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About RecorvaFemale Strix Roboticist Mechanic 12
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Skills:
Languages: Arkanen, Akitonian, Aklo, Brethedan, Castrovelian, Common, Draconic, Drow, Elven, Eoxian, Kalo, Kasatha, Sarcesian, Shadowtongue, Shirren, Strix, Triaxian, Vercite, Vesk, Ysoki Class Qualities: Artificial Intelligence (Drone), Bypass (+3), Coordinated Assault, Custom Rig, Expert Rig, Mechanic Tricks (Energy Shield, Hyperclocking, Overcharge, Overclocking, Repair Drone, Improved Overcharge), Miracle Worker (2/day), Overload, Override Remote Hack, Weapon Specialization
Combat Equipment: Corona Laser Rifle (Light Bayonet Bracket), Lashunta Mind Mail 2 (), Survival Knife, Tactical Dueling Sword
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Artificial Intelligence (Drone):
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.
Drone
Exocortex
Bypass (+2):
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. Coordinated Assault:
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. 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. 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. Darkvision (60 ft):
Strix can see up to 60 feet in the dark. 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. Feats:
Improved Initiative You gain a +4 bonus to initiative checks. Longarm Proficiency You gain proficiency in longarms. Master Crafter (Engineering) Choose one skill that allows you to craft items in which you have the required number of ranks. When you craft items using that skill, it takes half the normal time. Skill Synergy (Culture, Stealth) Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead. Technomantic Dabbler Choose two 0-level technomancer spells and one 1st-level technomancer spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. Your caster level is equal to your character level, and the key ability score for these spells 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. Versatile Specialization You gain specialization (see page 243) in all weapons with which you are proficient that can be selected with Weapon Specialization. Weapon Specialization Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you 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. Mechanic Tricks:
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. The list of mechanic tricks appears on page 71. Mechanic Tricks Chosen:
Energy Shield 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.
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 (see page 181) 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. Overclocking You have augmented the performance of your AI for maximum response timing. You gain a +2 insight bonus to initiative checks, and either you (if you have an exocortex) or your drone (if you have a drone) gains a +2 insight bonus to Reflex saves. Repair Drone When you spend 10 minutes to repair your drone, you repair 25% of its maximum Hit Points instead of 10%. You must have a drone to learn this trick. Improved Overcharge The additional damage of the overcharge mechanic trick increases to 2d6. You must have the overcharge mechanic trick to learn this trick. Miracle Worker (2/day):
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. Nightborn:
Strix gain a +2 racial bonus to Perception and Stealth checks in dim light or darkness. 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. 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. 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. 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 × your mechanic level + your Intelligence modifier) to determine that you are the origin of this activity. Strix Mobility:
Strix have a land speed of 20 feet and an extraordinary fly speed of 30 feet with average maneuverability. Suspicious:
Strix receive a +2 racial bonus to saving throws against illusion spells and effects. Technical Knack:
You’ve developed a unique talent for efficiently repairing constructs and starships, whether effecting emergency repairs on a drone or keeping robotic allies in the fight. Once per day, you can cast make whole, but you can target only construct creatures or damaged technological (not hybrid or magical) items. When repairing a starship (Starfinder Core Rulebook 321), you reduce the time spent to 2 hours of work instead of 5. 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. Tinkerer:
Strix have a natural eye for technology and can craft such items at incredible speed. It takes a strix a base time of 2 hours to craft a technological item. Weapon Specialization:
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with. . Appearance:
Standing at 5'9", Recorva has a slender physique, which is framed somewhat by her large pair of wings. Both her feathers and her skin are a deep ebony, while her eyes are a milky white. Her hair (which also happens to be white) is mostly shoulder-length, except for one side of her head where it is significantly shorter.
She typically dresses in
Background:
Born inside the Aerie of the Sun, known to most other races simply as Qidel, Recorva spent most of her childhood learning, flying, and enjoying life. She took particular joy in learning how to use and build computers and other machines. She even created her first AI when she was 12 years old, which she housed in a small robotic avian figure and named Rain.
This all changed when she was 15 years old. In some kind of freak accident, she lost both her left arm from the shoulder down and her left leg from the hip down, and she also suffered extensive internal damage. After several days of surgery and two years of physical therapy, she was recovered enough to move around on her own without any form of assistance. During this time, she had designed and built her own prosthetic limbs, customized to fit her exactly and fit in seamlessly with her natural flesh. Additionally, she designed a new frame for Rain, building him a much larger housing. Based on the new frame she had constructed, she expanded his name into Rain-Cadom, but still routinely refers to him as simply Rain. Eventually, she left Qidel (and even Verces altogether), traveling to orbit and getting herself hired on to be a crewmember of a traveling freighter. She worked in this way for a couple years, supporting herself utilizing hers and Rains abilities. Eventually, she joined up with her current crew, and has become closer to them than any other crew she has previously served with.
. The Spirit of Lady Lonilai:
HP: 75 Total Shields: 320/320 Forward Shields: 80/80 Port Shields: 80/80 Starboard Shields: 80/80 Aft Shields: 80/80 Systems: All functional |