About S1G-NL. . . . S1G-NL (Signal)
Size / Type: Small Construct (Technological)
Initiative: +2 (+2 Dex)
Attributes
BAB: +0 (+0 Mechanic) Pulsecaster Pistol
HP: 8 (2 SRO + 6 Mechanic)
EAC: 13 (10 Base + 2 Dex + 1 Armour)
Fort +2 (2 Mechanic + 0 Con)
Notes:
7 / Level (4 Base + 3 Int) Class Skills: Athletics, Computers, Diplomacy, Disguise, Engineering, Medicine, Perception, Physical Science, Piloting, Profession, Sense Motive
Skill Synergy: You gain Diplomacy and Disguise as Class Skills. (Level 1 Feat)
Proficiencies: Light Armour, Basic Melee Weapos, Small Arms, Grenades Theme: Law Officer Theme Knowledge: Your training and job experience allow you to deal with everyday citizens and dangerous criminal elements with equal efficacy. Combining keen senses and intuition, you have learned to quickly determine if other people you are interacting with are acting suspiciously, hiding or misrepresenting the truth, or trying to pass coded messages. Reduce the DC of Sense Motive checks to detect deception and discern secret messages by 5. Apply the same reduction to DCs for any checks you attempt to recall knowledge about criminals, law-enforcement agents, laws, and related law-enforcement practices. Sense Motive 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 Sense Motive checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation. 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. Drone: You begin play with a powerful robotic drone to house your AI. You build and control this drone, which accompanies you on your adventures and is capable of combat, espionage, and other specialized tasks. As you gain levels, your drone advances in sophistication and gain additional abilities. While the value of your drone is immense, only you, with your extensive knowledge of its quirks and security measures, can ever hope to operate or repair it. 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. 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.
Size: Small Type: Construct (Technological) Darkvision: SRO can see up to 60 feet in the dark. Healing Circuit: In addition to being constructs and thus able to benefit from spells like make whole, SROs count as living creatures for the purposes of magic healing effects that work on living creatures, though the number of Hit Points restored in such cases is halved. A character must use the Engineering skill to perform the tasks of the Medicine skill on SROs. SROs also heal naturally over time as living creatures do, and can benefit from magic or technology that can bring constructs back from the dead, as well as effects that normally can’t (such as raise dead). Integrated Equipment: An SRO has an internal, integrated standard datajack and comm unit. If an SRO is helpless, these can be removed or destroyed without damaging the SRO. They can be replaced or upgraded for the normal price of this equipment. An SRO has an additional built-in cybernetic component with an item level no greater than half the SRO’s character level (minimum item level 1). Each time the SRO gains a level, they can swap out this piece of equipment at no additional cost to represent internal reconfigurations. These pieces of equipment don’t count against the systems in which an SRO can install cybernetics. Robotic: SROs are immune to bleed, disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. SROs can be affected by effects or spells that normally target only humanoids, but receive a +4 racial bonus to saving throws against such effects. SROs can eat and drink, though they don’t need to, and they must recharge their internal batteries by entering an off-line mode that is similar to sleep for 8 hours every day. SROs do not breathe or suffer the normal environmental effects of being in a vacuum.
Currency: 35 Credits
Pulsecaster Pistol (1d4 Electric, 20 charges, 30 ft.)
Second Skin Armour
Flashlight
Toolkit
Extra Battery
Emergency Beacon
Basic Medkit
Medpatch
Binders (x4)
Steward Radio Dispatch
Cybernetics
Chassis: Hover Drone
Attributes
Offense
Defense
EAC 14 (11 Base +3 Dex)
Fort +0 (+0 Base +0 Con)
Skills
Feats Skill Subroutines: Choose another skill from the skill unit list. This is a class skill for your drone, which gains a number of ranks in that skill equal to your mechanic level. Your drone also increases its Intelligence score by 2. At 11th level, you can choose this mod a second time as an advanced mod. If you do, choose an additional skill to become a class skill for your drone (this skill doesn’t have to be on the skill unit list). Your drone gains ranks in the skill equal to your mechanic level. Your drone also increases its Intelligence score again by 2. 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. 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 separate initiative roll). You must be able to issue simple commands to your drone, but you don’t have to spend actions to issue these commands. To receive these commands, your drone must be able to see or hear you or be within range of your custom rig. If you become unconscious 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 rebuild your drone from scratch. Additionally, 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). Mods Flight System (Innate, x2): Your drone gains a fly speed equal to its land speed with average maneuverability. Weapon Mount (Innate): You can affix a small arm or another one-handed ranged weapon on your drone, allowing it to wield that weapon and attack with it. This weapon cannot be disarmed. Mounting a longarm, a heavy weapon, or another two-handed ranged weapon requires two weapon mounts. A weapon mount can hold up to two batteries, two magazines, or two of another type of ammunition for the affixed weapon, provided this ammunition is of light bulk or less. Multiple weapon mounts used to affix a single two-handed weapon count as a single weapon mount for the purpose of how much ammunition it can hold. The drone reloads these batteries or magazines automatically, which takes the usual amount of time for the weapon. Spent batteries or magazines are stored within the drone. You can replace all of a weapon mount’s batteries or magazines as a move action. You must purchase separately or already have the weapon and ammunition for use with a weapon mount. You can replace the weapon with any other weapon that meets the criteria for your mount (for example, if you have two weapon mounts, you could replace a longarm with a heavy weapon). Swapping out a weapon in a weapon mount requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional weapon mount to the drone. Camera: Your drone has a camera that you can see through using your custom rig as long as your drone is within range. The camera has ordinary sight, and is capable of seeing whatever an ordinary human could see. The camera can also record up to 1 hour of footage, which can be downloaded and viewed using your custom rig.
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