Drow Scout

Xylian Xuuvats's page

931 posts. Alias of Crisischild.


Full Name

Xylian Xuuvats

Race

Ultracold Hailcannon +14 (+17) (UCB 3: 40/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage |

Classes/Levels

Conditions:Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Gender

Stamina 27/70 HP 62/62| EAC 22 KAC 23| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 |

Age

26

Alignment

LN

Languages

Akitonian, Aklo, Ancient Daimalkan, Ancient Daimalkan, Castrovelian, Common, Daimalkan, Draconic, Ignan, Kasatha, Osharu, Pahtra, Protean, Shirren, Skittermander, Starsong, Vesk, Ysoki

Strength 13
Dexterity 20
Constitution 10
Intelligence 20
Wisdom 14
Charisma 10

About Xylian Xuuvats

Xylian Xuuvats
Male damai roboticist mechanic 10
LN Large humanoid (damai)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +18
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Defense SP 60 HP 62 RP 10
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EAC 22; KAC 23
Fort +7; Ref +14; Will +5
Defensive Abilities scrappy
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Offense
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Speed 20 ft.
Melee (M) tactical dueling sword +12 (1d6+13 S; analog)
Ranged azimuth laser rifle +14 (+17) (1d8+10 F; critical burn 1d6) (HCB 01: 40/40 Usage 1) or
. . Ultracold hailcannon +14 (+17) (4d8+10 C & P; automatic) (UCB 03: 100/100 Usage: 4 (12)) (Laser Sight; Uniclamp w/ fire extinguisher
Space 10 ft.; Reach 5 ft.
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Batteries
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Ultra Capacity Battery 1: 00/100
Ultra Capacity Battery 2: 00/100
Ultra Capacity Battery 3: 100/100
Ultra Capacity Battery 4: 100/100
Mobile Power Supply 1: 80/80
High Capacity Battery 1: 40/40
High Capacity Battery 2: 40/40
High Capacity Battery 3: 40/40
High Capacity Battery 4: 40/40
High Capacity Battery 5: 40/40
High Capacity Battery 6: 40/40
High Capacity Battery 7: 40/40
High Capacity Battery 8: 40/40
High Capacity Battery 9: 40/40
High Capacity Battery 10: 40/40
High Capacity Battery 11: 40/40
High Capacity Battery 12: 40/40
. . 1/day—mind link
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Statistics
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Str 16 (+3); Dex 20 (+5); Con 10; Int 20 (+5); Wis 14 (+2); Cha 10 (+0)
Skills Athletics +2, Computers +22 (10 ranks), Culture +18, Engineering +21 (10 ranks), Life Science +18, Medicine +17, Mysticism +12, Perception +18, Physical Science +21, Piloting +13 (10 ranks); (theme knowledge (roboticist))
Languages Akitonian, Aklo, Ancient Daimalkan, Ancient Daimalkan, Castrovelian, Common, Daimalkan, Draconic, Ignan, Kasatha, Osharu, Pahtra, Protean, Shirren, Skittermander, Starsong, Vesk, Ysoki

Combat Gear: Advanced Lashunta Tempweave (+9 EAC, +10 KAC, +6 Dex, 0 ACP)(Thermal Regulator, Infrared Sensor) ; Sci-Shield Unit (Battery 2: 40/40) (+10 EAC, +11 KAC, +2 Dex, -3 ACP, 25 Speed, 16 STR, 1d10P, Large, 40 Charges 1/Hr)(Automated Loader, Light Projector)

Other Gear: Reconfigurable Clothing (Environmental Clothing (Cold, Hot, Radiation, Zero G), Professional Clothing (Scientist), mindlink circlet mk I, 1x mk1 serum of healing (1d8 Hit Points), Purple Nanite Hypopen (Remove Condition), Tier 1 Stimulant (Remove Fatigue/Exhaustion 1d4 rnds), Tier 1 Stimulant (Remove Fatigue/Exhaustion 1d4 rnds), credstick (748); (gear clamp (2)), basic medkit, gear maintenance kit, industrial backpack Augmentations custom rig, Synaptic Accelerator (+2 Dex)

In Storage: proog

Feats Heavy Weapon Proficiency, Powered Armor Proficiency, Skill Focus (physical science), Skill Synergy (culture, life science), Versatile Specialization, Weapon Focus (longarms)

Other Abilities
Adaptive Weapon As a move action, you can touch a technological weapon wielded by an ally and change one type of energy damage to another type of energy damage of your choosing. This change lasts for a number of rounds equal to your Intelligence modifier.

