Shathbardok

Yargnod Kir'eed's page

205 posts. Alias of EbonFist.


Full Name

Yognard Kir'eed

Race

| EAC 27 KAC 29| Fort +10, Ref +10, Will +4

Classes/Levels

| [SP] 99/99 [HP]72/72| Resolve: 9/9 |

About Yargnod Kir'eed

N Mechanic (Xenoarchaeologist) 11th
Male Medium Kanabo(outsider, goblin, native)
Init +7, Senses Perception +17, Darkvision 60', see invisibility
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DEFENSE
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EAC 27 KAC 29
SP 99 HP 72 RP 9
Fort +10, Ref +10, Will +6
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OFFENSE
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Speed 30'
Ranged [dice=Justifier (Doom Caller Desperation Cannon)]1d20 + 13[/dice] [dice=Electricity and Fire]3d12+11[/dice] (aurora, bright, force, penetrating, unwieldy)
Melee [dice=Ultrathin Swordcane]1d20 + 12[/dice]
[dice=Piercing]2d4+8[/dice]

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STATISTICS
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Str 16, Dex 16, Con 16, Int 18, Wis 12, Cha 10
Base Atk +8
Feats: Weapon Focus, Deadly Aim, Heavy Armor Proficiency, Technomantic Dabbler, Improved Initiative, Iron Will
Skills Athletics +14, Computers +21, Disguise +11, Engineering +21, Medicine +18, Perception +18, Physical Science +18, Piloting +17
Languages Common, Draconic, Goblinoid, Infernal, Vesk
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SPECIAL ABILITIES
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RACIAL TRAITS
SIZE AND TYPE
Kanabo are Medium humanoids with the goblinoid and native subtype.
Darkvision
Kanabo have darkvision with a range of 60 feet.

Armor Savant
Kanabo have an innate mastery of the use of armor. When wearing armor, they gain a +1 racial bonus to AC. When wearing heavy armor, their armor check penalty is 1 less severe than normal.

Kanabo Magic
Kanabo gain the following spell-like abilities. The caster level for these effects is equal to the kanabo’s level.
1/day—disguise self, [1]supercharge weapon

Technomancer Spells
0 - Mending, Psychokinetic Hand
1st [3][2][1] Supercharge Weapon

THEME & BENEFITS
Xenoarchaeologist
THEME KNOWLEDGE
You have trained yourself to have few presuppositions about the foreign devices you uncover. Reduce the DC to identify rare, ancient, or alien tech by 5. Engineering 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 Engineering checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
Trap Spotter
You often encounter ancient, exotic traps and security devices, varying from mechanical defenses to magical wards. You have honed your senses to pick out warning signs of traps of any kind. When you come within 10 feet of a trap, you can immediately attempt a Perception check to notice the trap, which should be rolled in secret by the GM

CLASS FEATURES
Weapon Prototype Proficiency (Heavy Weapons)
You gain proficiency in advanced melee weapons, heavy weapons, or longarms. Once this choice is made, it can’t be changed. Your weapon prototype must be a weapon of this type. Your designated weapon prototype calculates its hardness, HP, and saves as if its item level were 5 higher.

Superior Firepower
When you attack with your experimental weapon prototype, you can enhance its damage dealt to select foes. As a move action, you calibrate your weapon prototype to deal additional damage to one enemy you can see. You gain an insight bonus equal to your mechanic level to damage on all attacks against the designated target. Calibrating your weapon against another enemy causes you to immediately lose this bonus against the previous enemy.

Improved Magazine
Your experimental weapon prototype can carry more ammunition than a normal weapon of its type. If it contains individual darts, petrol, rounds, shells, or similar physical ammunition, its capacity is doubled. If it uses batteries, it can hold two batteries of the normal size for that weapon, drawing charges from either.

Enhanced Prototype Proficiency
You can use your prototype weapon with one hand without penalty, even if it is normally a two-handed weapon.
Advanced Customization
You can apply one of the following weapon special properties to your experimental weapon prototype. You can apply only special properties that are applicable to the weapon you’re using, so you couldn’t (for example) add quick reload to a weapon that doesn’t use charges or ammunition. The GM is the final arbiter of what can be applied to any weapon. Choose from: aurora, block, breach, breakdown, bright, disarm, echo, extinguish, feint, injection, harrying, penetrating, quick reload, recall, stun, trip.
At 11th level, you can add a second weapon special property from that list, or you can add force as a second weapon special property. Alternatively, instead of adding a second property, you can add a critical hit effect from the following list, which applies in addition to any other critical hit effect that applies to the attack: arc (1d6, +1d6 per 5 item levels), bind, bleed (1d6, +1d6 per 5 item levels), corrode (1d6, +1d6 per 5 item levels), deafen, knockdown. You may add this even if the weapon already has a critical hit effect, and on a critical hit both effects apply. A weapon cannot have two versions of the same critical hit effect.
At 17th level, you can instead add the blind, demoralize, wound, sicken, or staggered critical hit effect in place of a second weapon property or a critical hit effect.
Each time you gain a mechanic level, you can switch any of these customizations for a different customization, but you must always choose at least one customization from the 7th-level list.

Versatile Design
Long hours of research and tinkering have taught you how to modify your weapon prototype on the fly. Select four weapon fusions of a level your prototype weapon qualifies for. Your weapon gains one of these fusions without it counting against the total item levels of fusions it can have. With 10 minutes of work, you can change the weapon fusion currently installed in your weapon prototype to another of your selected fusions. If a fusion selected with this ability has a limited number of uses, using it counts against the uses of any other fusion you access with this ability. Each time you gain a mechanic level, you can change the four fusions you have selected.

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.

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 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.

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. See page 213 for more information on computers.

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.

Mechanic Tricks
Overcharge: 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.

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

Portable Charging Station: You can use your custom rig to recharge batteries. You can spend 10 minutes in contact with a battery and restore its charges to full. Once you have used your portable charging station a number of times per day equal to your Intelligence bonus (minimum 1), you can’t do so again for 24 hours.

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.

Improved Overcharge
The additional damage of the overcharge mechanic trick increases to 2d6. You must have the overcharge mechanic trick to learn this trick.

Invisibility Bypass Processor
Your visual data processor now allows you to see invisible creatures as per see invisibility. You must have the visual data processor mechanic trick to learn this trick.

Weapon Specialization
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.

Remote Hack
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.

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.
Override
Your overload class feature now affects androids, drones, robots, and creatures with the technological subtype, which must succeed at a Will saving throw (DC = 10 + half your mechanic level + your Intelligence modifier) or be dazed for 1 round. If the target fails its saving throw by 10 or more, it is not dazed and you can dictate its actions for 1 round, though these actions can’t be obviously self-destructive. Once a creature has attempted a saving throw against this attack (regardless of the result), it is immune to this attack for 24 hours.

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Gear
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Augmentations
Accelerated Datajack

Consumables
3 Ultracapacity Batteries (100 charges)
Battery (20 Charges)

Armor
Skittersuit I
Computer Interface
Purple Forcefield
Jetpack

Other Gear
Every Day Clothing
Consumer Backpack

Justifier
Bottom Rail - Heavy Bayonet Bracket (Ultrathin Sword Cane (20’ Adamantine Cable Line))
Any - Uniclamp (Basic Autograppler)
Null - Stock
Any - Laser Sight

Money: 45