Android

Prospero-4's page

646 posts. Alias of -Karma-.


Race

| HP:82/82 SP: 117/117 | RP: 10/10 | EAC 31, KAC 35| F: +12, R: +17, W: +9 (+2 vs disease, mind-affecting effects, poison, and sleep) | Init: +11 | Perc: +19, darkvision 12 mt.

Classes/Levels

| Speed 50ft | Force Field 5/20, Charges 18/20 | Current battery laser: 16/40, street: 30/40 Active conditions:

Gender

N Android Mechanic 11

About Prospero-4

Android Mechanic 12 (Cyberborn)
N Medium Humanoid (Android)
Init +11; Senses Perception +21, Darkvision 12 mt.
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DEFENSE
EAC 21 (31) KAC 23 (35) (Dex +5, Armor +6E/8K (celerity rigging: Dex +5 +16E/+20K) )
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AC vs. Combat maneuvers (KAC +8)
HP 82 (4 + 13x6 ) SP 117 (13x(3+6)) RP 10 (6+4)
Fort +12, Ref +17, Will +9 (+2 vs disease, mind-affecting effects, poison, and sleep)
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OFFENSE
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Speed 6 metrons
Melee
Survival knife +19 (1d4+6+2 S)
Powered armor unarmed +19 (2d6+12+6)

Ranged
Plasma rifle, Red Star +19 (1d10 +12 F, crit: 1d6 burn)
Aphelion Laser +19 (3d8 +12 F)

Special attacks:
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STATISTICS
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Str +1 (+6 in power armor), Dex +4.5+2, Con +3, Int +4.5, Wis +2, Cha -1
Base Atk (+12)
Feats Iron will, Improved initiative, Powered armor proficiency, (Heavy weapon proficiency), Weapon specialization, Nanite Integration (Rebooting Nanites), Deadly aim, Technomantic dabbler
Proficiencies Armor- light, heavy, powered; Weapons– basic melee weapons, grenades, small arms, longarms
Skills (4 points; +4 INT)
. Acrobatics +19 (13 + 6)
. Athletics +17 (13 + 1 + 3)
. Computers +25 (13 + 4 + 3 + 4 insight +1 theme)
. Culture +7 (4 +3)
. Engineering +24 (13+ 4 + 3 + 4 insight)
. Life science +5 (1 + 4)
. Medicine +8 (1 + 4 + 3)
. Perception +21 (13 + 2 + 3 +3 insight (SF))
. Piloting +15 (5 + 6 + 3)
. Physical Science +20 (13 + 4 + 3 )
. Stealth +8 (2 +6)
. Survival +15 (13 +2)

Spells
0 - Transfer Charge, Mending, Detect Magic, Detect Affliction
1 - Akashic Download

Languages
Common, Akitonian, Azlanti, Eoxian, Aklo, Kish

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SPECIAL ABILITIES
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Constructed Count as both humanoids and constructs (whichever effect is worse). +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. Do not breathe or suffer the normal environmental effects of being in a vacuum.
Exceptional visionAndroids have low-light vision and darkvision.
Flat affect –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Upgrade slot Androids have a single armor upgrade slot in their bodies.

Trait: Information Sponge You are young, very young, and you're coping with the brand new world that you find yourself in by absorbing as much knowledge, information, data, as possible from any source you can find. It helps. Once a day after you fail a knowledge check you can roll it again with a +2 bonus.

Custom rig (Ex) Count as having the appropriate tool or basic kit for any Computers or Engineering skill check. Can also be used as Mk I comm unit. Installed in brain.

Bypass (House rule) 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 2nd level, and every 4 levels thereafter, this bonus increases by 1.

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. 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).

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.

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.

Miracle worker (Ex) 2 / day. As a move action:
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.

Advanced Rig (Ex)
Your custom rig’s computer functions gain a bonus firewall countermeasure

In addition, you can use your custom rig to communicate over an encrypted channel with your ship, allowing you to access the ship’s sensors, control its security systems, and prepare its engines for takeoff (as well as use the encrypted communications functions of your expert rig) at a range of 50 miles.

Combat Tracking (Ex) Proficiency (and specialization) with heavy armor and longarms.(House rule:) Treat mechanic level as BAB..

Memory Module (Ex) 1 / day, as a reaction while not in combat, you can reroll a failed skill check to recall knowledge. Additionally, gain skill focus.

Wireless Hack (Ex) Instead of 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.

Exocortex Mods (Ex) Heavy weapon proficiency, Flight System

Override 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.

