◆ ◇ ↺ Female Halfling Mechanic 1 [Piazo Character name Zlee Vuolk]
About Zlee Vuolk
Prior to playing in a game as a 2nd level character, I took the option to remake this character and applying the credit from Zlee's first three scenarios to this character. I cannot change the name of this character (made more than 10 posts in PBP) so the name associated with this PC is Zlee Vuolk, In play, however, the character name is Jilgrace Stellarwind.
Melee Attacks Talon +6/+2/-2 (1d6 A or S) [Agile, Finesse, Modular (A, Critical (Corrosive), Tech, OR S And Analog]
Shooting Starknife +6/+2/-2 (1d4 P or S) [Agile, Analog, Deadly d6, Finesse, Thrown 20 ft., Versatile S]
Ranged Attacks Sonic Rifle +6/+1/-4 (1d6 So) Range 40 ft. [Boost 1d8, Tech]
Boom Pistol +6/+1/-4 (1d6 So) Range 40 ft. [Boost 1d8, Razing, Tech]
[b]INITIAL PROFICIENCIES
PERCEPTION
Expert in Perception
SAVING THROWS
Expert in Fortitude
Expert in Reflex
Trained in Will
SKILLS
Trained in Computers
Trained in Crafting
Trained in a number of additional skills equal to 2 plus your Intelligence modifier
ATTACKS
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks
DEFENSES
Trained in light armor
Trained in medium armor
Trained in unarmored defense
CLASS DC
Trained in mechanic class DC
Custom Rig
You begin with a specialized toolkit called a custom rig. Your custom rig weighs 1 Bulk and counts as both a commercial repair toolkit plus any one of the following toolkits of your choice: a commercial hacking toolkit, a commercial infiltrator’s toolkit, or a commercial maker’s toolkit. You can use your custom rig with one hand if you’re wearing it or two hands if you’re holding it.
Whenever you purchase one of the listed toolkits, or a higher-grade version of one of the listed toolkits, you can spend 10 minutes integrating that toolkit into your custom rig. If you do, your custom rig gains the properties of the toolkit. This does not increase the Bulk of your custom rig. Your custom rig and any integrated toolkits can’t be sold or used by another creature.
[b]Exocortex
You’ve constructed a sophisticated program of self-motivated code synchronized with your brain, which you can use to remotely control a complex device of your own design. This program and its linked device are collectively called an exocortex.
At 1st level, you choose your exocortex. The exocortexes presented in this book include the following: a drone, a network of mines, or a deployable turret. You can Modify your exocortex in unique ways.
Drone
Your exocortex connects to a basic robot companion called a drone, which accompanies you on your adventures and follows your neural commands to the best of its abilities. See Robot Companions for more information. Drone types are detailed on page 16. In addition to the customization all robot companions receive, your drone begins with one integrated weapon mount. You control your drone with your thoughts at a range of up to 150 feet; only you can operate, control, and repair your drone. If your drone is ever beyond your range of control, it can’t perform any actions. During your daily preparations, you automatically repair your drone, restoring it to maximum Hit Points, even if it’s been destroyed. You can further customize and advance your drone by taking feats.
You can spend additional time directing your drone for a more complex plan of action. You can spend 2 actions to Command instead of 1 when commanding your drone; your drone can then use an additional action (normally 3 actions, rather than 2).
Modify
Your custom rig allows you to customize items in your possession on the fly, increasing their effectiveness or versatility for a limited time. You can make such adjustments using the Modify action.
Modify ◆
Traits Manipulate, Mechanic
Requirements You are holding or wearing your custom rig.
Using your trusty custom rig, you quickly customize a piece of gear. Interact to draw, retrieve, or swap an item, then add one of the mods listed below to the item. The item remains modded until the start of your next turn, but the effect ends early if you use Modify again or if the item is destroyed or leaves your possession.
When you Modify an item you can apply one of the following effects of your choice, called a mod, or any other mod you know. Some mods can only be applied to items of specific types or items with certain traits; these requirements are listed in parentheses. The selected mod lasts as long as the item is your modded item.
• Big Boom (grenade or area weapon): You know how to cram a lot of explosives and accelerant into a small package. Increase the item’s radius by 5 feet (if it’s a burst), its area by 5 feet (if it’s a cone), or its area by 10 feet (if it’s a line).
• Bunker Buster (grenade or weapon): You amp the destructive capabilities of an item. The item bypasses 5 Hardness, or if it has razing, Hardness equal to 5 + its razing value.
• Incapacitant (grenade or weapon): You swap live ammunition for dummy rounds. The item gains the nonlethal trait.
• Magnetic Levitators (armor): You activate powerful magnets in your armor that propel you off the ground. Your base land Speed gains hover.
• Long-Range Propulsors (grenade or ranged weapon): You increase the distance you can reliably shoot or throw the item. Increase the item’s range by 10 feet (if it’s a grenade) or its range increment by 30 feet (if it’s a ranged weapon).
