Senkuviene's page

303 posts. Alias of Archpaladin Zousha.


| SP 21/21 HP 24/24 | RP 4/4 | EAC 15; KAC 15 | Fort +3; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +1


| Speed 30ft | Active conditions: None.


Female NG shirren athlete mechanic 3

About Senkuviene

Experience 3,300
Wealth 0 Credits

Mechanic 3
NG Medium humanoid (shirren)
Init +6; Senses Perc +4, SM +1, darkvision 60 ft., blindsense (vibration) 30 ft.

EAC 15, KAC15
SP 21 HP 24 RP 4
Fort +4, Ref +5, Will +2

Speed 30 ft.
Melee Basic Handaxe +2 (1d4+3 S)
Ranged Pulsecaster Pistol +4 (1d4+3 E); Range 30 ft.; Critical - , Capacity 20 charges; Usage 1, Bulk L; Special nonlethal
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities

Str 10, Dex 15, Con 12, Int 16, Wis 12, Cha 8

Skills Acrobatics +5, Athletics +3, Computers +7, Engineering +7, Perception +4, Piloting +8, Survival +6

Starship-Combat Version of Skills Acrobatics +5, Athletics +3, Computers +7, Engineering +7, Piloting +5

Feats Improved Initiative, Mobility, Weapon Specialization (Basic Melee Weapons, Small Arms)

Languages Akitonian, Common, Shirren, Vercite, Ysoki

Other Abilities Blindsense-Vibration (30 ft.), Individual Obsession (Survival), Limited Telepathy (30 ft.)

Combat Gear Handaxe (Basic), Pulsecaster Pistol, Industrial EJ Coverall (Infrared Sensors)
Other Gear Athletic Clothing, Battery (2 spare), Blanket, Bedroll, Canteen, Comm Unit (Spare), Everyday Clothing (2 sets) Field Rations (1 week), Flashlight (Spare), Gear Maintenance Kit (5 UPBs), Hygiene Kit, Industrial Backpack, Ion Tape, Party Clothing, Professional Clothing, R2E (4), Rider's Kit, Mark I Healing Serum (2), Zipstick

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.

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. Drones are detailed in Drones beginning on page 74.

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.
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 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 personal comm unit (see page 218). 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.

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. The list of mechanic tricks appears on page 71.

Repair Drone (Ex): When you repair your drone in either manner described on page 74, you repair 25% of its maximum Hit Points instead of 10%. You must have a drone to learn this trick.

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.
Weapon Specialization (Ex):
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.
Boons Slotted this Adventure

All My Boons:

Bot Me!:

Here is where you include pertinent details needed to bot your character. Include dice expressions for your main attacks as well as tactics and any overriding philosophies that might guide your actions. Please include your main ship skills for Starship Combat here.

Charli Poshkettle is an enthusiastic if somewhat ineffective combatant. In the first round of combat, she always uses her get ‘em ability to help the team.

[dice=Stabby (survival knife)+Get ‘em] 1d20+2+1[/dice]
[dice=Slashing Damage]1d4[/dice]

[dice=Pew Pew (azimuth laser pistol)+Get ‘em]1d20+2+1[/dice]
[dice=Flame Damage]1d4[/dice]

In ship combat, she happily serves as Captain or Science Officer. As a Captain, she likes to lead off with a taunt.


Sen's Zoomboard (Drone):
Combat drone 3
None Medium construct (drone, technological)
Init +1; Senses Perception +0
EAC 13; KAC 16 DR 1/-
SP 0 HP 30 RP 1
Fort +3, Ref +2, Will +1

Speed 30'
Ranged Python-Series Hydra Cannon +3 (1d6 E&F); Range 20 ft.; Capacity 20 charges; Usage 2; Bulk 2; Special blast, shape 1, unwieldy
Str 14, Dex 12, Con *, Int 6, Wis 10, Cha 6,
Base Atk +3; Grp
Feats Heavy Weapon Proficiency, Jet Dash, Mobility
Skills Acrobatics +7
Combat Gear Python-Series Hydra Cannon
Other Gear


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. The list of basic mods appears starting on page 77
Reductive Plating Your drone gains damage reduction 1/—. This increases to DR 2/— at 7th level and increases by 1 again at 13th level and every 3 levels thereafter.
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
Riding Saddle Your drone is equipped with a seat and programming to carry a rider as a combat-trained mount. If you ride your drone, it must be at least your size or larger. To carry another rider, the drone must be at least one size larger than the rider. You no longer need to attempt the Survival check to fight from a combat-trained mount (see page 149 for more information).
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)
Weapon Mount (x2) 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
Weapon Proficiency Your drone gains one of the following feats as a bonus feat (it must meet all the prerequisites of the chosen feat): Advanced Melee Weapon Proficiency, Basic Melee Weapon Proficiency, Heavy Weapon Proficiency, Longarm Proficiency, Small Arm Proficiency, or Special Weapon Proficiency. You can select this mod multiple times; each time, your drone gains another of the available proficiency feats as a bonus feat.
Jump Jets Your drone is equipped with powerful miniature jets. It can use these jets to jump up to 30 feet as a move action (either vertically, horizontally, or in any combination that does not exceed 30 feet). If applied to a hover drone, these jets instead allow your drone to increase its fly speed by 30 feet for 1 round. Once used, these jets must cool down for 1 minute before they can be used again.

Jet Dash, Mobility