Shirren Scholar Mechanic 8
LG Medium humanoid (Shirren)
Init +6; Perception +12; blindsense 30 ft
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Defense
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SP: 64 HP: 54 RP: 8
EAC: 25 (12 armor + 3 dex)
KAC: 29 (16 armor + 3 dex)
AC vs CM: 37
Fort +8, Ref +12, Will +3
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Offense
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BAB: +6
Melee: +7(10) Ranged: +10 Thrown: +7(10)
15-Notch Plasma Fork +11 1d10+8
Boost 1d10
Slam +11 1d10+12
Yellow Starheart Cannon +11 3d6+8
bright, explode (10 ft.), unwieldy
Frag Grenade +7 1d6 15 ft explode
Special: With Combat Tracking activated increase attack rolls by 2. Versatile focus.
Special attacks: Overload dc 18
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SKILLS
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(4+Int) = 8 skill ranks per level
Athletics (8) +12
Computers (8) +17
Culture (3) +9
Engineering (8) +17
Medicine (6) +13
Mysticism (7) +7
Perception (8) +15
Pilot (4) +11
Physical Science (8) +16
Profession Starship mechanic(5) +12
Skill notes: The DC of skill checks to recall knowledge about astronomy is reduced by 5. +1 Physical Science.
Tip of the Tongue (6th)
Sometimes, after pausing to collect your thoughts, you realize that you know the answer to a particularly challenging question. Once per day, you can reroll any skill check to recall knowledge. You must decide to use this ability after rolling but before learning the information from your first roll. You must take the second result, even if it is worse.
Languages: Common, Shirren, Akitonian, Castorvelian, Gnome, Vesk, Dwarven, Eoxian, Kasathan, Vercite
Proficiency: Light and heavy armor, basic melee weapons, small arms, long arms, grenades
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Feats & Abilities
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Feats
1 - Weapon Focus: longarms
3 - Versatile Focus
5 - Versatile Specialization
7 - Powered Armor Prof
Race
BLINDSENSE
Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flat-footed against attacks from creatures it can’t see.
COMMUNALISM
Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.
CULTURAL FASCINATION
Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.
LIMITED TELEPATHY
Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.
Class
EXOCORTEX-Bugbrain
Your exocortex grants you all of the following abilities as you
advance in level.
-Combat Tracking (Ex)
Your exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor and longarms. At 3rd level, you gain weapon specialization in longarms just as if your class granted proficiency.
As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level. Designating another target causes you to immediately lose this bonus against the previous target.
-Memory Module (Ex) perception
You can use your exocortex’s memory module to enhance your own knowledge. 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 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.
-Wireless Hack (Ex)
Instead of 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.
-Exo-cortex Mod
Gain proficiency with heavy weapons
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.
CUSTOM RIG (EX) cybernetic augmentation
You have created a customized toolkit you can use to hack systems and items. 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 and drone mods require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit.
-Expert Rig
Functions as a tier 4 computer with an artificial personality and any engineering or hackng kit of 6th level or lower.
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. 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 (EX) 5th Level 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 to determine that you are the origin of this activity dc 26
MIRACLE WORKER (Ex)
MECHANIC TRICKS
Overclocking (Ex)
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.
Energy Shield (Ex)
As a standard action, Bugface can use their expert rig to grant themself an energy shield. It gives them 12 temporary Hit Points and lasts for 8 minutes or until its Hit Points are depleted. Once they have used it, they can’t activate it again until they take a 10-minute rest to regain Stamina Points
OVERCHARGE (EX)
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 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.
Improved Overcharge
Overcharge is 2d6.
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Gear
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Spellcasters Aegis-targeting computer
15 notch plasma fork(spellthrower)
Yellow star starheart cannon
3 frags 3L bulk
12 long rounds L bulk
Advanced Lashunta Tempweave L bulk
Miniaturized pc tier 1 L bulk
3 mk 1 serums of healing 3L
Tactical dueling sword L bulk
Medkit L bulk
Spell gems - Share Language, Overheat 2L
replacement arm
Battery
synaptic accel mk 1 dex
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Carrying Capacity
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Current bulk: 3.4 / Encumbered: 6/ Overburdened: 13
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Credits
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3127