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"Doctor" Vlodkoya's page

42 posts. Alias of Jimbles the Mediocre.


Race

Attacks & Abilities:
unarmed strike +4 (1d3+7 S) : nightarch needler +7 (1d6+2 P) | injections (4/8) : spark (1/1) : dragongland (1/1)

Classes/Levels

Stats & Skills:
Bluff +4, Computers +3, Culture +3, Diplomacy +4, Engineering +3, Life Science +11, Medicine +11, Perception +11, Physical Science +8, Sense Motive +8, Sleight of Hand +7

Gender

Male Vesk Outlaw Playtest Biohacker 4 | SP 7/28 : HP 30/30 : RP 6/6 | EAC 18 : KAC 18 | F +5 : R +3 : W +5 (+2 vs. fear) | Init +2 : Perc +11 (low-light vision) : Speed 30

About "Doctor" Vlodkoya

Doctor Vlodkoya is a character build for the Starfinder Character Operations Manual playtest.

Vlodkoya, a thrice-expelled medical student from Vesk Prime, has joined the Starfinders to earn some credits and lay low while evading multiple warrants for medical malpractice in the Veskarium.

Injections Shortlist:
Counteragents (2 rounds; dazzle 1/day; hampering)
  • The target takes a –2 penalty to AC.
  • Reduce the target’s DR by 5.
  • Reduce the target’s resistance to one type of energy (your choice) by 5. This can’t reduce the target’s resistance below 0.
  • Impose the sickened condition. This is a poison effect.

    Restoratives (4 rounds; remove dazzled, fascinated, or shaken 1/day)

  • 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.
  • Any creature attacking the affected target with a melee attack takes a –2 penalty to the attack roll. This is an inhaled poison effect.
  • "Doctor" Vlodkoya
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    Male vesk outlaw playtest biohacker 4
    CG medium humanoid (vesk)
    Init +2; Senses low-light vision; Perception +11

    DEFENSE
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    SP 28; HP 30; RP 6
    EAC 18; KAC 18
    Fort +5; Ref +3; Will +5; +2 vs. fear effects

    OFFENSE
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    Speed 30 ft.
    Melee unarmed strike +4 (1d3+7 S)
    Ranged conserving tactical nightarch needler +7 (1d6+2 P; critical Injection DC +2)
    Offensive abilities biohacker theorems (friendly aim, hampering counteragent), injection expert, injections (8/day), spark of ingenuity (1/day), wyrmling dragongland (3d6 A, DC 13)

    STATISTICS
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    Str 12 (+1); Dex 14 (+2); Con 12 (+1); Int 8 (-1); Wis 18 (+4); Cha 10 (+0)
    Skills Bluff +4, Computers +3, Culture +3, Diplomacy +4, Engineering +3, Life Science +11, Medicine +11, Perception +11, Physical Science +8, Sense Motive +8, Sleight of Hand +7
    Feats Far Shot, Weapon Focus (smallarms)
    Languages Common, Vesk
    Other abilities custom scanner, field of study (toxicology), scientific method (instinctive)
    Combat Gear tier 1 antitoxin, tier 1 coagulant, 1 mk 2 serum of healing, 6 mk 1 serums of healing
    Other Gear defrex hide (quick-release sheath), mk 1 personal upgrade (Wisdom), 35 credits

    SPECIAL ABILITIES
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    Custom Scanner:
    At 1st level, Vlodkoya has created a small customized scanning device that he can use to evaluate and treat his allies’ wounds, identify unknown substances, and determine his enemies’ weaknesses from a distance. It is configured to integrate with his armor's helm (which does not take up an armor upgrade slot).

    His custom scanner counts as a basic medkit and a chemalyzer and can be used for any purposes applicable to those items.

    As long as he has access to his custom scanner, as a move action Vlodkoya can target a creature within 30 feet that is within his 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.

    Additionally, as long as Vlodkoya has access to his custom scanner, he can use Life Science or Physical Science instead of Mysticism to make serums.

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

    Injection Expert:
    At 1st level, Vlodkoya is proficient with weapons that have 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 1st level, he gains a +1 bonus to attack rolls with these weapons. At 9th level, that bonus increases to +2.

    When Vlodkoya hits an ally with a weapon that has the injection weapon special property, he 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, restorative, or other substance that was loaded into the injection weapon. When he fires a weapon with the injection special property and there are multiple types of ammunition loaded into the weapon, he chooses which type of ammunition fired when he attempts the attack.

    Injections:
    Vlodkoya carries a collection of catalysts, chemicals, compounds, and specialized nanites, plus a small mixing apparatus and syringes, which he can use to quickly fashion solutions that produce different effects depending on the order in which he mixs these ingredients. These solutions are called injections, and he can use them to boost his allies or hinder his foes. Vlodkoya's injections produce their effects only when he injects a creature with them (see below), and only he knows how to make and administer them in the exact effective way. An injection that is not in his possession becomes inert until he picks it up again.

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

    A single injection is held in a physical syringe that he can wield in one hand. It is considered a consumable item with negligible bulk, with an item level equal to his biohacker level, hardness equal to his biohacker level, and 1 Hit Point. Vlodkoya 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 Vlodkoya) as a standard action, as long as the target is within his reach. An injection can also be loaded into a weapon with the injection weapon special property as a move action, and he can deliver the injection with a normal attack with that weapon. When he attacks an ally with an injection loaded into a weapon that has the injection weapon special property, that ally is considered flat-footed against his attack.

    Injections come in two varieties: counteragents and restoratives. Unless otherwise stated, counteragents and restoratives affect both living and unliving creatures. At 1st level, Vlodkoya knows the basic counteragents and restoratives, in addition to the unique counteragent and restorative granted by his primary field of study. As he increases in level, he can also devise theorems to learn special injections, as well as abilities to modify or enhance his existing injections, in addition to learning a second and a third field of study. Additionally, fields of study eventually provide him with breakthroughs that also equip Vlodkoya with special injections he can use, as described in their entries.

    Counteragents: A counteragent hinders a creature’s defenses. The effects of a counteragent last for a number of rounds equal to half Vlodkoya's key ability score modifier (minimum 1 round) unless stated otherwise. A creature can be under the effect of only one of his counteragents at a time, though it could be under the effect of multiple counteragents originating from multiple biohackers. If he affects a creature with a different one of his counteragents, the effects of the previous counteragent end.

    Restoratives: A restorative aids a creature in one manner or another. The effects of a restorative last for a number of rounds equal to Vlodkoya's key ability score modifier (minimum 1 round) unless stated otherwise. He can affect creatures with multiple different restoratives at a time.

    Biohacker Theorems:
    Friendly Aim: When you use a ranged weapon with the injection weapon special property to attempt to deliver an injection to one of your allies (including healing serums, medicinals, counteragents, restoratives, your breakthrough formulas, or any of your injections), you gain a +3 insight bonus to the attack roll.

    Hampering Counteragent: Any counteragent you successfully use against a foe decreases that foe’s speed by 10 feet, to a minimum of 5 feet, in addition to the effect you choose. If the target has multiple speeds, you can choose which speed is affected when you use a counteragent.

    Spark of Ingenuity:
    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.