![]()
About BlibdoolpoolpAppearance:
Defense:
Stamina Points: 21
Hit Points 24 Resolve Points 4 KAC 15
Fort +5 (Base +3, Con +1, Racial +1)
Offense:
Speed 0', Fly 20' (Average)
Init -1
Starknife +4 1d4+3 P -- 20' Range -- Analog, thrown
Skills:
Life Science +9 (3 ranks, +3 Wis, +3 Class)
Medicine +11 (3 ranks, +3 Wis, +3 Class, +2 Insight) Mysticism +9 (3 ranks, +3 Wis, +3 Class) Physical Science +9 (3 ranks, +3 Wis, +3 Class) Sense Motive +11 (3 ranks, +3 Wis, +3 Class, +2 Insight) Profession +9 (3 ranks, +3 Wis, +3 Class) ACP -3 Special Abilities:
Size and Type: As an early stage barathu, Blibdoolpoolp is a Medium Aberration, giving her darkvision 60'.
Early Stage Adaptation: Blibdoolpoolp's body is mutable and can adapt to many different situations. Once every d4 rounds as a swift action, Blibdoolpoolp can reshape her body and adjust her chemistry to gain one of the following qualities until the beginning of her next turn:
Limited Telepathy: Blibdoolpoolp can communicate telepathically with any creatures within 30' with whom they share a language in common. Strange Anatomy: Blibdoolpoolp gains a +1 racial bonus to her Fortitude saving throws. Theme Knowledge: Blibdoolpoolp's perceptions of the psychic energies permeating reality provide her with insight into various magical and mystical phenomena, especially those produced by creatures that can cast spells. She reduces the DCs of Mysticism checks to identify spells and recall knowledge about arcane symbols and magic traditions by 5. Mysticism is always a class skill for her. Custom Microlab: Blibdoolpoolp has created a small, customized kit consisting of medical supplies, testing materials, and pharmaceutical compounds, which she can use to evaluate medical conditions and perform several additional tasks described below. She has configured her custom microlab to fit an augmentation system in her brain; she can still use that slot for an augmentation as normal. Blibdoolpoolp's custom microlab counts as a basic medkit and a chemalyzer and can be used for any purposes applicable to those items. As long as she is in possession of your custom microlab, she can use Physical Science or Life Science instead of Mysticism to make serums, though these serums are not magic items, can be identified using Life Science or Physical Science rather than Mysticism, and do not require a detect magic spell to attempt such a check to identify. As long as she has her custom microlab, as a move action Blibdoolpoolp can target a creature within her line of sight and within the microlab’s range (60'*) and attempt a special skill check to identify it. If the creature is living, this is a Life Science check. If it is unliving, it’s a Physical Science check. She always treats her die roll result as a 20. Blibdoolpoolp can also attune her custom microlab to a number of individual creatures equal to 3 + her key ability modifier (6). This takes 10 minutes, which she can combine with the time needed to prepare her biohacks for the day, and the creatures must be present, willing, and able to cooperate with the scan. Under some circumstances, she can deliver biohacks to attuned creatures using ranged injection weapons without making an attack roll. Biohacks (4/day): As part of her custom microlab, Blibdoolpoolp keeps a specialized micropharmacy of catalysts, nanites, and specialized chemicals, plus a small mixing apparatus and syringes. She can use these components to quickly fashion biohacks: specialized solutions that produce different effects. In living targets, her biohacks alter normal biological processes; in nonliving creatures, they emulate biochemistry via complex chemical compounds. She can use biohacks to boost her allies or inhibit her foes. Her biohacks produce their effects only when she injects a creature with them. If Blibdoolpoolp is making a ranged attack and misses her target, the biohack is expended along with the attack’s ammunition. A biohack delivered via a melee injection weapon is not normally expended on a missed attack. After a missed attack that does not expend the biohack, you can remove it or change which biohack you are using as part of your next attack without taking any additional action. A biohack can be injected into a willing or unconscious creature (or herself) as a standard action without requiring an attack roll, as long as the target is within Blidbdoolpoolp's reach. She can also use a ranged injection weapon to deliver a biohack to a willing ally she has attuned her custom microlab to as a standard action without making an attack roll, as long as they’re within her custom microlab’s range. Under any other circumstance, injecting a biohack into an ally at range requires a successful ranged attack roll. Whenever you take a 10-minute rest to recover Stamina Points, you can also prepare additional activated biohack ingredients to replace those you have used, up to your maximum. Biohacks:
Pharmacology Booster: For Wis rounds (3) the target living creature is immune to bleeding, and ends any bleeding conditions currently affecting it. Minor Booster* (doesn't use up materials): This allows Blibdoolpoolp to administer first aid. Basic Inhibitor: For 3+Wis rounds (6) the target either takes a -2 penalty to AC, reduces DR by 5*, or reduces its resistance to an energy type by 5*. Pharmacology Inhibitor: For 3+Wis Rounds (6) the target living creature is given a mild hallucinogen. They gain the encumbered condition, and must succeed at a Fort Save DC (14) or also be entangled. This is a mind-affecting poison effect. Minor Inhibitor* (doesn't use up materials): For 3+Wis rounds (6) the target takes a -1 penalty to attack rolls. Injection Expert: Blibdoolpoolp is proficient with weapons that normally have the injection weapon property. They gain a +1* bonus to attack rolls with those weapons. When she hits an ally with such a weapon, she can avoid dealing damage while still affecting them with the payload. If multiple types of ammo are loaded into a weapon, she chooses which type she will fire. Scientific Method (Instinctive): Blibdoolpoolp can quickly intuit the connections between things and often acts instinctively on those connections, gaining knowledge and aptitude without always being able to say how she picked it up. She gains a rank in Sense Motive and Medicine every level, as well as a +2* insight bonus to those skills. Additionally, she uses her Wisdom modifier for Life Science, Medicine, and Physical Science. Field of Study (Pharmacology) Field Dressing: As a standard action, Blibdoolpoolp can quickly render aid to an adjacent willing or unconscious creature. The target regains Wis* stamina. It can be used Wis modifier times/day. Once a creature has benefited from her field dressing, they cannot do so again until they have taken a 10-minute rest to restore stamina points. Spark of Ingenuity: Possible permutations and offshoots of Blibdoolpoolp's formulas constantly run through her mind. 1/day she can alter one of her biohacks to work in a different way. When using a booster biohack she can remove one of the following conditions* dazzled, fascinated, or shaken. When using an inhibitor biohack she can add the dazzled condition to the effects she imposes. Feats:
Heavy Armor Proficiency Gear:
Tactical Starknife, Tactical Pike, Golemforged Plating, Serum of Healing mk I. Inventory Tracking:
Current Credits: 115
PURCHASED:
EARNED: SOLD CONSUMED Prestige and Active Boons:
Fame 2/2
Second Seekers (Luwazi Elsebo) 2 Infamy 0 Second Seekers (Luwazi Elsebo) Champion (Faction Boon): Xenal has declared her allegiance to the Second Seekers and dedicates her missions to furthering their goals. This boon allows her to gain Reputation with the Second Seekers faction. Record Keeper (Promotional Boon): Blibdoolpoolp can use this boon, once per session, in one of two ways. The first option is to reduce the Resolve Point cost of resting to regain Stamina by 1 (down to 0 RP). The second option is to reduce the DC of any single starship combat check (including a gunnery check) by 4; this decision must be made before making the check. Other Boons:
Society Contract (Slotless Boon): Anytime you play a pregenerated character in an adventure, even if the scenario credit is not assigned to the character on this Chronicle sheet, you can reroll a single d20 roll. You must follow all the rules associated with rerolls (Starfinder Core Rulebook 243). You can only gain one reroll per adventure from this boon, and only when you play a pregenerated character. You cannot slot another boon that grants a reroll (such as a promotional boon). Alternatively, any time you play a pregenerated character in an adventure and that character dies, you can cross this boon off the Chronicle sheet to be returned to life, as per raise dead. Being healed in this way takes 10 minutes.
Claimant to Salvation (Slotless Boon): If you bring this Chronicle sheet to an adventure in which the Starfinder Society continues exploring the false moon of Salvation’s End, you can qualify to receive a special boon at the end of the adventure to reflect the additional investment the Starfinder Society makes into exploring the satellite. Starship Roles:
Gunnery: +1 Pilot: Piloting +0 Chronicles:
182453-704
Commencement, Ashes of Discovery Into the Unknown Scars:
Build Plans:
|