Gearsman

S-P37 'Spectre''s page

589 posts. Organized Play character for PatheticWretch.


Full Name

S-P37 'Spectre'

Race

Droid

Classes/Levels

Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

About S-P37 'Spectre'

Droid Outlaw Mechanic 6
N Medium Humanoid (Construct)
Init +7; Senses Perception (Low-light, Darkvision) +10
Languages Common, Castrovelian, Shirren, Vesk, Ysoki
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DEFENSE
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EAC 22 KAC 22
SP 48 HP 40 RP 6
Fort +7 (+9 vs. disease, poison), Ref +12, Will +3 (+4 vs. mind-affecting, sleep)
Defensive Abilities Constructed (do not breathe or suffer the effects of vacuum), Energy Shield (11 temp hp; 2 min)
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OFFENSE
________________________________________________________________________
Speed 30 ft. (6 squares)
Melee Dueling Sword (tactical) +5 (1d6+6 B)
Ranged Plasma Rifle (red star-class) +10 (1d8+6 C)
Base Atk +4
Special Attacks Combat Tracking, Overcharge (1d6)

________________________________________________________________________
STATISTICS
________________________________________________________________________
Abilities STR 10, DEX 20, CON 14, INT 20, WIS 13, CHA 8
Feats Weapon Focus (Longarms), Skill Focus (Computers)*, Weapon Specialization*, Versatile Focus, Mobility
Skills Acrobatics +9, Athletics +6, Bluff -1, Computers +19, Diplomacy +2, Disguise -1, Engineering +16 (+20 vs. traps), Intimidate -1, Medicine +9, Perception +10, Physical Science +14, Piloting +8, Profession (Crime Lord) +14, Sense Motive -1, Sleight of Hand +10, Stealth +11, Survival +1 (+5 orienteering) Armor Check Penalty -
SQ Artificial Intelligence, Bypass, Custom Rig, Upgrade Slot, Memory Module (1/day), Mechanic Tricks (Energy Shield, Overcharge, Overclocking), Overload, Remote Hack (20 ft)
Combat Gear frag grenade I (x2), incendiary grenade I, fire extinguisher Other Gear personal upgrade (Dex mk 1), personal upgrade (Int mk 1), jump jets, plasma rifle (red star-class), zero rifle (frostbite-class)(defiant fusion), laser rifle (azimuth), dueling sword (tactical), battle staff, ysoki refractor suit (2 upgrade slots), battery (x2), societal subdermal graft, industrial backpack, hacking kit, datajack, adapter cable, engineering kit, trapsmith tools, navigator's tool, comm unit (personal), cred stick (6616 credits, 100 UPBs)

SPECIAL ABILITIES:

Artificial Intelligence (Ex): 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 (Ex): 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 (Ex): 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.
Constructed:For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
Custom Rig (Ex): 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 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 and drone mods require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit (see 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.
Energy Shield (Ex): 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.
Exceptional Vision: Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only.
Flat Affect: Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
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 × your class level + your Intelligence modifier. Unless otherwise specified, you can’t learn mechanic tricks more than once.
Memory Module (Ex): 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 to recall knowledge. 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.
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. 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.
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. 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.
Overclocking (Ex): 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.
Theme Knowledge: You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5. Sleight of Hand 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 Sleight of Hand checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
*Legal Corruption (6th): Your underworld contacts have serious pull with the corporations and the authorities and can get you out of just about any legal trouble—as long as you’re willing to pay the right price. Depending on the severity of the crime, this can be anywhere between 500 credits × your character level and 10,000 credits × your character level.
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. 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.
Upgrade Slot: Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.
Weapon Specialization (Ex): You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.
Proficiencies: Armor- light and heavy; Weapons– basic melee weapons, grenades, small arms, longarms

BACKGROUND:

"You would be surprised how little I care what you think."

S-P37 ‘Spectre’ is an android, commissioned for service by a minor crime lord named Polo Keefe.

Spectre was designed to provide enforcement, security and information retrieval as Polo grew his criminal operation. Polo was somewhat of a reluctant crime lord, working in his family’s business but never really caring for what he did.

Still, he was good at it, and trafficked in smuggled goods and hacked information. Spectre came equipped with a built-in comm package and computer interface arm. Designed with exaggerated human proportions, Spectre still had the mobility of a human athlete. Spectre was programmed to speak and interact with, but diplomacy is not one of the android’s primary functions. Spectre could handle a wide range of tasks, and Polo never bothered to wipe any of Spectre’s memory, and it became more self-aware and autonomous. Over time, the android developed all kinds of quirks and ticks.

To oversee much of Polo Keefe’s operations, Spectre had two primary directives:
1. Produce options for criminal endeavors.
2. Follow all of Polo Keefee’s commands.

Polo Keefee’s operations came to a crashing halt when a rival crime lord decided to take out his competitor. Barely escaping with his life, Polo considered his options on board his starship. Clearly, his days as a crime lord were over, having lost his operation. His cousin might provide him some cover, recently joined an operation called Starfinders.

With just a few loose ends to clear up, Polo Keefe sent his last, most trusted ally ahead to Absalom Station. Spectre was to join and assist the Starfinders on his behalf. He would rendezvous as soon as he was able.

