1 gravitational harness (spine), Mk1 biosynthetic nanites (skin), fire resistance (exocortex mod), fire resistance greater (exocortex mod)

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SPECIAL ABILITIES
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THEME BENEFITS
Roboticist
You are fascinated by the internal workings of machines, whether they're intelligent constructs or technological equipment. You might be someone who enjoys tinkering in a garage, or you might be a worker at a factory that specializes in building robots or weaponry. You're likely interested in exploring and figuring out the innovations of other organizations and species on distant worlds. Regardless of your specific motivation, there's always a gadget that needs tinkering with.

Theme Knowledge
You're obsessed with the intricacies of constructs and how automated machines function. You can easily identify what a machine's function is and have an easier time attempting to access the internal programming of mechanized life-forms. Reduce the dc of engineering checks to identify creatures and technology by 5. Computers is a class skill for you, though if it is a class skill from a class you take at 1st level, you instead gain a +1 bonus to computers checks. In addition, you gain an ability adjustment of +1 to intelligence at character creation.

Crafting Savant
You’ve mastered the art of putting together technological armor and weapons from a variety of components. While equipment you construct certainly has your flair, it’s also clear that you can accomplish great feats of construction. When calculating the number of ranks you have in a skill necessary to construct a technological (not magic or hybrid) item, increase that number by 1. This allows you to construct technological equipment of up to your character level + 1.

CLASS FEATURES:
Artificial Intelligence (Ex)
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.

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.

Combat Tracking (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.

Custom Rig (Ex)
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 mk i comm unit (see chapter 7: equipment). 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

Exocortex
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-see exocortex on page 79. Only you can access or interact with your exocortex

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 (see page 243) to recall knowledge (see page 143). 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

Mechanic Trick
As you gain experience, you learn Tricks that allow you to perform wonders of engineering, aid in electronic infiltrations, and optimize gear. While some of these are things you learn, others are small cybernetic enhancements you make to yourself (none of which have a price or count against your augmentation limits). Some Tricks require the use of a custom rig or other gear.
You learn your first mechanic trick at 2nd level, and you learn an additional mechanic trick at 4th level and every 2 levels thereafter. If a mechanic trick allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your mechanic level + your Intelligence modifier. If a mechanic trick requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 × your class level + your Intelligence modifier.
Unless otherwise specified, you can’t learn mechanic tricks more than once.

Mechanic Tricks:

Energy Shield (Ex)
As a standard action, you can use your custom rig to activate an energy shield around yourself. This shield provides you with a number of temporary Hit Points equal to your Intelligence modifier plus your mechanic level. The shield remains active for 1 minute per mechanic level or until all of its temporary Hit Points are depleted, whichever comes first. Once used, you cannot use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest; your shield automatically shuts off during this period of rest.

Neural Shunt (Ex)
Once per day, as a reaction when you fail a saving throw against a mind-affecting effect, you can shunt that effect into your exocortex instead. When you do so, you are not affected by the mind-affecting effect, but for the normal duration of that effect, you lose the Skill Focus feat granted by your exocortex’s memory module and cannot use any of the exocortex’s abilities in any way (including any proficiencies and mods it grants you). When a mind-affecting effect is shunted into the exocortex, spells such as dispel magic or break enchantment can be cast on you to end the effect as if you were affected by it. Once the duration of the mind-affecting effect has ended, your exocortex resumes its normal functions. You must have an exocortex to learn this trick.

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.

Invisibility Bypass Processor (Ex)
Your visual data processor now allows you to see invisible creatures as per see invisibility. You must have the visual data processor mechanic trick to learn this trick.

Projected Shield (Ex)
When you activate your energy shield mechanic trick, you can apply its effects to an adjacent ally instead of to yourself. If your energy shield grants additional benefits, such as from the facet deflection trick, you also apply those additional benefits to the ally instead of yourself. Your energy shield ends immediately if the target is ever more than 100 feet away from you. If you activate your energy shield ability a second time (such as with the boost shield trick), any other energy shield you have active ends immediately. You must have the energy shield mechanic trick to select this trick.

