Full Name |
Waverly Sayre |
Race |
Percept +5 SM +4 // Init +2 EAC 15; KAC 17 SP 12/12 HP 16/16 RP 4/4 // Fort +2, Ref +6, Will +2 |
Gender |
Male Human roboticist mechanic 1 / envoy 1 |
About Waverly Sayre
Waverly Sayre
Male human roboticist mechanic 1 / envoy 1
None Medium humanoid (human)
Init +2; Senses Perception +2
_________________________________________________
DEFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
EAC 15; KAC 17
SP 12 HP 16 RP 4
Fort +2, Ref +6, Will +2
, +2 insight bonus to saving throws against spells and spell-like abilities., +2 insight bonus to saving throws against spells and spell-like abilities.
_________________________________________________
OFFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed Walk 25'
Melee battleglove, cestus +1 (1d4+1 , critical -; Analog)
Ranged pulsecaster rifle +3 (1d6, critical -; Nonlethal)
Ranged hail pistol, subzero +2 (1d4, critical Bleed 1d4; -)
____________________________________________
STATISTICS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Str 12, Dex 14, Con 11, Int 16, Wis 10, Cha 10,
Base Atk +0; Grp+1
Feats Skill Focus (Engineering), Spellbane, Weapon Focus (Weapon Focus ~ Longarms)
Skills Acrobatics +6, Athletics +6, Bluff +4, Computers +10, Culture +7, Diplomacy +4, Engineering +11, Life Science +4, Medicine +7, Perception +5, Physical Science +7, Piloting +7, Profession (Lab Technician) +7, Sense Motive +4, Stealth +6,
Languages Castrovelian, Common, Vercite, Ysoki
Combat Gear serum of healing mk 1 (2),
Other Gear pulsecaster rifle, hidden soldier armor, clothing (travel), backpack (industrial), tool kit (profession (lab technician)), tool kit (engineering kit), tool kit (hacking kit), computer (tier 1), cable line (titanium alloy/10 ft) (5), battery (2), fire extinguisher, hygiene kit, medpatch, medkit (basic), clothing (profession (lab technician)), clothing (everyday), hail pistol, subzero, battleglove, cestus, 1120.0 gp
_________________________________________________
SPECIAL ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
RACIALTRAITS
Size And Type Humans are medium humanoids and have the human subtype
Bonus Feat Humans select one extra feat at 1st level
Skilled Humans gain an additional skill rank at 1st level and each level thereafter
THEME BENEFITS
Roboticist You are fascinated by the internal workings of machines, whether they're intelligent constructs or technological equipment. You might be someone who enjoys tinkering in a garage, or you might be a worker at a factory that specializes in building robots or weaponry. You're likely interested in exploring and figuring out the innovations of other organizations and species on distant worlds. Regardless of your specific motivation, there's always a gadget that needs tinkering with
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
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
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
Master Roboticist There are few pieces of technology that you're unfamiliar with, so you are sure to take time to examine those unique discoveries you happen upon. Up to twice per day, after you spend at least 10 minutes studying a previously undiscovered piece of technology with an item level within 5 levels of your character level or the wreckage of a significant enemy technological construct, you regain 1 resolve point; this doesn't count as resting to regain stamina points
CLASS FEATURES:
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
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
Combat Tracking 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
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
Envoy Improvisation As you gain experience, you learn envoy improvisations-little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck. You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter. The list of envoy improvisations appears on page 62. If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the dc is equal to 10 + half your envoy level + your charisma modifier. Some envoy improvisations are language-dependent, mindaffecting, sense-dependent, or some combination of any or all of these. These terms are defined on page 270
Expertise You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a sense motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 resolve point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6. Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the skill focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results
Skill Expertise At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: bluff (cha), computers (int), culture (int), diplomacy (cha), disguise (cha), engineering (int), intimidate (cha), and medicine (int)
Exocortex You begin play with an exocortex, an artificial processor that interacts with and augments your biological brain's cognitive functions, which can aid you in a variety of tasks, from combat to digital infiltration. Your exocortex is implanted within your physical body or brain, similar to a piece of cybernetic hardware, allowing your ai to access your mind and feed you information. As you gain levels, your exocortex advances in sophistication and processing power-see exocortex on page 79. Only you can access or interact with your exocortex
Get 'em As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. At 6th level, you can spend 1 resolve point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet
Memory Module 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 (see page 243) to recall knowledge (see page 143). 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
FEATS:
Skill Focus (engineering) You are particularly adept at a certain skill You gain a +3 insight bonus to checks involving the chosen skill.
Special: you can take this feat multiple times. Its effects don't stack. Each time you take this feat, it applies to a new skill
Spellbane Your mind and body are fortified against magic You gain a +2 insight bonus to saving throws against spells and spell-like abilities. If you ever gain the ability to cast spells or use spell-like abilities, you lose the benefits of this feat and can replace it with great fortitude, lightning reflexes, or iron will, or the improved version of one of those feats if you meet its prerequisites
Weapon Focus (weapon Focus ~ Longarms) You have increased training in a particular weapon type, making it easier to hit your target Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic's class level, if you are a drone), you gain a +2 bonus instead