Spectre followed the last instructions Polo Keefe ever gave him. Polo’s ship exploded with a timed charge as soon as he punched in the coordinates for space travel.

Now at Absalom Station and unaware of his master’s death, Spectre has established some gang affiliations, as well as investigated the Starfinders. This allows him to continue to follow two primary directives:
1. Produce options for criminal endeavors.
2. Follow Polo Keefe’s last command to join and assist the Starfinders.

Appearance

Personality

1. Background
    a. Conflict
    b. Challenges
    c. Mystery
    d. Passion
    e. Birthplace
    f. Family
    g. Professions and Crafts
    h. Significant Past Events
        i. Family-related events
        ii. Personal events
        iii. Notable individuals
    i. Mysteries
    j. Existing Conflicts
    k. What triggered adventuring?
    l. Initial possessions
    m. Bound duties
    n. Quests
2. Primary Motivators - Acquisition and Power
3. Emotion and Core Traits
    a. Emotional Disposition and Moodiness - Contemptuous, Phlegmatic
    b. Core Traits
        i. Outlook:
        ii. Integrity:
        iii. Impulsiveness:
        iv. Boldness:
        v. Agreeableness:
        vi. Interactivity:
        vii. Conformity:
4. Secondary Personality Traits
    a. Sense of Humor
    b. Favorite Topics of Conversation
    c. Group Affiliations
    d. Religion and Spirituality
    e. Quirks, Habits, and Oddities
    f. Hobbies and Enjoyments
    g. Mental Disorders
    h. Barks

Level Progression:

Level 1:
Class Taken: Mechanic
Class Feature Gained: artificial intelligence, bypass +1, custom rig
Stamina points Gained: 8
Hit points Gained: 6
Skill Points (4+5): athletics (1), computers (1), engineering (1), medicine (1), perception (1), physical science (1), profession (crime lord)(1), piloting (1), stealth (1)
Feats: weapon focus (longarms), skill focus (computers)*

Level 2:
Class Taken: Mechanic
Class Feature Gained: mechanic trick
Stamina points Gained: 8
Hit points Gained: 6
Skill Points (4+5): athletics (1), computers (1), engineering (1), perception (1), physical science (1), profession (crime lord)(1), piloting (1), sleight of hand (1), stealth (1)

Level 3:
Class Taken: Mechanic
Class Feature Gained: overload, weapon specialization
Stamina points Gained: 8
Hit points Gained: 6
Skill Points (4+5): acrobatics (1), athletics (1), computers (1), engineering (1), perception (1), physical science (1), piloting (1), profession (crime lord)(1), stealth (1)
Feats: versatile focus

Level 4:
Class Taken: Mechanic
Class Feature Gained: mechanic trick
Stamina points Gained: 8
Hit points Gained: 6
Skill Points (4+5): acrobatics (1), athletics (1), computers (1), diplomacy (1), engineering (1), perception (1), physical science (1), profession (crime lord)(1), stealth (1)

Level 5:
Class Taken: Mechanic
Class Feature Gained: bypass +2, remote hack
Stamina points Gained: 8
Hit points Gained: 6
Skill Points (4+5): acrobatics (1), athletics (1), computers (1), diplomacy (1), engineering (1), perception (1), physical science (1), profession (crime lord)(1), stealth (1)
Feat: mobility
Ability Score Increase: Dex, Con, Int, Wis

Level 6:
Class Taken: Mechanic
Class Feature Gained: mechanic trick
Stamina points Gained: 8
Hit points Gained: 6
Skill Points (4+5): acrobatics (1), athletics (1), computers (1), diplomacy (1), engineering (1), perception (1), physical science (1), profession (crime lord)(1), stealth (1)

Dice:

[dice=Plasma Rifle (red star-class, electricity, fire) (weapon focus)]1d20+10;1d10+6[/dice]
[dice=Plasma Rifle (red star-class, electricity, fire) (weapon focus, combat tracking)]1d20+12;1d10+6[/dice]

[dice=Zero Rifle (frostbite-class, cold) (weapon focus)]1d20+10;1d8+6[/dice]
[dice=Zero Rifle (frostbite-class, cold) (weapon focus) (weapon focus, combat tracking)]1d20+12;1d8+6[/dice]

[dice=dueling sword (tactical) (weapon focus)]1d20+5;1d6+6[/dice]
[dice=dueling sword (tactical) (weapon focus, combat tracking)]1d20+7;1d6+6[/dice]

*weapon specialization- add character level to dmg (or 1/2 character level small arms or operative melee weapons).
*energy shield - Int + mechanic level
*remote hack - increase at 7th and every 2 levels by 10'
*combat tracking (full BAB)

7 - shot on the run

Mobility into Shot on the Run is a dynamite combo for a ranged character. Exocortex mechanics in particular can do a bit of work here. If you eventually get a line weapon, movement-buffing items/feats abilities can get you into an ideal position, and Shot on the Run will let you start and end your turn in cover, hopefully.

https://www.reddit.com/r/starfinder_rpg/comments/6uqnxu/mechanic_exocortex_ sprocket_and_baby_cute/

https://www.reddit.com/r/starfinder_rpg/comments/8t4z1y/ysoki_mechanic_prog ression_sugestions/