Proficiencies: Light Armor, Basic Melee, Small Arms, Grenades.
Feats
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1 - Weapon Focus (+1 to Small Arms attacks)
3 - Double Tap (Standad action: use 2x ammo for +1 to attack with a small arm and add full level to damage instead of 1/2 level)
3 - Weapon Specialization (Add character level to weapon damage, half for small arms/operative melee)
5 - Psychic Sense (You have blindsense (thought) with a range equal to the range of your limited telepathy or telepathy.)
7 - Soothing Telepathy (+2 insight vs. mind-affecting. 1/day as a Reaction, grant all allies within range of telepathic communication +2 insight vs. mind-affecting effects until end of of next turn).
Class Features
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1 - Custom Microlab: Basic Medkit & Chemalyzer. Move action: Natural 20 to ID living (L.S.) or nonliving (P.S.) creature within 60 ft. Attune 3+Int (9) willing creatures to Microlab for 24 hours.
1 - Biohacks: See below
1 - Primary Field of Study: Anesthesiology
1 - Scientific Method: Studious (Int for Perception/Sense Motive, +2 Will, +3 Insight to Life Science, Medicine, Physical Science)
1/2 - Injection Expert: Proficient (and +1) with all Injection weapons. Can choose to do 0 damage to allies. Can choose ammo for each attack with Injection weapons.
2 - Theorem: Field Dressing (Standard @ adjacent willing/KO, heal 1d6+Int (6) HP. Once per target per 10-min-rest to regain SP. Can use Int times per day (6: OOOOO|O)
3 - Spark of Ingenuity: Use 2 Biohacks to combine 2 minor/basic biohacks into one (and +1 round duration) 1/day (X)
3 - Weapon Specialization 4 - Theorem: Treat Condition (Standard @ adjacent willing/KO, remove Shaken, Sickened, Staggered. Once per target per 10-min-rest to regain SP. Can use Int times per day (6: OOOOO|O)
5 - Custom Microlab: Now functions as an Advanced Medkit.
5 - Breakthrough - Ignore Pain: As a standard action, you can create and deliver a formula that allows a living creature to overcome pain and injury. When injected, the formula grants the target a number of temporary Hit Points equal to twice your biohacker level for 1 minute. The first time during that minute that the target is reduced to 0 Hit Points but not killed outright, it can continue to act normally until the end of its next turn or until it takes additional damage, at which point it becomes unconscious, as normal. (14) O
6 - Starwright Archetype: Starmetal Application (Ex) You have a starwright’s kit containing tiny amounts of starmetal you can use once per day to infuse a single item. After 10 minutes of uninterrupted work, you grant the item the benefit from the chosen starmetal for 24 hours, as described below.
7 - Secondary Field of Study: Neurochemistry "Minor"
Biohacks
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Deliver through attacks w/injection weapons or syringe (B.Melee). Willing adjacent or attuned @ 60 ft range = auto-hit. Rest @ SP to replenish pool. A creature can only be affected by one basic inhibitor at a time. New = old ends. Prepare 1+Int per day (7: OOOOO|OO)
Minor Biohacks:
Lvl 1 Booster: First Aid
Lvl 1 Inhibitor: -1 Attack for 3+Int (9) Rounds.
Lvl 3 Booster: Treat Drugs/Poison (+4 next)
Lvl 6 Booster: Treat Disease (+4 next w/i 1 hour)
Basic Booster:
+1 Enhancement Bonus to AC (6 Rounds) or
+2 Enhancement Bonus to Skills (6 Rounds) or
+10-foot Enhancement Bonus to Speed (6 Rounds)
Anesthesiology Booster:
+Gain +2 Enhancement Bonus to Saves vs pain and DR 2/— (stacks with one other source of DR, to a maximum of DR 7/—).
Neurochemistry Booster:
+Ignore the effects of the confused and staggered conditions for the booster's duration (but the effect's duration elapses as normal).
Basic Inhibitor:
-2 Penalty to AC (9 Rounds) or
-5 to DR (9 Rounds) or
-5 to One type of ER (9 Rounds)
Anesthesiology Inhibitor:
+Deal 7 Nonlethal Damage and gives the target the Fatigued condition (DC 19 Fortitude Save for half damage and no fatigue). If target is already fatigued, it is Exhausted instead. This is a poison effect.
Neurochemistry Inhibitor:
+Impart a -2 penalty to Will saving throws.
Other Features
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Battle Medic (1) Theme Knowledge: Reduce the DC of any Life Science or Mysticism check to recall knowledge about a disease or poison 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 Medicine checks.
Natural Survivor: +2 Racial bonus to Life Science & Survival
Ferocious Charge: Can trip @ end of charge. Can charge without penalty to Attack or AC.
Limited Augmentation: Only Datajacks/Custom Rig in Brain slot.
Limited Telepathy: Telepathy with any creature I share a language with within 30ft.
