Raatchet's page

613 posts. Organized Play character for bigboom.


| SP 49/49 HP 44/44 | RP 9/9 | EAC 22 KAC 22 | Fire Resist 7 | Fort +6; Ref +10; Will +2 | Init: +5 | Perc: +13, SM: +0


| Speed 30ft | Laser (20/20) (20/20) Pulse (20/20) Disintegrator (40/40) | Active conditions: Fire Resist (7)


Male CN Ysoki Mechanic 7

About Raatchet

Male ysoki themeless mechanic 7
None Small humanoid (ysoki)
Init +5; Senses darkvision (60'); Perception +13

EAC 22; KAC 22
SP 49 HP 44 RP 9
Fort +6, Ref +10, Will +2
, +2 insight bonus to saving throws against spells and spell-like abilities., +2 insight bonus to saving throws against spells and spell-like abilities.
Speed Walk 30'
Melee knife, survival (small/defiant) +11 (1d4+3 , critical -; Analog, operative, A weapon with the defiant fusion resists efforts to be removed from its wielder. If you are wielding it when you are knocked unconscious, panicked, or stunned, it stays in your hand. You also gain a bonus to your KAC against combat maneuvers to disarm the weapon equal to one-fifth the weapon's level (minimum +1).)
Ranged disintegrator rifle, liquidator (small) +11 (1d20+7, critical Corrode 1d6; -)
Ranged laser rifle, azimuth (small/defiant) +11 (1d8+7, critical Burn 1d6; -, A weapon with the defiant fusion resists efforts to be removed from its wielder. If you are wielding it when you are knocked unconscious, panicked, or stunned, it stays in your hand. You also gain a bonus to your KAC against combat maneuvers to disarm the weapon equal to one-fifth the weapon's level (minimum +1).)
Ranged pulsecaster rifle (small/defiant) +11 (1d6+7, critical -; Nonlethal, A weapon with the defiant fusion resists efforts to be removed from its wielder. If you are wielding it when you are knocked unconscious, panicked, or stunned, it stays in your hand. You also gain a bonus to your KAC against combat maneuvers to disarm the weapon equal to one-fifth the weapon's level (minimum +1).)
Ranged shout rifle (small/defiant) +11 (1d4+7, critical Demoralize; Blast, nonlethal, unwieldy, A weapon with the defiant fusion resists efforts to be removed from its wielder. If you are wielding it when you are knocked unconscious, panicked, or stunned, it stays in your hand. You also gain a bonus to your KAC against combat maneuvers to disarm the weapon equal to one-fifth the weapon's level (minimum +1).)

Str 11, Dex 20, Con 12, Int 23, Wis 10, Cha 10,
Base Atk +5; Grp+1
Feats Barricade, Skill Focus (Perception), Spellbane, Versatile Focus, Weapon Focus (Weapon Focus ~ Longarms)
Skills Acrobatics +12, Athletics +10, Computers +18, Culture +9, Engineering +20, Life Science +16, Medicine +16, Mysticism +1, Perception +13, Physical Science +16, Piloting +15, Profession (Corporate Professional) +11, Sleight of Hand +6, Stealth +8,
Languages Abyssal, Akitonian, Aklo, Azlanti, Celestial, Common, Draconic, Goblin, Infernal, Orc, Terran, Ysoki
Combat Gear field ration (per week), serum of healing mk 1 (2), serum of healing mk 2 (2),
Other Gear clothing (profession (corporate professional)), ysoki refactor suit (small/jetpack/radiation buffer), starfinder backpack, personal upgrade mk 1, personal upgrade mk 2, null-space chamber mk 1, antitoxin (tier 1) (2), battery, hygiene kit, medkit (basic), medpatch, tool kit (profession (corporate professional)), tool kit (trapsmith's tools), upb (500), holoskin, clothing (environmental/radiation), tetrad certified translator, radiation badge, disintegrator rifle, liquidator (small), knife, survival (small/defiant), laser rifle, azimuth (small/defiant), pulsecaster rifle (small/defiant), shout rifle (small/defiant), 17377.0 gp

Size And Type Ysoki are small humanoids with the ysoki subtype
Cheek Pouches Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity
Darkvision Ysoki can see up to 60 feet in the dark. See page 263 for more information
Moxie Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter (see page 276), a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check
Scrounger Ysoki receive a +2 racial bonus to engineering, stealth, and survival checks

Themeless If you decide that none of the themes above fit your particular character concept, you can choose not to have a theme. You then gain the following benefits at the listed levels. A themeless character is considerably less powerful than a character with a theme, so choose this option with care
General Knowledge You gain a class skill of your choice when you create a themeless character. Also, you gain an ability adjustment of +1 to any ability score you choose
Certainty Once per day before you roll a skill check, you can gain a +2 bonus to that skill for that check

Artificial Intelligence 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 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 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 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
Exocortex Mods [not implemented]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
Expert Rig 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
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 x your class level + your intelligence modifier. Unless otherwise specified, you can't learn mechanic tricks more than once. The list of mechanic tricks appears on page 71
Memory Module 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
Miracle Worker 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
Overload 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
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 perception or sense motive check (dc = 10 + 1-1/2 x your mechanic level + your intelligence modifier) to determine that you are the origin of this activity
Weapon Specialization You gain the weapon specialization feat as a bonus feat for each weapon type this class grants you proficiency with
Wireless Hack 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. 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

Barricade You are adept at creating quick, temporary cover As a move action, you can stack and reinforce objects that are too small or too fragile to provide cover into a single square of adjacent cover. The gm has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built. The barricade grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover. For more information about cover, see page 253.
The barricade is temporary and not particularly durable. When determining its hardness and hit points, treat it as a piece of equipment with an item level equal to 0. Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn't normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the gm)
Skill Focus (perception) 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
Spellbane Your mind and body are fortified against magic You gain a +2 insight bonus to saving throws against spells and spell-like abilities. If you ever gain the ability to cast spells or use spell-like abilities, you lose the benefits of this feat and can replace it with great fortitude, lightning reflexes, or iron will, or the improved version of one of those feats if you meet its prerequisites
Versatile Focus Your accuracy applies to all weapons with which you are proficient The benefits of weapon focus extend to all weapons with which you are proficient
Weapon Focus (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