Android

X5NSA's page

158 posts. Organized Play character for Galdrock.


Full Name

X5NSA

Race

Android

Classes/Levels

Mechanic / Ace Pilot / 2 | LN | SP 6/12; HP 16; RP 5 | EAC 15; KAC 16; | Fort +3; Ref +4; Will +0 | Init +2; Percept +5

Size

Medium

Age

Brand New model

Special Abilities

Combat Drone

Alignment

LN

Deity

Triune--The All-Code

Occupation

Pilot

Strength 12
Dexterity 14
Constitution 11
Intelligence 18
Wisdom 10
Charisma 8

About X5NSA

Race: Android
Class: Mechanic (Combat Drone)
Theme: Ace Pilot
Homeworld: Aballon
Faction: Exo-Guardians
Age: 0
Alignment: Lawful Neutral
Str 12, Dex 14, Con 11, Int 18, Wis 10, Cha 8
EAC 15, KAC 16, CMD: 24
HP: 16
Stamina: 12
Resolve: 5
Armor Proficiency: Light Armor
Weapon Proficiency: Basic Melee Weapons, Grenades, Small Arms
Abilities:
BAB: +1 Init: +2
Fort: +3 Ref: +5 Will: +0
Melee: +2 Thrown: +2 Ranged: +3

Background:
X5NSA is an android that has recently attained awareness and looks to help advance the understanding that machines can be useful to the Starfinder Society. X5 looks to connect with computers, droids, etc. and show their value to the Society. Rules are what separate useful from chaos and X5 strictly adheres to agreements made. In addition, X5 looks to understand the nature of other natural occurring species and preserve their rules that make them useful.

Combat Rolls:

[dice=Initiative]1d20+2[/dice]
[dice=Azimuth Laser Pistol]1d20+3;1d4[/dice] (BAB=0, Dex=2) Fire, Burn 1d4
[dice=Tactical Baton]1d20+3;1d4+1[/dice] (BAB=0, Operative Dex=2) Bludgeon, Analog, Operative

Skills:

[dice=Acrobatics(C)(2)]1d20+6[/dice]
[dice=Athletics]1d20+0[/dice]
[dice=Bluff]1d20-1[/dice]
[dice=Computers (C)(2)]1d20+10[/dice]
[dice=Culture]XXX[/dice]
[dice=Diplomacy ]1d20-1[/dice]
[dice=Disguise]1d20-1[/dice]
[dice=Engineering (C)(2)]1d20+10[/dice]
[dice=Intimidate ]1d20-1[/dice]
[dice=Life Science (1)]1d20+6[/dice]
[dice=Medicine (C)(2)]1d20+9[/dice]
[dice=Mysticism]XXX[/dice]
[dice=Perception (C)(2)]1d20+5[/dice]
[dice=Physical Sciences (C)(2)]1d20+9[/dice]
[dice=Piloting (C)(2)]1d20+8[/dice]
[dice=Sense Motive]1d20-2[/dice]
[dice=Stealth]1d20+1[/dice]
[dice=Survival]1d20+0[/dice]

Languages:
Common, Aklo, Draconic, Terran, Eoxian

Gear:
Carbon skin-graphite, azimuth laser pistol with 1 battery (20 charges), extra 20 charge battery, tactical baton, Medpatch, Tier 2 Computer, Star Sugar Heartlove, credstick(16.5)

Society Subdermal Graft:

This implant rests beneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in a species that lacks hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder's Society's symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.

Size: Medium
Type: Humanoid (Android)
Feats:
Medical Expert:
You can use the Medicine skill in conjunction with a medpatch or sprayflesh to treat deadly wounds as a full action. If you have an ability that enables you to treat deadly wounds more often but with a longer time frame (such as the envoy’s surgeon expertise talent), you cannot use this feat to use that ability more quickly. When used in this way, the medpatch or sprayflesh does not perform any of its normal functions. You can also use the Medicine skill to provide longterm care with just a medkit.

Mechanic Tricks:
Repair Drone (Ex):
When you spend 10 minutes to repair your drone, you repair 25% of its maximum Hit Points instead of 10%. You must have a drone to learn this trick.

THEME KNOWLEDGE (1ST):

1st:
You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

android:
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.

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.
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.
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.


mechanic:
You have a drone and 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.

CD1 (Combat Drone 1):
: A tracked battle droid with a heavy weapon.
Str 14, Dex 12, Con -, Int 6, Wis 10, Cha 6
EAC 13, KAC 16, CMD: 23
HP: 20/20
Armor Proficiency: DR 1 for reductive plating
Weapon Proficiency: 2 Weapon Mounts with Heavy Weapon proficiency
Abilities:
BAB: +2 Init: +1
Fort: +3 Ref: +1 Will: +0
Melee: +4 Thrown: +4 Ranged: +3
Combat Rolls:
[dice=Initiative]1d20+1[/dice]
[dice=Reaction cannon, light]1d20+4;1d10[/dice] (BAB=2, Dex=1, Weapon Focus=1) Pierce, Penetrating

Skills:

[dice=Acrobatics]1d20+1[/dice]
[dice=Athletics(C)(1)]1d20+6[/dice]
[dice=Bluff]1d20-2[/dice]
[dice=Computers ]xxx[/dice]
[dice=Culture]XXX[/dice]
[dice=Diplomacy ]1d20-2[/dice]
[dice=Disguise]1d20-2[/dice]
[dice=Engineering]xxx[/dice]
[dice=Intimidate ]1d20-2[/dice]
[dice=Life Science ]xxx[/dice]
[dice=Medicine]xxx[/dice]
[dice=Mysticism]XXX[/dice]
[dice=Perception]1d20+0[/dice]
[dice=Physical Sciences]xxx[/dice]
[dice=Piloting]1d20+1[/dice]
[dice=Sense Motive]1d20+0[/dice]
[dice=Stealth]1d20+1[/dice]
[dice=Survival]1d20+0[/dice]

Feats: Weapon Focus (Reaction cannon, light)

Enhanced Armor (Ex) D Your drone gains a +2 bonus to its AC. At 11th level, you can choose this mod a second time as an advanced mod.
Gear: Reaction cannon (light) with 20 rounds, Reload clip with 20 rounds.

Drone Repair FAQ Rules:
How does a mechanic repair his drone?
Once per day, a mechanic can take 10 minutes to repair his drone, which then recovers 10% of its Hit Point maximum. Additionally, any time a mechanic takes a 10-minute rest and spends a Resolve Point to recover his Stamina Points, he can also choose to repair his drone as part of that same time period. This is an exception to the normal rule that you cannot perform any tasks while taking a 10-minute rest to recover your Stamina Points. The repair drone mechanic trick increases the amount the mechanic's drone recovers when it is repaired (in either way) to 25% of its maximum Hit Points.