Battle Medic (6) Exposure Immunity: Gain +1 to Fortitude vs. poisons and diseases
Active Systems
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System: Personal Upgrade 2 - Augmentation: Synergizing Symbiote (+4 Int)
System: Personal Upgrade 1 - Augmentation: Synaptic Accelerator (+2 Dex)
System: Eyes - Augmentation: Darkvision Capacitors, Standard (Darkvision 60ft)
System: Heart - Augmentation: Synchronous Heart
System: Spinal Column - Augmentation: Shadow Nerves Necrograft (1/day take a 10' guarded step)
System: Armor - Estex Suit III (Environmental Protection available: 7 Days) Inactive
System: Custom Microlab - Advanced Medkit (Treat Deadly Wounds: DC 20 (1 Min, 1 HP per lvl/cr. 25+, add Int modifier. 1/target/day unless in medical lab, then 2/day), gain +2 insight to Medicine checks to treat drugs/diseases/poisons, can set up a 1-patient medical lab (10 minutes to set up) to provide long-term care DC 30) & Chemalyzer (+4 Circ to Eng, Mys, P.S. to ID unknown drugs, medicinals, poisons, or other chemicals)
Serums & Hypopens
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5x Mk.1 Serum of Healing, 2x Mk.2 Serum of Healing
2x Black Nanite Hypopens, 1x Purple Nanite Hypopen
Medicinals
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(Tier 1)
4x Analgesic (FF 1 round, +1 vs pain 10min)
3x Antibiotic (+4 vs disease 2 days)
3x Antiemetic (+1 sick/naus 10min or new save)
3x Antitoxin (+4 vs poison 1 hour)
1x Sal Volatile (KO: +1 hp, KO: new save +4 wake up)
1x Coagulant (Immune to bleed 1min, -1/tier to Acro/Ath/Reflex for duration)
4x Sedative (1d4 NL, Em/Fear new save +1 if not perm/instant)
(Tier 2)
1x Analgesic (FF 2 rounds, +2 vs pain effects for 20min)
1x Counteractant (+2 end afflcitions, success counts as 2 consecutive)
Other Gear
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Estex Suit III Armor, Level 7 (Easy Access Kit, Jetpack, Glamer Projector - Khaki scrubs), Crash Pad (20ft+), Reconfigurable Clothing (Environmental (Radiation), Environmental (Zero-G), Travel, Formal, Professional (Anesthesiologist/Doctor)), Personal Comm Unit, Radiation Badge, Fire Extinguisher, Hacking Kit, Engineering Kit, Mk.1 Nanite Patch x1, Standard Battery x2, Box of Darts, Industrial Backpack, Heatsink Cravat, Clearsight Goggles, Petrol Tank, Warming Balm, Wake-Up Patch, Aerosol Spray, 12x R2E Meals, Field Rations (1 week).
Slotted Boons
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Ally - Friends in High Places (Maargrave, Ath/Int/Surv 6+L)
Faction - Second Seekers (Jadnura) Champion
Personal - Ursine Heritage (Permanent)
Promotional - Promotional Reroll (VC Shirt +5)
Social - Faction's Friend [] [] []
Starship - Analytical Tracking
Slotless - Starfinder Insignia, Marked Field Agent, Private Vault (V), Triunite Technotheurgy (L), Scoured Flora, Surviving Companion "Kareeshi" (V), Year of the Scoured Stars
All Earned Boons
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Ally - Duskmire Allegiance (Gnolls), Dream Whispers, Allies in the Aeon Empire, Friends in High Places (Maargrave, Ath/Int/Surv 6+L)
Faction - Second Seekers (Jadnura) Champion, Second Seekers (Ehu Hadif) Champion
Personal - Ursine Heritage (Permanent), Nanotech Survivor [] [] [] []
Promotional - Promotional Reroll (Organized Play (Venture Captain) Polo Shirt +5), Promotional Service Award (Organized Play Campaign Service Coin #801).
Social - Faction's Friend [] [] [], Contractor's Respect (Order of the Pike) [] [] [], Distinguished Ambassador [x] [x] [x] [x], Radiance's Favor
Starship - Hero of the Stars (L), Star Monster Slayer, In-the-Vehicle Training, Skitterfriend, Drift Maven, Analytical Tracking (2F) (Science: 1 RP, pick 1 tracking weapon - gunner can reroll a single attack with that weapon)
Slotless - Starfinder Insignia, Marked Field Agent, Private Vault (Vanity), Souvenir Cestus (L), Triunite Technotheurgy (L), Scoured Flora (2F), Copaxi Linguist, Jinsul Linguist, Surviving Companion "Kareeshi" (Vanity)
Jadnura faction boons:
Scoured Flora: At the end of a session, you can harvest parts of your plant and use them as part of a medicinal concoction to heal 1 point of permanent ability damage, though you can use this ability healing only on yourself. Alternatively, you can use a part harvested from this plan to increase the effective caster level of any one spell cast by an ally or purchased as a service at the end of the session by 2 without increasing the cost of the spell. The spell receiving this benefit must restore hit points, remove ability damage, or remove an affliction (such as a curse or disease). This caster level increase does not stack with other effects that increase the spell’s effective caster level. You can use this secondary effect on a spell purchased by an ally.