• Troubleshoot (item, drone exocortex, turret exocortex): You quickly recalibrate a malfunctioning item. Reduce the value of the item’s glitching condition by 1.
You can Modify your drone and any weapons it wields when you are within reach. The drone counts as armor for the purposes of Modify. You gain the following new mods.
• Desperate Repair (drone exocortex): Your drone gains temporary Hit Points equal to your level plus your Intelligence modifier.
• Killbot (drone exocortex): Your drone gains a +2 status bonus to damage rolls. If your drone’s Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.
Robot Companions
Some talented engineers construct artificial companions that they can remotely command, called robot companions. Robot companions follow the same rules as animal companions, with the following changes.
A robot companion is an artificial construct that follows your orders. Your robot companion gains the construct, robot, and tech traits and loses the animal trait. It gains 2 actions during your turn if you use the Command action to command it. As a construct, your robot companion can’t be healed, but it can be repaired. If your robot companion is destroyed, you can repair it as part of your daily preparations.
Your robot companion is immune to bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, vitality, and void. It has weakness to electricity equal to half its level rounded up. Any size increases it would gain as a result of advancement are optional, not mandatory.
Your robot companion begins with one commercial customization of your choice. It can gain additional customizations from feats.
BASIC COMPANION TYPES
The base chassis you constructed your robot companion from is called its type.
Under the Starfinder Playtest FAQ, you can rebuild your drone—allowing you to change the base chassis—in two specific ways:
1. When You Level Up: Every time you gain a mechanic level, you can completely rebuild your drone from scratch, which allows you to change its chassis along with its feats, skills, and ability scores.
2. Via Feats & Daily Prep: By taking the Convertible Chassis feat (Level 14+), you can choose two different chassis during your daily preparations and swap between them freely as a 1-hour activity or a 2-action "Mobile Reconfiguration"
Mechanic Feats
At 1st level and every even-numbered level, you gain a mechanic class feat.
Commercial Customization Feat 1 Traits Mechanic
Prerequisites drone exocortex
You’ve further modified your drone, granting it a new ability. You drone gains one commercial customization (page 17).
Special You can select this feat up to three times.
Zara (Custom Rig Drone):
Companion Type: Powerful Chassis [Construct]
2 Commercial Customizations that can be selected at Daily Prep
You can personalize your robot companion, granting it new abilities called customizations. Your robot companion’s customizations are adaptable—you select which customizations your drone has each day during your daily preparations. All robot companions begin with one commercial customization. You can select feats to gain additional customizations.
The following commercial customizations are available to any robot companion.
Armored Plates Your robot companion gains a +1 item bonus to AC, or a +2 item bonus to AC if it is a superior robot companion. It still uses its unarmored proficiency to calculate its AC.
Artificial Personality Your robot companion has an artificial personality and can attempt skill checks that require Charisma. It can speak Common.
Aquatic Adaptation Your robot companion is waterproof and gains a swim Speed of 20 feet.
Cameras Your robot companion is equipped with cameras, enabling you to see what your robot companion is seeing using your comm unit or other similar device.
Climber Your robot companion gains a climb Speed of 20 feet.
Flier Your robot companion gains a fly Speed of 20 feet.
Grounded Your robot companion loses its weakness to electricity.
Integrated Weapon Mount Your robot companion becomes trained in simple and martial weapons. It has one weapon mount. You can install (or uninstall) a weapon into this weapon mount as a 10-minute activity with the manipulate trait. When a weapon is installed in this weapon mount, your robot companion can wield the weapon and can’t be Disarmed of the weapon. You can take this customization twice, to gain a second weapon mount.
Light Mounts Your robot companion sheds bright light in a 20-foot radius (and dim light for the next 20 feet). Your robot companion can turn this light on and off as a single action.
Linguistic Upload Your robot companion can speak two additional languages. It must have the artificial personality or sapient customization to select this customization.
Manual Dexterity Your robot companion can use up to two of its limbs as if they were hands to perform manipulate actions.
Nightvision Sensors Your robot companion gains darkvision.
Olfactory Receptors Your robot companion can use scent as an improvised sense within 30 feet.
Skill Module Choose a skill. Your robot companion becomes trained in the selected skill. You can select this customization repeatedly, choosing a different skill each time.
Speakers Your robot companion is equipped with speakers, enabling you to speak through your drone.
Upgrade Slot Your robot companion gains one armor upgrade slot.
AC 14
Player Level 2
STR 3 DEX 1 CON 2 INT -4 WIS 2 CHA -1
Fortitude 5 Reflex 4 Will 2
Perception +6
Lowlight Vision
Hit Points 24 [6 + (8+Con)*Level]
speed 30
Melee
"fist" +6 (1d8 + 3 B)
Blade +6 (1d8 + 3 S)
Ranged
Can be added as a customization
Skill Athletics [T] +6
Others may be added as a customization
Features
Can't be healed but can be repaired.
