Golem in Progress

z45719's page

424 posts. Alias of Remnar.


Full Name

z45719

Race

| EAC19 KAC20 | Fort +6, Ref +9, Will +2

Classes/Levels

| [SP] 40/40 [HP] 40/40 | Resolve: 5/5 | Laser ammo 40/40 | Spells 1/1|

Skills:
Acro +6, Ath +5, Comp +18, Eng +15, Life S. +10, Med +13, Per +9(11), Phy Sci +9, Pilot +11, Prof Merc +5,
|

Gender

Android Mechanic [Exocortex] 6| INIT + 7, Senses darkvision (60'), low-light vision; Perception +11

Alignment

N

Strength 14
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 10
Charisma 8

About z45719

z45719 - "Zulu"
Male Android mechanic 1
None Medium humanoid (android)
Init +7, Senses darkvision (60'), low-light vision; Perception +7
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DEFENSE
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EAC19 KAC20
SP40 HP40
Fort +6, Ref +9, Will +2, +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs, +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

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OFFENSE
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BAB +4
Speed 30'
Ranged laser rifle, corona +8 (2d6 + 6)
Ranged Red Star Plasma Rifle +8 (1d10 + 6) E&F, Line, unwieldy
Ranged laser pistol, azimuth +8 (1d4 + 6)
Ranged frag grenade i +6 (1d6 + 6)
Melee knife, survival +8 (1d4 + 8)

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Gear
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Consumable
- Flash Grenade I [2]
- Frag Grenade I [2]
- Frag Grenade II [2]
- Field Rations 1/wk [1]
- healing serum [3]
- Shock Grenade I [2]
- Rifle Ammo [43]

Armor
- D-Suit I

Weapons
- Laser Rifle, Corona
- Red Star Plasma Rifle
- Laser Pistol, Azimuth
- Survival Knife

Other Gear
- Custom Rig (mounted in Android upgrade slot)
- Clothing (Mercenary Professional) [Worn]
- Spare Battery (Standard) x 7
- Spare Barrery 22/40 charges
- Backpack (Consumer)
- Medical Kit

Money 344
Bulk 3.6 Light 0-7
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STATISTICS
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Str 14, Dex 18, Con 12, Int 18, Wis 10, Cha 8,
Base Atk +2; Grp+1
Feats Skill Focus (Computers), improved initiative, Technomantic Dabbler, Toughness
Languages Common, Shirren, Vesk, Ysoki

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SPECIAL ABILITIES
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Spells
0th (at will): mending, transfer charge
1st (1/day): supercharge weapon

RACIAL TRAITS

SIZE AND TYPE

Androids are Medium humanoids with the android subtype.
    
For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.

EXCEPTIONAL VISION

     Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only. See low-light vision and darkvision on pages 264 and 263.

FLAT AFFECT

     Androids find emotions confusing and keep them bottled up. They take a -2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.

UPGRADE SLOT

     Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.

THEME & BENEFITS

Mercenary

     Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy.

Grunt

You’re used to long marches while carrying heavy equipment and can hoist most machinery with ease. Treat your Strength as 1 higher for the purpose of determining your bulk limit.

THEME KNOWLEDGE

     You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics 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 Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.

CLASS FEATURES

Artificial Intelligence (Ex)

     You construct an artificial intelligence (or AI), a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This AI is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation. Your AI can take one of two forms: a drone or an exocortex. You must pick one of these forms upon taking your first level of mechanic, and once this choice is made, it cannot be changed.

Bypass (+2) (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.

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.

Custom Rig (Ex)

     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 Mk I comm unit (see Chapter 7: Equipment). 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.

Exocortex

     You begin play with an exocortex, an artificial processor that interacts with and augments your biological brain's cognitive functions, which can aid you in a variety of tasks, from combat to digital infiltration. Your exocortex is implanted within your physical body or brain, similar to a piece of cybernetic hardware, allowing your AI to access your mind and feed you information. As you gain levels, your exocortex advances in sophistication and processing power-see Exocortex on page 79. Only you can access or interact with your exocortex.

Memory Module (Ex)

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 (see page 243) to recall knowledge (see page 143). 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.

Remote Hack (Ex)

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.

Weapon Specialization (Basic Melee, Grenades, Longarms, Small Arms)

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

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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.

Neural Shunt (Ex)

Once per day, as a reaction when you fail a saving throw against a mind-affecting effect, you can shunt that effect into your exocortex instead. When you do so, you are not affected by the mind-affecting effect, but for the normal duration of that effect, you lose the Skill Focus feat granted by your exocortex’s memory module and cannot use any of the exocortex’s abilities in any way (including any proficiencies and mods it grants you). When a mind-affecting effect is shunted into the exocortex, spells such as dispel magic or break enchantment can be cast on you to end the effect as if you were affected by it. Once the duration of the mind-affecting effect has ended, your exocortex resumes its normal functions. You must have an exocortex to learn this trick.

Visual Data Processor (Ex)

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