Overload (Ex)
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.

Wireless Hack (Ex)
On any round you don’t use combat tracking, your exocortex can access another computer system within 20 feet, allowing it to attempt a Computers check against that computer each round, using your skill bonus. This counts as a standard action for the purpose of the Computers skill. You must remain within 20 feet of the computer system for the entire time your exocortex is interacting with the computer. If the task requires multiple actions (or even rounds) to accomplish, you can spend your actions to work in concert with your exocortex, counting both your action and the exocortex’s effective standard action toward the total time required. If you don’t have the remote hack class feature, you must be adjacent to the computer to attempt your checks.

Remote Hack (Ex)
You can use your custom rig to attempt Computers and Engineering skill checks at a range of 20 feet. At 7th level and every 2 levels thereafter, this range increases by 10 feet. A target of this ability (or a creature attending or observing your target) can attempt a Perception or Sense Motive check (DC = 10 + 1-1/2 × your mechanic level + your Intelligence modifier) to determine that you are the origin of this activity.

Expert Rig (Ex)
Your custom rig has improved. Whenever you use your custom rig to successfully hack into a computer, you can also disable one countermeasure installed in the system (except firewalls). In addition, your custom rig can now be used as any engineering or hacking specialty kit of item level 6th or lower, and it has the features of a computer with a tier equal to half your level with the artificial personality, hardened, or security I upgrade module. It also has an audio/video recorder. You can add extra modules or countermeasures to your custom rig at the normal prices. See page 213 for more information on computers.

You can also use your custom rig to communicate over an encrypted channel with your ship, allowing you to access your ship’s downloaded data sets and transponder (see page 430) at a range of 5 miles. If you have a drone, you can issue commands to or directly control your drone at the same range.

Miracle Worker (Ex)
As a move action, you can repair damage to a starship’s systems or modify a suit of armor or weapon to function more efficiently. To use this ability, you must be able to handle the item affected without impediment. You can use this ability once per day at 7th level, plus one additional time per day for every 4 mechanic levels you have beyond 7th. The exact effect of this ability depends on the object or system you are modifying.
Armor: You grant a +2 enhancement bonus to a suit of armor’s EAC and KAC for 1 minute.
Weapon: You grant a +2 enhancement bonus to a weapon’s attack and damage rolls for 1 minute.
Damaged Ship: You restore a number of Hull Points equal to the starship’s base frame HP increment. If this raises the ship’s HP over a multiple of its Critical Threshold, you can repair critical damage to one system per multiple, reducing its severity by one step. For example, if your starship’s Critical Threshold is 8 and you restore 10 HP, reducing the damage to the hull from 17 HP to 7 HP, you could restore one system from wrecked to glitching. Using this ability during starship combat is your action for the turn, and you can do it only during the engineering phase. See page 292 for more on ship construction and page 320 for more on damage to ships.

Exocortex Mods (Ex)
Your exocortex allows you to apply any one of the following drone mods to yourself as if you were a drone with that mod installed: armor slot, cargo rack, climbing claws, enhanced senses, hydrojets, jump jets, resistance, smuggler’s compartment, speed, or weapon proficiency (gaining proficiency in advanced melee or heavy weapons). At 11th level, you can apply an additional mod, and your options expand to include echolocators, excavator, flight system, greater resistance, invisibility field, and reactive camouflage. At 14th and 17th levels, you can apply an additional mod. Each time you gain a level, you can switch any of your mods for different mods, but you must always choose at least one mod from the 7th-level list.

Override (Ex)
Your overload class feature now affects androids, drones, robots, and creatures with the technological subtype, which must succeed at a Will saving throw (DC = 10 + half your mechanic level + your Intelligence modifier) or be dazed for 1 round. If the target fails its saving throw by 10 or more, it is not dazed and you can dictate its actions for 1 round, though these actions can’t be obviously self-destructive. Once a creature has attempted a saving throw against this attack (regardless of the result), it is immune to this attack for 24 hours.