Analytical Tracking: When acting as a science officer aboard a starship, you can perform a special version of the target systems action that allows you to prepare a coordinated strike. Rather than selecting an enemy system, you can spend 1 Resolve Point and select one tracking weapon aboard your starship. The gunner can reroll a single attack roll with that weapon.
Nanotech Survivor Personal Boon:
During combat at the start of your turn, you can check a box that precedes this boon to gain a +1 circumstance bonus to initiative checks and EAC until the end of the encounter.
Adventure Log
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Q1: Into the Unknown (GM)
#1-01: The Commencement (GM)
#1-20: Duskmire Accord 9 (GM)
#1-16: Dreamng of the Future (GM)
#1-12: Ashes of Discovery (GM)
#1-28: It Rests Beneath (GM)
#M-SkC: Skitter Crash (GM)
#1-32: Acts of Association (GM)
#1-25: The Beacon Code Dilemma (GM)
#1-18: The Blackmoon Survey
#2-13: Storm of the End Times (GM)
#1-22: The Protectorate Petition
#1-23: Return to Sender
#2-11: Descent into Verdant Shadow
#2-02: Waking the Past (GM)
#3-02: The Subterranean Safari
#3-04: The Vast Experiment: Falling into Deliverance
#3-10: Live Adventure Extreme! (GM)
#3-16: The Vast Experiment: Fast Choices
PbP Botting Information - Coming Soon:
Coming Soon
All Information Current as of: 3/3/2022
Starwright - Starmetal Applications:
ARMOR
- Abysium: Reduce the usage of all upgrades by 1 (minimum usage 1 for each upgrade).
- Djezet: Wearer gains a +2 bonus to caster level checks to overcome SR, stacks with djezet-enhanced armor.
- Horacalcum: Wearer gains a +2 enhancement bonus to saves vs. slow and effects that alter time.
- Noqual: Wearer gains spell resistance equal to 6 + your class level.
- Siccatite: Wearer gains resistance to cold or fire equal to your class level.
HYBRID / TECH ITEMS
- Abysium: Reduce item’s usage by 1 (minimum 1).
- Djezet: If the item is hybrid, its item level increases by 1. If the item is a technological item, treat it as a hybrid item.
- Horacalcum: While the item is damaged, it regains 1 Hit Point per minute.
- Noqual: Item gains a +4 enhancement bonus to saving throws against magical effects and spells.
- Siccatite: Item gains immunity to cold or fire.
VEHICLES
- Abysium: Vehicle gains a +4 enhancement bonus to saves vs. environmental effects. Passengers gain environmental protections as if from armor with an item level equal to your class level.
- Djezet: Vehicle gains an autopilot system with a Piloting bonus equal to your level. A vehicle that already has such a system gains a +4 enhancement bonus to Piloting checks.
- Horacalcum: Vehicle’s speed increases by 50 feet, its full speed by 100 feet, and its miles per hour by 10.
- Inubrix: Vehicle’s Piloting modifier increases by 4.
- Noqual: Vehicle gains a +4 enhancement bonus to saves against magical effects and spells. Passengers gain a +2 enhancement bonus to such saves.
- Siccatite: Vehicle gains immunity to cold or fire. Passengers gain a +2 enhancement bonus to their AC and saves against such effects.
WEAPONS
- Horacalcum: Weapon functions as if it were made of horacalcum. A weapon already made of horacalcum increases the save DC of its staggered critical hit effect by 2.
- Noqual: Weapon functions as if it were made of made of noqual (+1 enhancement damage vs magical constructs & undead created by spells). A weapon already made of noqual increases its bonus to damage rolls by 2.
- Siccatite: Weapon functions as if it were made of cold siccatite or hot siccatite (+1 damage per 6 item levels, wielder takes 1 damage when hitting a target max 1/round). A weapon already made from siccatite increases the cold or fire damage dealt by 1/4 your class level.
Arm(s) -
Brain -
Ears -
Endocrine -
Eyes - Darkvision Capacitors, Standard (Cybernetics)
Feet -
L. Hand - Starfinder Society Subdermal Graft (Cybernetics)
R. Hand -
Heart - Syncrhonous Heart
Leg(s) -
Lungs -
Skin -
Spinal Column - Shadow Nerves, Mk. 1 (Necrograft)
Throat -
~~~
Antibiotic (Ab) (+3 + 1/tier vs disease for 2 days/tier)
Antiemetic (Ae) (+1/tier vs sickened/nausea 10min/tier, or new save)
Analgesic (An) (FF 1 round/tier, +1/tier vs pain effects for 10min/tier)
Antitoxin (At) (+3 +1/tier vs poison 1 hour/tier)
Coagulant (Cg) (Immune to bleed 1min/tier, -1/tier to Acro/Ath/Reflex for duration)
Sal Volatile (Sv) (If KO: +1 hp/tier OR If KO: new save +3 +1/tier to wake up)
Sedative (Sd) (1/2/4/8d4 NL, Emotion/Fear new save +1/tier if not perm/instant)
Counteractant (Ca) (+1/tier to end afflcitions, success counts as 1/tier consecutive, lasts 1 day/tier)