Coordinated assault (Ex) 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.

Mechanic trick: Overcharge (ex) 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.

Mechanic trick: 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

Mechanic trick: Overclocking (Ex) You have augmented the performance of your AI for maximum response timing. You gain a +2 insight bonus to initiative checks, and a +2 insight bonus to Reflex saves.

Mechanic trick: Engineer's eye (Ex) When you are within 10 feet of a trapped or malfunctioning machine or computer, you receive a free Computers, Engineering, or Perception check (as decided by the GM) to notice the trap or defect, whether or not you are actively looking. In addition, due to your intimate knowledge of your ship, you receive one of these checks whenever you board your ship to notice if anything is wrong with the ship’s systems.

Mechanic trick: Tech Tinkerer (Ex) With 10 minutes of work, you can modify a technological item so that it temporarily functions as any other lower-level technological item of the same or lower bulk (losing its original function while in this new form). The item must have an item level and bulk no greater than half your mechanic level. If the new item requires a battery that has more charges than the original device’s battery (or another source of power or fuel not present in the original item), you must also provide the appropriate battery or power source. You can spend 1 Resolve Point to use this ability to modify an item whose level is equal to your mechanic level, giving it the function of a lower-level item.

Mechanic trick: Shocking Overload (Ex) You can use your overload or override class feature to damage a creature. When you successfully use overload to cause a short in an electronic device in someone’s possession and the item’s owner fails their Reflex saving throw, that creature takes electricity damage as a result of the power surge. This surge deals 1d6 electricity damage per 4 levels of mechanic you have. When you use your override class feature to affect an android, drone, robot, or other creature with the technological subtype, that creature takes 1d6 electrical damage per 2 levels of mechanic you have and can attempt a Reflex saving throw (DC = 10 + half your mechanic level + your Intelligence modifier) to negate this damage.

Theme knowledge Reduce the DCs of Engineering checks to identify cybernetic augmentations and of Life Science checks to recall knowledge about cybernetic augmentation techniques, as well as corporations and other research facilities involved in the production of and experimentation with cybernetic augmentations, by 5.

Theme: Self-Hacker Your constant experimentation has blurred the lines between your body and your augmentations. Once per day as a full action, you can overclock one of your cybernetic augmentations to regain a number of Stamina Points equal to the augmentation’s item level; you must have a cybernetic augmentation installed in your body to use this ability.

Theme: Hardened Systems You understand the potential vulnerabilities of cybernetics and have tinkered extensively with your own to make them more resilient. The DC to hack your cybernetic augmentations via magic or technological means increases by 5, thanks to the devious security countermeasures you have added to them. Additionally, your cybernetic augmentations grant you electricity resistance 5; this resistance stacks with one other source of energy resistance.

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GEAR/POSSESSIONS | Light load: 6, max load: 12 (7/14 with backpack)
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Weapons
Scattergun, Impact 2d12 P 15 ft. — 12 shells 1 2
Plasma Rifle, Yellow Star 2d10 E & F 40 ft. burn 1d8 40 charges 4 2 line, unwieldy
Crossbolter, Advanced 4d10 P 70 ft. — 12 arrows 4 2 unwieldy
Artillery laser, Aphelion (3) 3d8F, 40/4, Penetrating
Knife, survival (L)
Autotarget Rifle (Holy Fusion Seal (5th Level)) (2)

Battery (20 chages) -- in arc emitter
Battery 20/20 charges
Battery 20/20 charges
Battery, high-capacity 40/40 charges
Battery, high-capacity 40/40 charges

Armor
Second skin (L)
Golemforged plating II (3)
Freebooter armor, II (L)
Battle Harness Powered armor
Celerity Rigging powered armor

Armor upgrades
Grey force field (L) 2-slot
Haste circuit (L) 1-slot

Weapon accessories
Heavy gunner harness (2)

Augmentations
Synaptic Accelerators (Technology), MK 2 (DEX)
Force soles Mk1

Magic items
Clear spindle aeon stone
Ring of Resistance Mk1

Other
Starstone compass (L)
Backpack, Consumer (1)
Medkit, basic (L)

Serum of healing, mk 1 (L)

Equipped

Power armor (light load: 11(12) max: 22(23)):

. Plasma rifle (2)
. Crossbolter(2)
. Scattergun (2)
. Artillery laser (3)
. Heavy gunner harness (2)

Heavy armor (light load: 6(7) max: 12(13)):

. Armor (2)
. Artillery laser (3)
. Heavy gunner harness (2)