Iseph

kAPP's page

58 posts. Organized Play character for Thalious.


Full Name

kAPPa

Race

Android Male CN Outlaw Drone Mechanic 12 | SP 96/96 HP 76/76 | RP 10/11 | E/K AC 31 | Fort +10; Ref +14; Will +5 | Init: +8 | Perc: +16, SM: -1 | Exp. Vision, Ralveen's Visor | Speed 60ft/30ft JumpJets/30ft fly (Merged) | Active conditions: None.

Size

Medium

Age

Unknown

Deity

Triune

Location

Absolom Station

Languages

Common, Dwarven, Elven, Jinsul, Lashunta, Morlima, Vesk

Occupation

Engineer

Strength 16
Dexterity 23
Constitution 14
Intelligence 21
Wisdom 12
Charisma 8

About kAPP

SFS # 1348801-701
Experience 25
Slotted Faction Second Seekers(LE)
___________________________________________

kAPP
Male CN Outlaw Drone Mechanic 12
Medium Android
Space 5 ft.; Reach 5 ft.
Languages Common, Vesk, Elvin, Lashunta, Jinsul, Morlima, Dwarven
Init +8; Senses Exceptional Vison, Ralveen's Visor; Perc +16 SM -1
Speed 60ft/30ft Jump/30ft Fly (Melded)

Murco
Tiny Hover Drone
Speed 30ft/30ft fly/30ft boost(1 round/1min recharge)

--------------------
Defense
--------------------
kAPP
EAC 31, KAC 31
SP 96 HP 76 RP 11 Temp HP 17
Fort +10, Ref +14, Will +5

+2 to KAC vs Bull Rush & Trip while on metal (Boots)
+4 AC vs Disarm (Gloves)
+4 AC vs AOO (Mobility)
+2 vs disease, mind-affecting effects, poison, and sleep, unless they target constructs.
+4 vs sense-dependent effects that target vision

Murco
EAC|KAC 25
HP 120 RP 8
For +3, Ref +14, Will +3

--------------------
Offense
--------------------
kAPP
Melee: +12, Ranged: +15, Thrown: +12

-Idari Force Training Baton: +15 (1d4+9 B) | 20 Charge / Usage 1 | Operative, Powered
-Tactical Knife (Mounted): +13 (2d4+9 S) | Analog, Anchoring, Invigorating, Operative, Opportunistic, Vanashing
-Bombast Handcannon "Thunder Crack:" +15 (2d10+6 P/F) | Deafning/Knockdown | 40ft | 9 Shells / Usage 1 | Analog, Devastating, Exploding Ammo, Free Hand 1, Traction Holster, Laser Sight, Unwieldy, Zeizerer Munitions(Extended Capacity)
-Pilot Handcoil "Lightning:" +15 (2d8+6 E) | Crit: Arc 2d8 | 60 ft | 48 Charge / Usage 4 | Accurate, Called, Conserving, Laser Sight, Stabilizing, Trailblazer, Zeizerer Munitions(Extended Capacity)
-Thunderstrike Sonic Pistol: +15 (1d8+6 Sonic) | Crit: Deafening | 40 ft | 20 Charge / 2 Usage | Underwater
-Advanced Semi-Auto Tactical Pistol "Deadeye:" +15 (2d6+6 P/F) | Crit: Knockdown | 60 ft | Analog, Called, Conserving, Explosive Ammo, Manual Sight, Zeizerer Munitions(Extended Capacity)

Murco
Melee: +11, Ranged +15, Thrown +7

-Wave Modulator III: +15 (2d4+12) | 24 Charge / Usage 4 | Anchoring, Modal (Sonic), Tactical

---------------------
Botting
---------------------
kAPP is the strong silent type. In fact, you'll get more conversation from Murco- even if it is just hoots and beeps. Agressive in combat, kAPP will prefer to use his handcoil and TS Pistol/semi-auto pistol for some muli-weapon fighting, as the situation dictates. Murco will remain melded unless they can surround targets or he is needed for survailence.
kAPP also believes in having the right tool for the right job and comes with most everything needed for the most uninformed of missions.

In ship combat, he is at home in engineering but will jump on a gun if needed. Worst case, he can fly, though he does not prefer it.