Immune to bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, vitality, and void.
Weakness to Electricity 1 (Unless it has the Grounded customization)
[b]Support
Until the start of your next turn, your Strikes that damage creatures your robot companion threatens also deal 2d6 persistent bleed damage. (1d6 + 1d6 for commercial type of drone.)
Ancestry Features & Feats Keen Eyes, Eyes Open
Skill Feats Pickpocket
General Feats Bargain Hunter
Gear (bulk) Abadarcorp Travel Suit Armor (L), Phase Shield (0), Comm Unit (L), Backpack (0), Custom Rig (Com. Repair Toolkit + Infiltrator's Toolkit) (1), Shooting Starknife (L), Talon (L), Sonic Rifle (1), Boom Pistol (1)
Total Bulk 3.4
Cash 5
Gear:
Abadarcorp Travel Suit Traits Exposed, Tech
Price 10 credits
AC Bonus +1 Dex Cap +3 Check Penalty — Speed Penalty — Strength +0 Bulk L
Category Light Group Cloth
Upgrades 2
AbadarCorp executives popularized these armored business suits for boardrooms and battle. Contingent force fields and concealed plating protect the wearer in hostile situations. Higher grades of travel suits offer more protection—along with a designer label.
Phase Shield Traits Retractable, Tech
Price 20 credits
AC Bonus +2 Speed Penalty — Bulk — Hardness 5 HP (BT) 10 (5)
A phase shield is an intricate but durable technological device often worn strapped to a limb or belt that projects a protective hardlight barrier when deployed. Phase shields are translucent and tinted, with a wide variety of fully customizable colors and image projectors. Many wielders choose an image of a favorite celebrity, loved one, or pleasant scenery to bolster their fighting spirit in a dire situation.
Shooting Starknife Traits Agile, Analog, Deadly d6, Finesse, Thrown 20 ft., Versatile S
Price 17 credits
Damage 1d4 P
Bulk L Hands 1
Type Melee Category Martial Group Knife
Upgrades 1
This traditional star-shaped blade design of lost Golarion is often forged from reinforced carbon steel and treated with chemicals that create an iridescent sheen. When properly balanced and honed, a shooting starknife sings as it slices through the air.
Talon Traits Agile, Finesse, Modular (A, Critical (Corrosive), Tech, or S and Analog)
Price 20 credits
Damage 1d6 Modular
Bulk L Hands 1
Type Melee Category Martial Group Knife
Upgrades 1
This stylized knife tapers into a curved and serrated blade. When powered, it spews a highly corrosive acid inspired by the armor-melting talons evolved by several species of the Swarm.
Sonic Rifle Traits Boost 1d8, Tech
Price 40 credits
Damage 1d6 So
Bulk 1 Hands 2 Range 40 ft. Reload 1 Magazine 10 charges
Expend 2
Type Ranged Category Simple Group Sonic
Upgrades 1
A sonic rifle creates a narrow beam of ultrasound that effectively turns whatever it hits into a speaker, breaking its targets apart with hypersonic vibrations.
Boom Pistol Traits Boost 1d8, Razing, Tech
Price 30 credits
Damage 1d6 So
Bulk 1 Hands 1
Range 40 ft. Reload 1 Magazine 10 charges Expend 2
Type Ranged Category Martial Group Sonic
Upgrades 1
A boom pistol resembles a megaphone with a trigger, emitting sudden bursts of sound capable of shattering bulletproof glass or rupturing organs.
Container (Ordinary)
Price 1 credits Bulk —
Containers include backpacks, briefcases, duffel bags, and handbags. A container holds up to 4 Bulk and the first 2 Bulk of those items don't count against your Bulk limits. If you're carrying or stowing the container rather than wearing it on your person, its Bulk is light instead of negligible.-
Comm Unit
Price 7 credits
Hands 1
Bulk L
A personal comm unit is a pocket-sized device that combines a minor portable computer and a cellular communications device, allowing instantaneous wireless communication with other comm units in both audio- and text- based formats at planetary range. A personal comm unit also includes a calculator, a flashlight (emits bright light in a 5-foot radius around you and dim light in the next 5 feet), a browser that accesses any local infospheres, and several entertainment options (including games).
Personal comm units integrated into armor have some voice-activated capabilities; you can communicate with other comm units in audio-based formats and receive responses without needing a free hand, but typing a message, browsing the infosphere, or using an app requires the use of at least one hand.
Chronicles:
1) Scenario #1-02 Mystery of the Frozen Moon
XP +4 (Total 4)
Income: 140
Cash: 145
2) Battle for Nova Rush
XP +4 (Total 8)
Income: 148
Cash: 293
3) Scenario #1-07 Seize and Destroy
XP +4 (Total 12)
Income: 140
Cash: 433