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Blue-Jay 29's page

33 posts. Organized Play character for Art Burd.


Race

| SP 19/24 HP 28/28 | RP 7/7 | EAC 17; KAC 17; ACvCM 25 | Fort +4; Ref +4; Will +5 | Init: +3 | Perc: +12, SM: +12

Classes/Levels

| Speed 30ft | Darkvision 60 feet, Low-Light Vision | Spells: n/a | Active conditions: None.

Gender

Undecided N Android Biotechnician Biohacker 4

About Blue-Jay 29

? Android Biotechnician Biohacker 4
N Medium Humanoid (Android)
Init: +3; Senses: Darkvision 60 ft, Low-Light Vision; Perception +12

DEFENSE
EAC: 17; KAC: 17; AC vs. Combat Maneuvers: 25
HP: 28; SP: 24; RP 7
Fort: +4; Reflex: +4; Will: +5; +2 against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs

OFFENSE
Speed: 30 feet
Melee: Unarmed Strike +3 (1d3+4 B) (Analog, Nonlethal)
Ranged: Medic Injector Pistol +6 (1d6+2 P) ()
or Needler Pistol +6 (1d4+2 P) ()

STATISTICS
Str 10 (+0), Dex 16 (+3), Con 11 (+1), Int 20 (+5), Wis 10 (+0), Cha 8 (-1)
Base Attack Bonus: +3
Feats: Medical Expert, Skill Synergy (Medicine & Sense Motive), Weapon Specialization (Basic Melee Weapons, Advanced Melee Weapons, Small Arms)
Skills:
Bluff: +6 (4 ranks, -1 Cha, +3 class)
Computers: +11 (3 ranks, +5 Int, +3 class)
Culture: +11 (3 ranks, +5 Int, +3 class)
Diplomacy: +6 (4 ranks, -1 Cha, +3 class)
Engineering: +11 (3 ranks, +5 Int, +3 class)
Life Science: +12 (4 ranks, +5 Int, +3 class)
Medicine: +15 (4 ranks, +5 Int, +3 class, +2 insight, +1 theme)
Perception: +12 (4 ranks, +5 Int, +3 class)
Physical Science: +12 (4 ranks, +5 Int, +3 class)
Sense Motive: +12 (4 ranks, +5 Int, +3 class, -2 racial, +2 insight)
Sleight of Hand: +9 (3 ranks, +3 Dex, +3 class)
Languages: Brethedan, Common, Drow, Halfling, Kasatha, Shirren, Triaxian, Vercite, Vesk
Special Qualities: Biohacker Theorems, Constructed, Custom Scanner, Exceptional Vision, Flat Affect, Injections Expert, Injections, Primary Field of Study (Pharmacology), Scientific Method (Studious), Spark of Ingenuity (1/day), Theme Knowledge, Upgrade Slot, Weapon Specialization
Gear: Basic Lashunta Tempweave, Consumer Backpack, Everyday Clothing, Healing Serums (Mk. 1) (4), Medic Injector Pistol, Needler Pistol, 1091 Credits
Medicinals: Analgesic (2) (Tier 1), Sedative (2) (Tier 1)
Augmentations: Custom Scanner (Eyes), Synergizing Symbiote (Intelligence) (Mk 1)
Height: ' "
Weight: lbs
Age: 19
Bulk Limit: 5 ( 8L)

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Biohacker Theorems:
As you gain experience, you devise theorems about the way the universe works and how you can alter it. Some biohacker theorems you can use on yourself, fundamentally altering your physiological structure to gain specific benefits, while others require the use of your custom scanner or other equipment or add additional options for your injections.

You learn your first biohacker theorem at 2nd level, and you learn an additional theorem at 4th level and every 2 levels thereafter. If a theorem allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your biohacker level + your key ability score modifier. If a theorem requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 × your biohacker level + your key ability score modifier.

Unless otherwise specified, you can’t learn a theorem more than once. Once you learn a theorem, that choice cannot be changed. See Biohacker Theorems on page 7 for the list of theorems.

Field Dressing As a standard action, you can use your custom scanner to quickly render medical aid to an adjacent, willing creature. When you do, 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. If the target has taken no Hit Point damage, they instead regain 1d4 Stamina Points. This number increases to 1d6 Stamina Points at 4th level, and to 2d8 Stamina Points at 8th level. You must have your custom scanner 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.
Quick Load As a standard action, you can load one of your injections into a weapon with the injection weapon special property and attack with that injection.