Baton
[dice=Melee vs KAC] 1d20+15[/dice]
[dice=Bludgeoning Damage]1d4+9[/dice]

Knife(Mounted)
[dice=Melee vs KAC]1d20+13[/dice]
[dice=Slashing Damage]2d4+9[/dice]

Knife (AOO)
[dice=Melee vs KAC]1d20+15[/dice]
[dice=Slashing Damage]2d4+12[/dice]

Handcannon
[dice=Ranged vs KAC]1d20+15[/dice]
[dice=Piercing/Fire Damage]2d10+6[/dice]
Critical: Deafening & Knockdown

Handcoil
[dice=Ranged vs EAC]1d20+15[/dice]
[dice=Electricity Damage]2d8+6[/dice]
[dice=Critical Hit: Arc]2d8[/dice]

TS Pistol
[dice=Ranged vs EAC]1d20+15[/dice]
[dice=Sonic Damage]1d8+6[/dice]
Critical: Deafening

Semi-Auto Pistol
[dice=Ranged vs EAC]1d20+15[/dice]
[dice=Piercing/Fire Damage]2d6+9[/dice]
Critical: Knockdown

-Thunder and Lightning Attact
[dice=Thunder vs EAC(MWF)] 1d20+12[/dice]
[dice=Sonic Damage]1d8+6[/dice]
[dice=Lighting vs EAC (MWF)] 1d20+12[/dice]
[dice=Electricity Damage]2d8+6[/dice]
-w/ Semi-Auto Pistol
[dice=Searign Fire vs KAC(MWF)] 1d20+12[/dice]
[dice=Piercing/Fire Damage]2d6+6[/dice]

Murco's Attacks
Wave Modulator
[dice=Ranged vs EAC]1d20+15[/dice]
[dice=Fire | Sonic Damage]2d4+12[/dice]
Critical: Imobilize

--------------------
Statistics
--------------------
kAPP
Str: 16, Dex: 23, Con: 14, Int: 21, Wis: 12, Cha: 8

Skills
Acrobatics +18, Athletics +18, Computers +23, Culture +14, Engineering +23, Life Science +12, Mysticism +5, Perception +16, Profession (Tinkerer) +25, Slight of Hand +14, Stealth +9

-5 to DC of Culture checks to recall knowledge about the criminal underworld
Legal Corruption
Black Market Connections

Murco
Str: 6, Dex: 19 Int: 6, Wis 11, Cha 6

Skills
Acrobatics +4, Athletics -2, Computers +15, Engineering +13, Perception +15, Stealth +19

--------------------
Feats
--------------------
kAPP
Diehard - When you are dying, you can spend the required Resolve Points to stabilize and 1 Resolve Point to stay in the fight (regaining 1 Hit Point) in the same round.

Quick Draw - You can draw a weapon as a swift action. Additionally, when making an attack using a thrown weapon as an attack or full attack action, you can draw a weapon as part of the action of making a thrown attack with it. You can draw a hidden weapon (see Sleight of Hand on page 146) as a move action.

Multi-Weapon Fighting - When you make a full attack with two or more small arms or with two or more operative melee weapons (see page 184), reduce the penalty for making a full attack by 1.

Mobility - You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.

Shot of the Run - As a full action, you can move up to your speed and make a single ranged attack at any point during your movement.

Percussive Maintenance - Once per day, you can reroll an Engineering check to repair an item. In addition, you can reroll one engineer crew action per starship combat.

Murco

Extra Resolve - You have 2 additional Resolve Points in your pool.

Skill Synergy - Perception and Engineering become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.

Weapon Focus/Specilization - Small Arms
- You gain a +1 bonus to attack rolls with that weapon type.
- You add your half your character level

--------------------
Equipment
--------------------
Augments:
-Standart Speed Suspension
-Mk 2 Synaptic Accelerator(Int)
-Mk 2 Synaptic Accelerator(Dex)

Expert Rig w/ Tier 6 Computer: Security I, A/V Recorder, Drone & Spaceship Range 5 Miles, Range III, Personal Comm I, Hacking/Eng. Kit, Crafting Kits, Library Chips x3, Mk 1 Signal Jammer

Combat Gear:
Idari Force Training Baton
Bombast Handcannon - Traction Holster, Laser Sight, Light Bayonet Bracket, Zeizerer Munitions
-Fusions: Deafening, Devastating
Tactical Knife (Mounted on Handcannon)
-Fusions: Anchoring, Invigorating, Opportunistic, Vanashing
Pilot Handcoil - Laser Sight, Zeizerer Munitions
-Fusions: Accurate, Called, Conserving, Stabilizing, Trailblazer
Thunderstrike Sonic Pistol
-Fusions: Underwater
Advanced Semi-Auto Pistol - Laser Sight, Zeizerer Munitions
-Fusions: Accurate, Called, Conserving
Squad Hardlight Series - Light Armor:
-Jump Jets
-Longstrider Module
-Haste Circuit
-Reaction Accelerator

Other Gear:
-Magnegloves
-Magboots
-Medical Drone
-Ralveen's Visor (Aura Goggles/Motion Detector Scanner/X-Ray Visor Scanner)
-Starstone Compass
-Mk 2 Serum of Healing
-Mk 3 Serum of Healing

Efficient Bandolier:
-Small Arm Rounds
-Explosive Rounds
-Shells
-Explosive Shells
-Ultra High-Capacity Battery

Mk 1 Null-Space Chamber:
-Aerosol Spray
-Average Lock
-Cable Line, Titanium Alloy
-Chemalyzer
-Flashlight
-Grappler
-Ion Tape
-Laser Drill
-Laser Microphone
-Lighter
-Magnetic Jack
-Mk 1 Glass Cutter
-Professional Clothing
-Manacles Restraints
-Tetred Certified Translator
-Tool Manual
-Zipstick
-Kits:
-Aura-Translation
-Broad-Spectrum Scanning
-Climbing
-Demolitionist's Tools
-Gear Maintenance
-Professional's Tools
-Starship Repair
-Trapsmith's Tools
-Thieves' Tools

--------------------
Special Abilities
--------------------
kAPP
Bypass (Ex) - 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.

