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1 post. Organized Play character for Nomadical.


Race

SP 40 / 40 | HP 34 / 34 | RP 6 / 6

Classes/Levels

EAC 19 KAC 19 | F +7, R +10, W +6 | Resist 5 cold, electricity, fire

Gender

Male Tiefling Mechanic 5

Size

M

Age

25

Alignment

CG

Location

Botscrap, the Spike, Absalom Station

Languages

Common, Drow, Goblin, Halfling, Vlakan, Ysoki

Occupation

Street rat, vidgamer, Robin Hood

Strength 10
Dexterity 20
Constitution 14
Intelligence 18
Wisdom 14
Charisma 8

About Mazaq

Male tiefling street rat Mechanic 5
CG Medium Outsider (native)
Init +5; Senses darkvision 60 ft; Perception +13
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=====Defense=====

SP 40 HP 34 RP 6

EAC 19; KAC 19 KAC+8 27

Fort +7; Ref +10; Will +6

Resistance 5 to cold, electricity, and fire

Armor: Lashunta Tempweave, Basic (IL 4) EAC +4 KAC +4 Max Dex +5 ACP 0 Upgrades: jetpack 1 / 1

Ferocity: (granted by species graft) A series of tiny pumps within your heart fill it with chemicals allowing you to stay upright when you would otherwise be knocked unconscious. Once per day, when you are brought to 0 Hit Points but not killed, you gain the dying condition (following the normal rules for death and dying) but can continue to act normally until the end of your next turn, when you become unconscious as normal. If you take additional damage before that, you cease to be able to act and fall unconscious.

=====Offense=====

Ranged Ice Carbine, Subzero +8 (1d8+5 C & P), automatic, 60’

Melee survival knife +8 (1d4+2 S) analog, operative, thrown 20’

Offensive Abilities combat tracking
Combat Tracking (Ex): 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 (5). Designating another target causes you to immediately lose this bonus against the previous target. (Note: +2 to stats above)

Speed: 30 ft. Fly speed = 40

Initiative: +5

=====Skills=====

Acrobatics +13 (5 ranks)
Athletics +4
Bluff +1
Computers +14 (5 ranks)
Culture +8 *
Engineering +14 (5 ranks) [+4 vs Traps]
Medicine +8
Perception +13
Physical Science +11
Piloting +13 (5 ranks)
Profession (vid-gamer) +12 (+4 Professional Toolkit)
Stealth +13

*Reduce the DC of Culture checks to recall knowledge about local laws, the criminal underworld, rumors, and official and unofficial power players in the area (such as crime bosses, gangs, neighborhood leaders, and police) by 5.

Reduce the DC of Survival checks to live off the land by 5.

Skill Focus (Perception)

Deceitful: Tieflings gain a +2 racial bonus to Bluff and Stealth checks.

=====Feats=====

Iron Will: You gain a +2 bonus to Will saves.

Skill Focus: Perception [granted by memory module] You gain a +3 insight bonus to checks involving the chosen skill.

Skill Synergy: Choose two skills. (Acrobatics & Culture) These skills become class skills for you.

Sky Jockey: When you’re using a device to fly (including magic items, but not spells or natural flight), your fly speed increases by 10 feet. If you are operating a flying vehicle, its fly speed increases by 10 (though this has no impact on its full speed or overland movement speed). When you are in the pilot role of starship combat, your starship’s speed increases by 1.

=====Class Abilities=====

Proficiencies: Weapons (Basic melee, grenades, small arms, longarms), Armor (light, heavy, shields)

Exocortex (Ex): 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.

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.

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 (Perception) granted]

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

Wireless Hack: 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: 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 DC 21 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.

=====Mechanic tricks=====

If a mechanic trick allows an opponent a saving throw to resist its effects, the DC is 14 (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 16 (10 + 1-1/2 × your class level + your Intelligence modifier.)

Spell Chip Understanding (Su): You can use spell chips as if you were a spellcaster. For the purpose of using spell chips, you treat all spells as your class’s spell list, and you use Intelligence as your key ability score for your spellcasting. Your effective caster level for spell chips you use is your mechanic level. [See Spell Chip list below]
NOTE: Spell chips are installed in his miniaturized Tier 1 computer which is attached directly to his datajack augmentation and thereby directly to his brain.
NOTE: Per CRB p 215, he gains a +2 circumstance bonus to any skill checks related to these spells by virtue of casting them from a spell chip.

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.

=====Spell Chips=====

Akashic tutor
comprehend languages
hold portal
mystic cure 1 x3
share language
shifting surge x3
battlemind link, lesser
see invisibility
change of seasons

=====Racial traits, Theme and Languages=====

Languages: Common, Drow, Goblin, Halfling, Vlakan (all forms), Ysoki

Racial traits
Fiendish Gloom : As a standard action, the tiefling causes light within 20 feet of her to decrease one step. This gloom lasts for up to 1 minute, but the tiefling can dismiss it as a swift action. Nonmagical light sources can’t increase the light level in this area. Magical light can increase the light level in this area only if it’s from an item or creature of a level or CR higher than that of the tiefling. A tiefling can use this ability once per day, plus a number of times equal to half her CR or level [3 = 1 + (4 / 2)]

Deceitful: Tieflings gain a +2 racial bonus to Bluff and Stealth checks.

Darkvision: Tieflings have darkvision to a range of 60 feet.

Fiendish Resistance: Tieflings have resistance 5 to cold, electricity and fire

Theme (Street Rat): You grew up making your own way, without the benefits of a strong social safety net to protect and assist you. Even if your experience all comes from a single settlement, you have learned that certain roles within the slums and ghettos are, if not universal, still broadly applicable to a wide range of urban areas. As a result, you know the grittiest, most dangerous streets of any settlement like the back of your own hand (or other primary appendage). Reduce the DC of Culture checks to recall knowledge about local laws, the criminal underworld, rumors, and official and unofficial power players in the area (such as crime bosses, gangs, neighborhood leaders, and police) by 5. Reduce the DC of Survival checks to live off the land by 5. Stealth 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 Stealth checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Permanent Personal Boon: Tiefling admittance
Permanent slotless Boon: Starfinder Forum member’s Protege, +1 to all saves

=====Equipment=====

Combat Gear Lashunta Tempweave, Basic; Ice carbine, subzero; survival knife; spare battery x2

Other Gear Augmentation synaptic accelerator Mark 1 (DEX), Datajack (standard) with custom rig and Tier 1 Computer (with miniaturization and spell chips installed), Trapsmith’s kit (provides a +4 bonus to Engineering or Mysticism checks to arm or disarm traps), Professional toolkit (Vid-gamer), foam grenade mk 1; species graft (ferocity)

Datajack, standard: This cybernetic includes a programmable data port that allows you to access different types of computers and digital storage media. Any handheld computer can be inserted directly into the port, while larger systems need to be connected by an adapter cable. Having the system connected directly to your nervous system obviates the need for an interface to access data on a system. Actually operating the system requires you to use the Computers skill as usual. Some closed systems don’t allow data access or require you to do some rewiring to connect with a datajack (usually an Engineering check).