SP 64/64, HP 52/52, RP 10/10; EAC 25, KAC 26; F +7 (+1 vs disease and poison), R +6, W +7 (+2 vs mind); Spd 40 ft., fly 30 ft. (average); Init +4; Perception +17 (dark 60, low-light); biohacks 7/7; 0 medicinals used, 7 darts, 8 caustoject shots,
Gender
Male Kiirinta Battle Medic Biohacker 8
Size
Small
Strength
10
Dexterity
19
Constitution
14
Intelligence
23
Wisdom
8
Charisma
12
About Dr. Helix
Dr. Helix (125136–706)
Male kiirinta battle medic biohacker 8
CG Small fey
Init +4; Perception +17; darkvision 60 ft., low-light vision
DEFENSE SP 64, HP 52, RP 10
EAC 25; KAC 26
Fort +8, Ref +6, Will +9 (+1 vs disease and poison; +2 vs mind-affecting, extend 1/day)
Defensive Abilities fluttercloud
STATISTICS Str 10, Dex 19, Con 14, Int 23, Wis 8, Cha 12
Skills Bluff +12 (8 ranks), Computers +17 (8 ranks), Culture +17 (8 ranks), Diplomacy +12 (8 ranks), Engineering +17 (8 ranks), Life Science +19 (8 ranks), Medicine +20 (8 ranks), Perception +17 (8 ranks), Physical Science +17 (8 ranks), Sense Motive +17 (8 ranks)
Feats Iron Will, Soothing Telepathy, Technomantic Dabbler (Level 9), Weapon Focus (small arms; Level 9); Weapon Specialization (biohacker)
Languages Akitonian, Castrovelian, Common, Copaxi, Draconic, Formian, Ghibrani, Ghoran, Izalguun, Jinsul, Kiirinta, Morlamaw, Shirren, Sylvan, Vesk, Ysoki; limited telepathy 30 ft.
Other Abilities advanced custom microlab ("augmentation"—arm), breakthrough (gene therapy), primary field of study (genetics), scientific method (studious), secondary field of study (neurochemistry), theorems (arms expert, field dressing [2d8+6 Hit Points], medication mastery, painful injection)
Combat Gearmk 1 serum of healing; Other Gear d-suit III, called standard syringe stick, called tactical needler pistol with 8 darts, decimator caustoject with 2 batteries (20 charges each), 35 darts, mk 1 null-space chamber, mk 2 ring of resistance, viridian balbis aeon stone, industrial backpack, everyday clothes, hygiene kit, personal comm unit, engineering kit, hacking kit, trapsmith's tools, thieves' tools, broad-spectrum scanning kit, credstick (9,046 credits); Augmentations mk 2 synaptic accelerator (Intelligence), mk 1 synergizing symbiote (Dex), standard darkvision capacitors (eyes)
Reputation Acquisitives 37
Chronicles:
AP #19: Fate of the Fifth
2–21 Illegal Shipment (Basic and Amateur Hireling, Set 2)
2–13 Storm of the End Times
3–13 Silence at Outpost 634
AP #34: We're No Heroes
AP #35: Merchants of the Void
AP #36: Professional Courtesy
3–11 Into the Veskarium
2-19 Truth Keepers
4-06 Combatant’s Concerto: Prelude to Revolution
AP #37: The White Glove Affair
Boons:
Kiirinta Admittance (Personal Boon; Limited Use): As part of the Starfinder Society effort to retrieve their stolen arms from of Stabrisis-14, an ally of your group inadvertently allowed a member of the world’s population onboard their ship. This mothlike fey, known as a kiirinta, emerged on Absalom Station and quickly learned all they could about their new home. You can use this boon only if your character has a Reputation Tier of 3 with one or more factions and at least one of your other characters has the “Drat That Rat!” boon from The Stumbling Society Part 1, representing your completion of this two-part series of adventures.
You can play a kiirinta character, beginning at 1st level as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Starfinder Society Guide. A copy of this Chronicle sheet must be the first Chronicle sheet for the given character. Along with this Chronicle sheet, your GM should provide you a copy of the “Playing a Kiirinta” appendix, which is considered a legal document for the purposes of playing this race (copied from 125136-709).
[] [] [] Suskillon Survivor (Personal Boon; Limited-Use): Through perseverance, skill, and luck, you’ve managed to survive the fall of Suskillon and escape the doomed world before the Swarm conquered the planet. Your survival from near-death has given you a new lease on life and you hold onto yours with renewed vigor. When you slot this boon, whenever you would die as a result of losing Resolve Points while being unconscious, you can check one of the boxes below. You immediately regain 1d3 Resolve Points and can spend 1 of these points to avoid dying. You can only use this ability once per day. Despite being a Personal boon, you can still slot this boon if your existing Personal Boon slot is occupied by any boon that grants you the ability to play a special race option.
Terminus Wild (Starship Boon): You can only slot this boon in a Tier 5–6 scenario, and everyone at the table must agree to you slotting this boon. When you slot this boon, rather than choosing the standard starships presented in the Starfinder Society Guide (such as the Drake or Pegasus), you can instead choose to take the Terminus Wild further modified by the Society to include a Drift engine. This ship can be further upgraded with Starship boons from other characters in the group as normal.
When used in Tier 5–6, the PCs crewing the Terminus Wild gain a bonus reroll that can only be used on a d20 roll made during a starship combat encounter. This reroll is meant to give the starship a slight bonus when outmatched by more powerful encounters. This reroll can be used by one PC, and does not count towards the reroll limit for that PC. Otherwise, this ability functions following the rules for rerolls as detailed in the Starfinder Core Rulebook on page 243.
Swarm Foe (Social Boon): You managed to assist in stopping a Swarm incursion onto Absalom Station. While the Swarm were prevented a foothold, you fought only the nascent stages of a Swarm attack. When you slot this boon, you gain a +1 bonus to attack and damage rolls made against Swarm creatures. In addition, once per session when you have this boon slotted, you can reroll a single saving throw made to resist any effects caused by a Swarm creature.
Allies in the Aeon Empire (Ally Boon): During your mission to Wealdriad, you met with a group of shatoris from the Azlanti Star Empire. This group performed research outside of the Empire’s purview, but they regularly operate within the Empire’s borders. You can slot this boon at any point while operating with the Azlanti Star Empire to be able to make purchases following all of the normal rules for purchasing items. In addition, this boon might have other benefits in scenarios related to the Azlanti Star Empire, which your GM will make you aware of prior to slotting boons.
[][][]Into the Veskarium (Social Boon; Limited-Use): Your efforts in combating the Keepers of the Lie impressed several members of the Veskarium. When you slot this boon, you gain a +2 circumstance bonus to all skill checks made to interact with members of the Veskarium. In addition, once per session, you can check one of the boxes on this boon to reroll any single d20 roll while operating on any Veskarium-occupied world.
Bot Me:
Default: Fire decimator caustoject loaded with tier 2 sedative from medication mastery. Use biohacks per teammates' request.