Morgan Matrixix's page

24 posts. Organized Play character for Pumpkinhead11.


| SP 5/5 HP 10/10 | KAC 14 EAC 13 | F: +1, R: +4, W: +0 | Init: +2 | Perc: +4


| Speed 30ft | Azimuth Lazer Pistol 20/20 |Active conditions: None


Gender Male N Lashunta Scholar (Physics) Mechanic 1









Strength 10
Dexterity 14
Constitution 8
Intelligence 16
Wisdom 10
Charisma 15

About Morgan Matrixix

SFS # 278444-701
Experience 1
Faction Bibliophile
Wealth 66 Credits | Fame 0

Name Morgan Matrixix
Mechanic (Drone) 1
N Medium humanoid (Lashunta)
Init +2; Perc +4

KAC 14 (2 armor 2 dex) EAC 13 (1 armor 2 dex)
SP 5
HP 10
Fort +1, Ref +4, Will +0

Speed 30 ft.
Ranged Azimuth Lazer Pistol +2 (1d4 F crit: Burn 1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities
Daze (at will)
Psychokinetic hand (at will)
Detect Thoughts (1/day)

Str 10, Dex 14, Con 8, Int 16, Wis 10, Cha 15
Base Atk +0
Feats Skill Focus (Computers)
Theme Scholar
Languages Common,
Skills Athletics +4, Bluff +3, Computers +12, Engineering +10, Perception +4, Piloting +6, Stealth +3
Combat Gear Lazer Pistol Azimuth, Sticky Bomb Grenade, Smoke Grenade x3, Second Skin
Other Gear Toolkit (Custom Rig), Toolkit, Backpack (Consumer), Everyday Clothing

Special Abilities
Student - +2 racial to any two skills at creation. (Computers and Engineering)
Limited Telepathy - Mental communication up to 30 ft; must share a language
Upgrade Slot- One Armor upgrade (light armor)
Artificial Intelligence - Drone
Custom Rig - Turns a toolkit into a custom rig. Counts as a basic Hacking and Engineering toolkit for checks. Counts as a Mk 1 comm unit.
Bypass - +1 insight bonus to Computer and Engineering checks


Hover Drone - (M-3 L-0 D-13)

Size: Tiny

Speed: 30ft; 30ft flying

HP: 10

Bab: +1

AC: EAC 11 KAC 11

Fort: +0
Ref: +2
Will: +0

Str: 6
Dex: 16
Con: -
Int: 6
Wis: 8
Cha: 6

Ability Increases: Dex, Wis

Skill Units: Acrobatics (Bonus), Stealth
Mods: Flight System (x2, included in its speed), weapon mount, Camera
Feats: Jet Dash
Special Abilities:
Basic Mods - You can choose any of the mods on the basic mod list whenever your drone gains a new mod. Unless otherwise specified, you cannot install a single mod more than once. The list of basic mods appears starting onpage 77 of the Starfinger core rulebook.

Limited AI - Each round on your turn, after you have acted, your drone can take either a move action or a standard action to attack (your drone doesn't make a seperate initiative roll). You must be able to issue commands to your drone, but you don't have to spend actions to issue these commands. To recieve these commands, your drone must be able to see or hear you or be within range of your custom rig. If you become unconcious or otherwise unresponsive, or if your drone is ever out of range, your drone cannot take any actions until you are again able to command it or it is once more within range.

Master Control - As a move action, you can directly control your drone. This allows the drone to take both a move action and any standard action this turn (one from your control, and one from its limited AI). If you also take a swift action, your drone can take a swift action as well, or it can combine its actions into a full action. Your drone must be able to see or hear you, or be within range of your custom rig, for you to directly control your drone.

Skill Unit - Choose one of the following skills: Acrobatics, Athletics, Computers, Engineering, Perception, or Stealth. This is a class skill for your drone, and it gains a number of ranks in the chosen skill equal to your class level. Your drone can use this skill when not under your direct control. You can change your drone's skill unit whenever you are directly controlling your drone, it can use any of your skill ranks if you wish, assuming it has the appropriate tools to do so (a drone without manipulator arms cannot use engineering to disable a device, for example).