Artificial Intelligence: Exocortex

Bypass (+2): 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: You always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt.

Combat Tracking (Move Action): Treat Mechanic level as BAB.

Crafting Savant (Theme 6): 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.

Expert Rig: Your custom rig has improved. Whenever you use your custom rig to successfully hack into a computer, you can also disable one countermeasure installed in the system (except firewalls). In addition, your custom rig can now be used as any engineering or hacking specialty kit of item level 6th or lower, and it has the features of a computer with a tier equal to half your level with the artificial personality, hardened, or security I upgrade module. It also has an audio/video recorder. You can add extra modules or countermeasures to your custom rig at the normal prices.

You can also use your custom rig to communicate over an encrypted channel with your ship, allowing you to access your ship’s downloaded data sets and transponder (see page 430) at a range of 5 miles. If you have a drone, you can issue commands to or directly control your drone at the same range.

Memory Module: 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 (Physical Science) 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.

Miracle Worker: As a move action, you can repair damage to a starship’s systems or modify a suit of armor or weapon to function more efficiently. To use this ability, you must be able to handle the item affected without impediment. You can use this ability once per day at 7th level, plus one additional time per day for every 4 mechanic levels you have beyond 7th. The exact effect of this ability depends on the object or system you are modifying.
Armor: You grant a +2 enhancement bonus to a suit of armor’s EAC and KAC for 1 minute.
Weapon: You grant a +2 enhancement bonus to a weapon’s attack and damage rolls for 1 minute.
Damaged Ship: You restore a number of Hull Points equal to the starship’s base frame HP increment. If this raises the ship’s HP over a multiple of its Critical Threshold, you can repair critical damage to one system per multiple, reducing its severity by one step. For example, if your starship’s Critical Threshold is 8 and you restore 10 HP, reducing the damage to the hull from 17 HP to 7 HP, you could restore one system from wrecked to glitching. Using this ability during starship combat is your action for the turn, and you can do it only during the engineering phase. See page 292 for more on ship construction and page 320 for more on damage to ships.

Overcharge (Mechanic Trick): 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 (see page 181) 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.

Overclocking (Mechanic Trick): 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.

Overload: 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.

Remote Hack (DC 24): 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.

Twin Tracking You can designate two targets for your exocortex to track, increasing your base attack bonus against each. You can designate both targets with a single move action, but you must be able to see them both at that time.

Visual Data Processor (Mechanic Trick): You notice even the smallest shifts in movement, temperature, and vibration, gaining the insight bonus from your bypass class feature to Perception skill checks.

Wireless Hack: On any round you don’t use combat tracking, your exocortex can access another computer system within 20 feet, allowing it to attempt a Computers check against that computer each round, using your skill bonus. This counts as a standard action for the purpose of the Computers skill. You must remain within 20 feet of the computer system for the entire time your exocortex is interacting with the computer. If the task requires multiple actions (or even rounds) to accomplish, you can spend your actions to work in concert with your exocortex, counting both your action and the exocortex’s effective standard action toward the total time required. If you don’t have the remote hack class feature, you must be adjacent to the computer to attempt your checks

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Special Abilities
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Scrappy (1/day) (Ex) Generations of living together in underground shelters and under the constant threat of enormous creatures have taught damais to work together against all odds. Once per day, as long as an ally is within 10 feet, a damai can reroll a failed attack roll or saving throw.

Xylian Shopping List:
High-Density Datajack: 2600 Credits