Illithid

Anasi's page

46 posts. Organized Play character for AFlashInTime.


Race

Barathu (early stage)

Classes/Levels

Biotechnician Biohacker 2; SP 8/14, HP 8/18, RP 3/4, EAC/KAC 13/13, F+5, R+1, W+1, Per+8, Init+1; Biohacks used 0/4; Ammo

Spoiler:
Used battery 2/20, Loaded Battery 20/20, Spare Battery2 20/20

Gender

Asexual

About Anasi

Anasi, 2nd level Biohacker (Biotechnician) Starfinder Society #: 8601-710

Faction: SS(LE) SP/HP: 14/18 Move: 0; Ex Fly 30 Senses: Darkvision 60 ft
Init: +1 (+1 Dex) Armor Check Penalty: -0
Race: Barathu Resolve points: 4
EAC: 13 (10, + 2 arm, +1 dex) KAC: 13 (10, +2 arm, +1 Dex)
Alignment: LN BAB: +1 Religion: Oras Home world: Bretheda
Age: 30 Height: 5’0’” Weight: 200 lbs
Languages: Brethedan, Castrovelian, Common, Draconic, Drow

Abilities:
• Str: 10 (+0) (0)
• Dex: 13 (+1) (5, racial -2)
• Con: 12 (+1) (0, racial +2)
• Int: 16 (+3) (5, theme)
• Wis: 12 (+1) (0, racial +2)
• Cha: 10 (+0) (0)

Saves:
• Fort: +5 (+1 Con, +3 class, +1 racial)
• Ref: +1 (+1 Dex, +0 class)
• Will: +1 (+1 Wis, +0 class)

Skills (7):
• Computers +8 (2 ranks, +3 class, +3 Int)
• Engineering +8 (2 ranks, +3 class, +3 Int)
• Life Science +9 (2 ranks, +3 class, +3 Int, +1 insight)
• Medicine +9 (2 ranks, +3 class, +3 Int, +1 insight)
• Perception +8 (2 rank, +3 class, +3 Int)
• Physical Science +9 (2 ranks, +3 class, +3 Int, +1 insight)
• Profession (Lab tech) +12 (2 rank, +3 class, +3 Int, +4 tool kit)

Feats/Theme:
• Medical expert (1st): You can use the Medicine skill in conjunction with a medpatch or sprayflesh to treat deadly wounds as a full action. If you have an ability that enables you to treat deadly wounds more often but with a longer time frame (such as the envoy’s surgeon expertise talent), you cannot use this feat to use that ability more quickly. When used in this way, the medpatch or sprayflesh does not perform any of its normal functions. You can also use the Medicine skill to provide longterm care with just a medkit.
• Biotechnician (theme): Reduce the DC of Life Science checks to identify biotech augmentations and to recall knowledge about famous biotech corporations and researchers by 5. Medicine 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 your Medicine checks.

Equipment/attacks:
• Standard Syringe Stick +3 (+1 BAB, +1 Dex, Misc +1), 1d3P, -, -, Conceal, injection, operative
• Liquidator Caustoject +3 (+1 BAB, +1 Dex, Misc +1) 1d4A, 30 ft, 2 (20), Injection, Injection DC +2

Racial Abilities:
• Size and Type: Barathu are medium aberrations.
• Darkvision 60 feet
• Limited telepathy (30 feet)
• Once every 1d4 rounds as a swift action, barathu can reshape its body; these changes last until beginning of barathu’s next turn:
◦ Upper limb refinements enable the barathu to add an additional amount of damage to melee attacks equal to its Strength modifier.
◦ A toughened dermal layer grants its a +1 racial bonus to AC.
◦ Developed lower limbs grant it a base speed of 15 feet.
◦ Molecular-level modifications grant it resistance 2 against a single energy type (acid, cold, electricity, fire, or sonic).
◦ Elongated limbs extend its reach to 10 feet.

Class Abilities:
• Custom microlab (currently armor upgrade slot); 60 foot range
◦ Life science to ID any living, Physical science to ID any non-living (all w/i 60 feet). Count die roll as 20.
◦ Can attune to six creatures per day – no need to make ranged attacks to deliver injectables in 60 feet.
• Biohacks (boosters and inhibitors)
◦ Booster (lasts four rounds): +1 to AC, +2 to skill checks, +10 to move speed (all enhancement bonuses)
◦ Inhibitors (lasts six rounds): -2 to AC, DR reduced by 5, Resistance (to one energy) reduced by 5p
• Minor biohacks
◦ Minor booster: Can attempt medicine check to administer first aid
◦ Minor inhibitor (lasts six rounds): -1 penalty to attack rolls
• Injection expertise
◦ At 2nd level, gain +1 to attack rolls with injection weapons
• Primary field of study: Genetics: Give blindsense 60 feet (booster 4 rds), Remove immunity/resistance by 10 (min 0) (inhibitor 6 rds)
• Scientific Method (Studious)
◦ +1 to Will saves
◦ +1 insight bonus to life science, medicine, and physical science checks; can add Int to Perception and Sense Motive.
• Field Dressing (ex)
◦ As a standard action, you can use your custom microlab to quickly render medical aid to an adjacent willing or unconscious creature. If you are an instinctive biohacker, the target regains a number of Stamina Points equal to your key ability score modifier. If you are a studious biohacker, the target regains a number of Hit Points equal to your key ability score modifier. This number increases to 1d6 + your key ability score modifier at 4th level, and to 2d8 + your key ability score modifier at 8th level. You must have your custom microlab in your possession to use this ability, and you can use it a number of times per day equal to your key ability score modifier. Regardless of what type of biohacker you are, once a creature has benefited from your field dressing, they cannot benefit from your field dressing again until they take a 10-minute rest to recover Stamina Points.

Total carried: Bulk:
• Everyday clothes L
• Liquidator Caustoject L
• Vesk Brigandine I L
◦ Upgrade slot (1): Custom Microlab (0) -
◦ Upgrade slot (1): - -
• Backpack (consumer) 1
◦ Everyday clothes L
◦ Tool kit, profession L
◦ Tool kit, engineering L
◦ Serum of healing L
◦ Serum of healing L
USED
◦ Medpatch L
◦ Medpatch L
◦ Hygiene kit 1
◦ Standard battery L
◦ Standard battery L
◦ Cred stick -

Total Bulk Carried: 3.2L