Coordinated Assault (Ex)
If you have a drone, whenever both you and your drone make attacks against the same target, you each receive a +1 circumstance bonus to your attack rolls. If you have an exocortex instead, whenever you and your exocortex are both attempting to hack a system, you each receive a +1 circumstance bonus to the checks to gain access. In either case, these bonuses increase to +2 at 17th level.

FEATS:
Skill Focus (Acrobatics) You are particularly adept at a certain skill You gain a +3 insight bonus to checks involving the chosen skill.
Special: you can take this feat multiple times. Its effects don't stack. Each time you take this feat, it applies to a new skill
Weapon Focus (Longarms) You have increased training in a particular weapon type, making it easier to hit your target Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic's class level, if you are a drone), you gain a +2 bonus instead
Weapon Specialization (Basic melee, Small arms, Long arms) Add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Amplified Glitch As a standard action, you can wirelessly introduce a fast-acting virus into nearby technological devices to briefly cause them to malfunction in loud, surprising ways. You can use this ability on one target creature per character level, no two of which can be more than 30 feet apart. Each target must either be carrying technological devices or be within sight and hearing of such devices. While the locations of such devices are up to the GM, most public spaces (aside from technologically underdeveloped areas) contain enough technology for this feat to function. Your glitch causes alarms to go off, automated devices to spin and flail, readouts to flash brightly, and so on. With a successful Computers check (DC = 15 + 1 per target + 1-1/2 × the CR of the highest-CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC. Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.
Improved Initiative Your quick reflexes allow you to react rapidly to danger. You gain a +4 bonus to initiative checks.
Deadly Aim When you take the attack or full attack action with weapons (including a solarian’s solar manifestation, but not spells or other special abilities of any kind), you can take a –2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1).
Techomantic Dabbler Choose two 0-level technomancer spells (Climate Adaptation, Starwalk) and one 1st-level technomancer spell (Recall). You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. For these spells, your caster level is equal to your character level and the key ability score is Intelligence. If you later gain levels in technomancer, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.
Effortless Aerobatics You’re particularly graceful while airborne. When flying, it costs you no additional feet of movement to turn 45 degrees or ascend. At the GM’s discretion, maneuvering in high-wind conditions might still require additional feet of movement to turn or ascend.

RACIAL ABILITIES
Native Outsider Sylphs are medium Outsiders with the Native subtype.
Air Affinity Sylphs have a +2 racial bonus to Acrobatics checks and, if able to fly, maneuverability one step better than normal.
Darkvision Sylphs have darkvision with a range of 60 feet.
Electricity Resistance Sylphs have electricity resistance 5.
Spell-Like Ability Once per day, a sylph can use flight (1st level) on herself as a spell-like ability. At 6th level, she can cast the 2nd-level version of the spell, and at 12th level, she cast the 3rd-level version of the spell. Her caster level is equal to her level.

Bot Instructions:
Marisol prefers to fight from range and in cover with her longarm, using combat tracking to enhance her attack bonuses. She prioritizes targets based on how threatening they are to her, her allies, and whether she has a clean shot, in that order. If necessary, and if she can do it in a single move, she'll try to make it to different bits of cover to reduce any penalties.

[dice=Zero Rifle, Combat Tracking]d20+17[/dice]
[dice=Cold]1d8+11[/dice]

[dice=Zero Rifle, Combat Tracking, Deadly Aim]d20+17-2[/dice]
[dice=Cold]1d8+11+5[/dice]

[dice=Breaching Gun, Combat Tracking]d20+17[/dice]
[dice=Piercing]2d10+11[/dice]

[dice=Breaching Gun, Combat Tracking, Deadly Aim]d20+17-2[/dice]
[dice=Piercing]2d10+11+5[/dice]

[dice=Static Arc Pistol, Combat Tracking]d20+16[/dice]
[dice=Electricity]1d6+5[/dice]

[dice=Static Arc Pistol, Combat Tracking, Deadly Aim]d20+16-2[/dice]
[dice=Electricity]1d6+5+5[/dice]