Constructed:
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.

Custom Scanner:
At 1st level, you have created a small customized scanning device that you can use to evaluate and treat your allies’ wounds, identify unknown substances, and determine your enemies’ weaknesses from a distance. You can configure your custom scanner to take the shape of anything that can fit in your hand or a similar appendage, or design it to install in your armor (which does not take up an armor upgrade slot) or as an augmentation in your brain, your eyes, or an arm (which does not occupy a system in your body).

Your custom scanner counts as a basic medkit (Starfinder Core Rulebook 220) and a chemalyzer (Starfinder Armory 100) and can be used for any purposes applicable to those items.

As long as you have access to your custom scanner, as a move action you can target a creature within 30 feet that is within your line of sight and attempt a special skill check to identify it: if the creature is living, this is a Life Science check, and if the creature is unliving, it is a Physical Science check. The DC of this check is tied to the creature’s rarity, as presented on the Creature Rarity table on page 133 of the Core Rulebook.

Additionally, as long as you have access to your custom scanner, you can use Life Science or Physical Science instead of Mysticism to make serums (for more about crafting items, see page 235 of the Core Rulebook).

If your custom scanner is damaged, destroyed, lost, or stolen, you can kitbash a new one from any medkit or chemalyzer, reconfiguring the materials into a new custom scanner with 1 hour of work. You can have only one custom scanner at a time. If you create a new custom scanner, your old one functions as a normal item of whatever type you made it from.

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.

Feats:

Medical Expert 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.
Sense Motive (Medicine & Sense Motive) Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.
Weapon Specialization Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

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.

Injections Expert:
At 1st level, you are proficient with weapons that have the injection weapon special property (Core Rulebook 181), as long as the weapon has not gained that weapon special property through a weapon fusion, spell, class feature, or similar ability or effect. At 1st level, you gain a +1 bonus to attack rolls with these weapons. At 9th level, that bonus increases to +2.

When you hit an ally with a weapon that has the injection weapon special property, you can choose not to deal damage to that ally, though that ally is still affected by the effects of the drug, poison, medicinal compound, counteragent (see page 3), restorative (see page 4), or other substance that was loaded into the injection weapon. When you fire a weapon with the injection special property and you have multiple types of ammunition loaded into the weapon, you choose which type of ammunition you fire when you attempt the attack.

Injections:
You carry a collection of catalysts, chemicals, compounds, and specialized nanites, plus a small mixing apparatus and syringes, which you can use to quickly fashion solutions that produce different effects depending on the order in which you mix these ingredients. These solutions are called injections, and you can use them to boost your allies or hinder your foes. Your injections produce their effects only when you inject a creature with them (see below), and only you know how to make and administer them in the exact effective way. An injection that is not in your possession becomes inert until you pick it up again.

Each day, you must spend 10 minutes to prepare the ingredients for a number of injections equal to your biohacker level + your key ability score modifier. This preparation time includes only readying the compounds and chemicals you need to make your injections, and you decide the specific injection you create as part of the standard action you take to attack with it or inject a creature with it (see below). When you regain the daily uses of your injections class feature, any injections that you created earlier but didn’t use become inert, even if they’re still in your possession—their method of creation depends largely on unstable chemicals and methods that can’t be reproduced at a large scale. You can readily replenish the chemicals for your injections on a regular basis at no cost, unless the GM states otherwise.

A single injection is held in a physical syringe that you can wield in one hand. It is considered a consumable item with negligible bulk, with an item level equal to your biohacker level, hardness equal to your biohacker level, and 1 Hit Point. You must hit an unwilling creature with a melee attack to inject them with an injection, and an injection counts as a consumable basic melee weapon for this purpose. An injection can be injected into a willing or unconscious creature (or yourself) as a standard action, as long as the target is within your reach. An injection can also be loaded into a weapon with the injection weapon special property as a move action, and you can deliver the injection with a normal attack with that weapon. When you attack an ally with an injection loaded into a weapon that has the injection weapon special property, that ally is considered flat-footed against your attack.

Injections come in two varieties: counteragents and restoratives. Unless otherwise stated, counteragents and restoratives affect both living and unliving creatures. At 1st level, you know the basic counteragents and restoratives listed below, in addition to the unique counteragent and restorative granted by your primary field of study (see pages 5–7). As you increase in level, you can also devise theorems to learn special injections, as well as abilities to modify or enhance your existing injections (see Biohacker Theorems on page 7), in addition to learning a second and a third field of study. Additionally, fields of study eventually provide you with breakthroughs that also equip you with special injections you can use, as described in their entries.

