Ratfolk Caravan Guard

Bonkers123's page

363 posts. Organized Play character for Joseph Martin 681.


Full Name

Bonkers

Race

| SP 12/16 HP 20/20 | RP 5/5 | EAC 15; KAC 16| Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +9, SM: +8

Classes/Levels

| Speed 30ft | Active conditions: None.

Gender

Male CG Ysoki Biotechnician Biohacker 3

About Bonkers123

Bonkers is a thin Ysoki, standing barely 3’ tall. His fur is brown with spots of grey, his tail is thin and seems almost slow in it’s movements compared to most Ysoki

SFS # 73245-705Experience 0
Slotted Faction Dataphiles


Reputation
Reputation with Acquisitives:
Reputation with Dataphiles:
Reputation with Exoguardians:
Reputation with Second Seekers
Reputation with Wayfinders:
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Bonkers
Biohacker 3 CG small humanoidInit +2; Senses Darkvision Perc +9, SM +8,

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Defense
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EAC 15, KAC16SP 18 HP 20 RP 5
Fort +3, Ref +3, Will +


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Offense
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Speed 30 ft.
Melee 0+1Ranged +34Space 5 ft.; Reach 5 ft.
Special Attacks Spell-Like Abilities 

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Statistics
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Str 9, Dex 14, Con 10, Int 18, Wis 12, Cha 10


Skills Acrobatics +2,Bluff +5 Computers +10, Culture +8, Diplomacy +4, Engineering +12, Life Science +11, Medicine +12, Perception +9, Physical Science +11, Piloting +2, Sense Motive +8, Sleight of hand +6, Stealth +5, Survival +3


Starship-Combat Version of Skills

Feats longarm proficiencyLanguages Akitonian, Brethedan, Common, Drow, Goblin, Ysoki
Combat Gear Carbon skin, graphite, tactical needler pistol, Azimuth laser rifle, 
Other Gear Spare battery (rifle), Personal Comm unit, Basic medkit, T1 sedative x2

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Special Abilities
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Languages: Akitonian, Brethedan, Common, Drow, Goblin, Ysoki

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Boons Slotted this Adventure
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Ally:
Faction:
Personal:
Promotional:
Social:
Starship:
Slotless:

All My Boons:





Custom microlab You have created a small, customized kit consisting of medical supplies, testing materials, and pharmaceutical compounds, which you can use to evaluate medical conditions and perform several additional tasks described below. You can configure your custom microlab to take the shape of anything that can fit in your hand or similar appendage. Alternatively, you can add it to an armor upgrade slot or to an augmentation system in your brain or an arm; it never takes up an armor upgrade slot or occupies a system in your body, so you can still use that slot or system for an armor upgrade or augmentation as normal. You must have your custom microlab on your person to use it, but you can configure it so it doesn’t need to be in your hand to function.

Your custom microlab counts as a basic medkit and a chemalyzer and can be used for any purposes applicable to those items. As long as you are in possession of your custom microlab, you 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 you have your custom microlab, as a move action you can target a creature within your line of sight and within the microlab’s range (60 feet at 1st level) 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. The DC of this check is determined by the creature’s rarity, as presented on the Creature Rarity table on page 133 of the Core Rulebook. You can attempt this check untrained regardless of the DC, and you always treat your die roll result as a 20.

You can also attune your custom microlab to a number of individual creatures equal to 3 + your key ability modifier. This takes 10 minutes, which you can combine with the time needed to prepare your biohacks for the day, and the creatures must be present, willing, and able to cooperate with the scan. If you attune your microlab to creatures in excess of this number, the oldest attunements beyond your maximum number end. Otherwise, attunement lasts 24 hours, after which changes in environment and the target’s condition require the microlab be re-attuned. Under some circumstances, you can deliver biohacks to attuned creatures using ranged injection weapons without making an attack roll.

Basic Booster
A basic booster biohack aids a creature in one manner or another. The effect lasts for a number of rounds equal to your key ability score modifier (minimum 1 round) unless it states otherwise. You begin play knowing this basic booster biohack; when you use it, select an effect:

The target gains a +1 enhancement bonus to AC.
The target gains a +2 enhancement bonus to skill checks.
The target gains a +10-foot enhancement bonus to their speed. If the creature has more than one movement type, choose one to receive this bonus.

Basic Inhibitor
A basic inhibitor biohack hinders a creature’s physiology or material function. The effect of an inhibitor lasts for a number of rounds equal to 3 + your key ability score modifier (minimum 1 round) unless it states otherwise. You begin play knowing this basic inhibitor biohack; when you use it, select an effect:

The target takes a –2 penalty to AC.
You 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.
You 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.

A creature can be affected by only one of your basic inhibitors at a time, though it could be under the effects of multiple basic inhibitors originating from multiple biohackers. If you affect a creature with a different basic inhibitor while a previous inhibitor is still in effect, the effects of the previous inhibitor end.