Overload (Ex) DC21 - 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.
-Override (Ex) - 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.

Remote Hack (Ex) 40ft/DC33 - 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 (Ex) - 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.

Coordinated Assault (Ex) - Whenever both you and your drone make attacks against the same target, you each receive a +1 circumstance bonus to your attack rolls. This bonus increase to +2 at 17th level.

Mechanic Tricks:
-Energy Shield: Temp HP 17/D 12min - As a standard action, you can use your custom rig to activate an energy shield around yourself. This shield provides you with a number of temporary Hit Points equal to your Intelligence modifier plus your mechanic level. The shield remains active for 1 minute per mechanic level or until all of its temporary Hit Points are depleted, whichever comes first. Once used, you cannot use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest; your shield automatically shuts off during this period of rest.

-Repair Drone: HP 22 - 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.

-Overclocking - 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.

-Drone Meld - As a full action while in contact with your drone, you can reconfigure it into a mechanical drone suit (or a backpack-like apparatus, for the Tiny hover drone) that you can wear. While in this form, the drone can’t take any actions or use any of its abilities, but you gain either the drone’s flight system mods if you have a hover drone, reactive camouflage (and an invisibility field if your drone has it) if you have a stealth drone, or reductive plating if you have a combat drone. You can end the meld and return the drone to its normal form as a full action. Though it normally acts on your turn just after you, the drone can take no actions on that turn other than transforming back.

Murco
Expert A.I. - Your drone’s AI has grown more sophisticated, giving it a more robust combat routine when not under your direct control. Each round on your turn, the drone can take a move action, take a standard action to attack, or make a full attack (this last option allows it to shoot more than once if it has the necessary weapons to do so). The drone takes a –6 penalty to full attacks made without your direct control instead of the normal –4 penalty. Like limited AI, you must still be conscious and within range.

Upgraded Power Core - Your drone gains a pool of Resolve Points equal to 1 per 2 levels it has (minimum 1). Your drone can spend 1 Resolve Point to make a full attack without requiring your direct control and at only the normal –4 penalty for a full attack instead of the –6 penalty. Your drone regains Resolve Points after a full 8-hour rest as normal.

Mods:
-Camera - Your drone has a camera that you can see through using your custom rig as long as your drone is within range. The camera has ordinary sight, and is capable of seeing whatever an ordinary human could see. The camera can also record up to 1 hour of footage, which can be downloaded and viewed using your custom rig.

-Enhanced Senses - Your drone gains low-light vision, darkvision to 60 feet, and a +2 insight bonus to Perception skill checks. If your drone has the camera mod, the camera gains these senses as well.

-Jump Jets - Your drone is equipped with powerful miniature jets. It can use these jets to jump up to 30 feet as a move action (either vertically, horizontally, or in any combination that does not exceed 30 feet). If applied to a hover drone, these jets instead allow your drone to increase its fly speed by 30 feet for 1 round. Once used, these jets must cool down for 1 minute before they can be used again.

-Reactive Camouflage - Your drone is equipped with a thin coating that can change color to match the drone’s surroundings. Whenever your drone stays stationary for 1 round, it gains a +10 bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell or similar effects). If your drone takes any action, it loses this bonus until it once again spends 1 round remaining still.

-Skill Subroutine - is a class skill for your drone, which gains a number of ranks in that skill equal to your mechanic level. Your drone also increases its Intelligence score by 2. At 11th level, you can choose this mod a second time as an advanced mod. If you do, choose an additional skill to become a class skill for your drone (this skill doesn’t have to be on the skill unit list). Your drone gains ranks in the skill equal to your mechanic level. Your drone also increases its Intelligence score again by 2.

--------------------
Boons / Adventure
--------------------
Ally:
Faction: Second Seekers(LE) Improved Champion
Personal:
Promotional:
Social:
Starship:
Slotless:

Adventure Log/Boons:
https://docs.google.com/spreadsheets/d/1j0c1LlBLN1bnIVBsOvORSKniJfDJBYedMPI aBR1kU0I/edit?usp=sharing

Starfinder Society: 64
Acquisitives: 4 Reputation (Tier 0)
Dataphiles: 18 Reputation (Tier 2)
Exoguardians: 0 Reputation (Tier 0)
Second Seekers (Luwazi Elsebo): 53 Reputation (Tier 4)
Wayfinders: 1 Reputation (Tier 0)