Counteragent A counteragent hinders a creature’s defenses. The effects of a counteragent last for a number of rounds equal to half your key ability score modifier (minimum 1 round) unless stated otherwise. A creature can be under the effect of only one of your counteragents at a time, though it could be under the effect of multiple counteragents originating from multiple biohackers. If you affect a creature with a different one of your counteragents, the effects of the previous counteragent end (although see the spark of ingenuity class feature on page 4 for one exception). When you use a counteragent injection, it can have one of the following effects.
> The target takes a –2 penalty to AC.
> Reduce the target’s DR by 5. At 9th level, you instead reduce it by 10. At 17th level, you instead reduce it by 15. This can’t reduce the target’s DR below 0.
> Reduce the target’s resistance to one type of energy (your choice) by 5. At 9th level, you instead reduce it by 10. At 17th level, you instead reduce it by 15. This can’t reduce the target’s resistance below 0.

RestorativeA restorative aids a creature in one manner or another. The effects of a restorative last for a number of rounds equal to your key ability score modifier (minimum 1 round) unless stated otherwise. You can affect creatures with multiple different restoratives at a time. When you use a restorative injection, it can have one of the following effects.
> The target gains a +1 enhancement bonus to AC.
> The target gains a +2 enhancement bonus to all skill checks.
> The target gains a +10-foot enhancement bonus to their speed.

Primary Field of Study (Pharmacology):
Your primary field of study represents your area of expertise within the scientific community. Choose your primary field of study upon taking your first level in biohacker, and once made, this choice cannot be changed. A field of study grants you a unique counteragent and restorative, many of which work only on living creatures and have special properties and descriptors as described in their entries.

PharmacologyPharmacology is the study of drugs and their effects on the biology of living creatures.
> Counteragent: You can introduce a mild hallucinogen into a living creature’s body, imposing the confused condition. This is a mind-affecting effect.
> Restorative: You can deliver a coagulant to a living creature. If the creature is under the effect of the bleeding condition, that condition ends.

Scientific Method (Studious):
Thanks to your genius scientific mind, you have a specific way of approaching problems that surpasses the methods used by typical researchers and scholars. If your key ability score is Wisdom, you have an instinctive mind. If your key ability score is Intelligence, you have a studious mind. Your scientific method affects your spark of ingenuity class feature (see below).

Instinctive You can innately see the connections between things and often act instinctively on those connections. Instead of your Intelligence modifier, you can add your Wisdom modifier to Life Science, Medicine, and Physical Science skill checks.

Studious Your mind is a fortress of information that can only rarely be breached. Instead of your Wisdom modifier, you can add your Intelligence modifier to Perception and Sense Motive skill checks and to Will saving throws.

Spark of Ingenuity (1/day):
Possible permutations and offshoots of your formulas constantly run through your mind, and in a pinch you can effectively apply your favorite hypotheses to your injections in the field. Once per day, depending on your scientific method, you can alter the way one of your injections works. You can do this one additional time per day at 9th level and at 15th level.

If you are an instinctive biohacker, you can add the dazzled condition to the effects imposed by any of your counteragents, in addition to their normal effects. This effect lasts the length of the counteragent’s duration. Or, in addition to their normal effects, you can remove one of the following conditions with any of your restoratives: dazzled, fascinated, or shaken. If you are at least 9th level, you can instead add the flat-footed condition as one of the effects imposed by any of your counteragents. Or, you can remove any one of the following conditions with any of your restoratives: dazzled, deafened, fascinated, fatigued, off-target, shaken, or sickened.

If you are a studious biohacker, you can combine the effects of two injections into one, expending one use of your injection ability to create and deliver both injections at the same time. This takes no additional time and enables a creature to be under the effects of two different counteragents simultaneously. Both effects last for a number of rounds equal to your key ability score modifier.

Theme Knowledge:
You have a sharp mind for the intricacies of biotech augmentations and keep up-to-date on current research in the field, whether because you work to develop such technology or because you are the beneficiary of biotech augmentations— or, most likely, both. 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.

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.

Weapon Specialization:
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with. For weapons with which you have gained proficiency through the injection expert class feature (with the exception of basic melee weapons), you instead add half your character level to damage you deal with those weapons.