Minor Biohacks
You can create minor biohacks from less powerful (and more stable) pharmaceuticals, nanites, and catalysts, and you can add them to any attack you make with an injection weapon that does not already have another biohack added to it. You don’t need to activate the materials for minor biohacks in advance, and using them does not count against the maximum number of biohacks you can have ready at one time. Minor biohacks are otherwise used as and function as basic booster and basic inhibitor biohacks, and they count as such biohacks for the purposes of interactions with other abilities (such as spark of ingenuity).
Minor Booster
Using a minor booster biohack allows you to attempt some Medicine checks on targets you affect so long as the target is within range of your custom microlab. This doesn’t require any additional time or action beyond making the attack. The tasks you can attempt with such a Medicine check depend on your level, and they don’t have the duration of normal booster biohacks.
At 1st level, you can attempt a Medicine check to administer first aid. At 3rd level, you can attempt a Medicine check to treat drugs or poison, though on a successful check, the target gains a +4 bonus only on the next saving throw it attempts against the drug or poison, and that saving throw must occur within the next hour. At 6th level you can attempt a Medicine check to treat disease, though on a successful check, the target gains a +4 bonus only to the next saving throw it attempts against the disease, and that saving throw must occur within the next hour.
Minor Inhibitor
A minor inhibitor biohack imposes a slight hindrance on a target: the target takes a –1 penalty to attack rolls for a number of rounds equal to 3 + your key ability score.

Injection Expert (Ex) - 1st Level
You are proficient with weapons with the injection weapon special property, 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 2nd level, you gain a +1 bonus to attack rolls with these weapons. At 9th level, that bonus increases to +2, and at 18th level it increases to +3.

When you hit an ally with such a weapon, you can avoid dealing damage to that ally, while still affecting the ally with the biohack booster or inhibitor, drug, medicinal compound, poison, serum, 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.

Primary Field Of Study (Ex) - 1st Level Genetics
Your primary field of study represents your scientific specialty. Choose your primary field of study upon taking your first level in biohacker—once made, this choice cannot be changed. A field of study grants you a unique booster and inhibitor, many of which work only on living creatures (not objects or creatures with the unliving universal creature rule) and have special properties and descriptors explained in their entries. At 5th level, you gain the breakthrough for your field of study
Genetics
Source Character Operations Manual pg. 45
Genetics is the study of living creatures’ inherited characteristics.

Booster: You temporarily boost a living creature (one that does not have the unliving universal creature rule) to improve the acuity of its hearing, granting the subject the benefits of blindsense (sound) with a range of 60 feet. If the creature already has blindsense, it instead gains the benefit of the Blind‑Fight feat. This benefit lasts for 60 minutes.

Inhibitor: You deliver a DNA-twisting or material-altering chemical nanite compound into a creature’s body, imparting vulnerability to one type of energy (your choice). If the creature is immune to that energy type, this inhibitor temporarily removes that immunity and gives the creature resistance 20 to that type of energy. If the creature has resistance to that energy type, this effect instead reduces its resistance by 10 (minimum 0). This biohack does not remove a creature’s resistance or immunity to natural hazards or environments, only to damage from energy attacks, spells, and other abilities.
Breakthrough
You can use the following ability when you achieve the breakthrough for this field of study.

Gene Therapy (Ex): As a standard action, you can create and deliver a medicinal formula to a living creature that suspends the effects of damage to their mind and body. When injected, the formula allows the target to ignore the effects of all ability score damage and drain for 10 minutes. If you are at least 7th level, this effect lasts for 1 hour. If you are at least 13th level, it lasts for 24 hours.

Scientific Method (Ex) - 1st Level
You have an innate mental gift, and a special way of approaching problems that lets you surpass normal researchers and scholars. If your key ability score is Intelligence, you have a studious mind. If your key ability score is Wisdom, you have an instinctive mind. Your scientific method affects your spark of ingenuity class feature (see below), and may impact how some other class features function, as noted in those abilities.
Studious
Your mind is a fortress of information that can rarely be breached. You gain a +1 bonus to Will saving throws. This bonus increases to +2 at 3rd level, +3 at 8th level, and +4 at 16th level. You also gain a +1 insight bonus to Life Science, Medicine, and Physical Science checks. This bonus increases by 1 at 3rd level, and every 4 levels thereafter. Additionally, you can add your Intelligence modifier instead of your Wisdom modifier to Perception and Sense Motive checks.

Field Dressing:
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.

Spark of ingenuity 1/day If you are a studious biohacker, you can expend two uses of your biohack ability to combine the effect of two basic or minor biohacks (or one of each) into a single effect. This takes no additional time and allows a creature to be under the effects of two different basic or minor booster or inhibitor biohacks simultaneously. If the two effects have different durations, each effect ends after its normal time limit, though any with a duration measured in rounds last 1 round longer than normal.

Bot Me!:

Description

[dice=Stabby (Custom microlab syringe)] 1d20[/dice]
[dice=P Damage]1d4+1[/dice]

[dice=owie! (Needler pistol)]1d20+4[/dice]
[dice=Piercing damage]1d4+1[/dice]

[dice=Burn! (laser rifle) ]1d20+3[/dice]
[dice=Fire damage]1d8+3[/dice]

In ship combat, Bonkers serves wherever needed, Engineering/Science officer, Pilot or Gunner if desperate, if needed as captain, we’re in trouble.