About z45719z45719 - "Zulu"
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BAB +9
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Artillery Laser, Aphelion
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Armor
Weapons
Other Gear
Money 2828
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RACIAL TRAITS SIZE AND TYPE Androids are Medium humanoids with the android subtype.
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. Squad Leader (12th Level) You are extremely skilled at coordinating with your squad, both because of your tactical efficiency and because of the respect that you command. If you are able to attempt the check in question, you automatically succeed at a skill check to aid another (see page 133) when assisting a squad member or other longtime ally (such as a fellow PC).
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 (+3) (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) 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. 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. Miracle Worker 2/Day (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. Weapon Specialization (Basic Melee, Grenades, Small Arms) You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with. ------------------------------------------------------------------------
You have designed and built, and are constantly upgrading, a sophisticated weapon. You begin play with one weapon with an item level of 1 for free, or you can buy any weapon normally and designated it as your weapon prototype. You design and build this weapon and, while it may be similar in aesthetics and function to an existing type of weapon, it is fundamentally unique from any mass-produced product. Due to its experimental design and custom safety features, you are the only one who can make attacks with this weapon. As you gain levels, your weapon prototype advances in sophistication. If you acquire a different weapon, you can disassemble your existing prototype and turn the new weapon into your prototype with 8 hours of work.
Weapon Prototype Proficiency (Ex) 1st Level 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 (Ex) 1st Level 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 (Ex) 1st Level 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 (Ex) 5th Level You can use your prototype weapon with one hand without penalty, even if it is normally a two-handed weapon. Advanced Customization (Ex) 7th Level 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.
------------------------------------------------------------------------ Mechanic Tricks 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 (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. Improved Overcharge (Ex) The additional damage of the overcharge mechanic trick increases to 2d6. You must have the overcharge mechanic trick to learn this trick. Portable Charging Station (Ex) 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. 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. Invisibility Bypass Processor (Ex) 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. Technological Medic (Ex) You can use your knowledge of machines and technology to repair androids and robots. Whenever you attempt a Medicine check to assist an android, SRO, or other creature with the constructed racial trait or construct (technological) subtype, you can use your Engineering skill instead of Medicine to achieve the same results. Your custom rig acts as a medkit for this purpose (or an advanced medkit, if you are 5th level or higher). |