Race |
Skittermander Mechanic 7; SP 44/44, HP 42/42. EAC 24, KAC 24; F+5, R+9, W+3, Cold resistance 6, Perc +14, Low-light vision. |
About Shim-Shim!
Shim-Shim
Skittermander spacefarer mechanic 7
CG Small humanoid (skittermander)
Init +4; Perception +13; low-light vision
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Defense SP 44 HP 42 RP 6
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EAC 24; KAC 24
Fort +5; Ref +9; Will +3; cold resist 6
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Offense
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Speed 60 ft., Climb 60 ft., Swim 60 ft.
Ranged advanced plasma bolter +9 (2d8+7 E&F, 60' range, 5 shots/40 charges/8 per charge) or semi-auto pistol +9 (1d6+3 P) or thunderstrike sonic pistol +9 (1d8+3 So)
Melee tactical dueling sword +7 (1d6+8)
Offensive Abilities combat tracking
BAB +5
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Statistics
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Str 14 (+2); Dex 18 (+4); Con 11 (+0); Int 16 (+3); Wis 12 (+1); Cha 12 (+1)
Skills Athletics +12 (7 ranks), Computers +16 (7 ranks), Engineering +19 (7 ranks), Medicine +12, Perception +13, Physical Science +13, Piloting +14 (7 ranks), Profession (architect) +9 (3 ranks)
Feats Skill Focus (engineering), Jet Dash (When running, you move six times your land speed. Whenever you jump, double the height and distance you can jump. While running, you don’t gain the flat-footed condition.), Weapon Specialization*, Fleet, Swimming Master, Climbing Master
Languages Common, Eoxian, Vesk, Castrovelian, Akitonian
Other Abilities artificial intelligence, bypass +2, exocortex (heavy armor and longarms), combat tracking (move action to treat BAB as mechanic level vs 1 enemy), memory module (1/day re-roll to recall knowledge, adds skill focus), hyper (1/day extra move action), mechanic trick (overcharge: standard action to add +1d6 to energy weapon), overload (standard action to render something inoperable for 1 round, Reflex DC 16 negates), weapon specialization, trick (energy shield: 10 temp HP), remote hack (20' range), trick (visual data processor), expert rig, miracle worker 1/day, exocortex mod (speed)
Theme benefits theme knowledge (reduce DCS to know about strange new worlds or features of space by 5), eager dabbler (You gain a +2 bonus to skill checks if you don’t have any ranks in that skill. This ability does not allow you to attempt checks for trained-only skills)
Other Gear Vesk brigandine I (950 cr, L) (sold for 95 cr), jump jets upgrade (1000 cr, L), tactical plasma bolter (260 cr, 2 bulk), survival knife (95 cr, L), semi-auto pistol (260 cr, L), datapad (55 cr), basic medkit (100 cr, 1 bulk), tool kit (20 cr, L), 2 mk1 serum of healing (150 cr, L) charge cloak (200 cr, L, 4 charges), mk1 Ability Crystal (+2 STR) (1,400 cr), biotech climbing suckers (1,200 cr), portable light (flashlight) (1 cr, L), spare high capacity battery (40 ch, 330 cr), 2 standard batteries (120 cr), vesk brigandine II (2650 cr), advanced plasma bolter (3010 cr), longstrider module armor upgrade (2220 cr), tactical dueling sword (475 cr), glove of storing (4600 cr; holding advanced plasma bolter), formal wear (5 cr), thunderstrike sonic pistol (2300 cr), vesk brigandine III (lvl 8, 8800 cr), sell brigandine II for 265 cr, sell charge cloak for 20 cr, biotech mk3 resistant hide (cold 6, 5890 cr), credstick with 2625 credits