Colonist

Dr Kliktikiti's page

96 posts. Organized Play character for 勝20100.


Race

Courtier Shirren

Classes/Levels

Xenoseeker Envoy [medic] 4 | Init +1 | SP 24 | HP 30 | RP 5/5 | EAC 12 KAC 13 | F +1 R +5 W +4 | Perception +7 (blindsense (vibration) 30')

Gender

Female

Alignment

NG

Languages

Brethedan, Castrovelian, Common, Kasatha, Shirren, Triaxian, Vercite

Occupation

Doctor/Physician

Strength 8
Dexterity 13
Constitution 10
Intelligence 18
Wisdom 10
Charisma 16

About Dr Kliktikiti

Dr Kliktikiti
Female shirren (courtier) xenoseeker envoy 4 [Medic archetype]
NG Medium humanoid (shirren)
Init +1; Senses Perception +7, blindsense

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DEFENSE
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EAC 12; KAC 13
SP 24 HP 30 RP 5
Fort +1, Ref +5, Will +4

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OFFENSE
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Speed Walk 30'
Melee baton, tactical +4 (1d4+1 , critical -; analog, operative)
Ranged arc pistol, static +4 (1d6+2 E, critical Arc 2; Stun)
Ranged needler pistol +4 (1d4+2 P, analog, injection)

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STATISTICS
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Str 8, Dex 13, Con 10, Int 18, Wis 10, Cha 16
Base Atk +3; Grp+3
Feats Medical Expert, Skill Focus (Medicine)
Skills Acrobatics +8, Athletics +3, Bluff +8, Computers +11, Culture +11, Diplomacy +10, Engineering +9, Life Science +11, Medicine +13 (+expertise dice insight or +3 Skill Focus insight), Mysticism +2, Perception +7, Physical Science +6, Piloting +8 (4 ranks), Profession (Physician) +15 (add another +1 to earn income), Sense Motive +7, Sleight of Hand +5, Stealth +6
Languages Brethedan, Castrovelian, Common, Kasatha, Shirren, Triaxian, Vercite
Combat Gear static arc pistol, battery, preserver's mantle i, tactical baton, Other Gear clothing (profession Physician), backpack (industrial), medkit (basic), medkit (advanced), chemalyzer, tool kit (profession Physician), tool kit (linguistics), 2 medpatch, Xenobiologist’s Field Kit, Tool Kit (hacking), 6,911 credits

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SPECIAL ABILITIES
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RACIAL TRAITS
Size And Type Shirrens are medium humanoids with the shirren subtype
Blindsense Shirrens' sensitive antennae grant them blindsense (vibration)-the ability to sense vibrations in the air-out to 30 feet. A shirren ignores the stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a perception check opposed by a creature's stealth check. Even on a successful perception check, any foe that can't be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flatfooted against attacks from creatures it can't see
Individual Obsession Shirrens delight in individuality and experience a rush whenever they exercise their free will. This has led to many shirrens developing an obsession that stems from their personal tastes and choices. Shirrens with this trait choose one skill at 1st level (medicine). The chosen skill becomes a class skill for them, and they gain a +2 racial bonus to checks with that skill. If the chosen skill is already a class skill at 1st level, they instead gain 1 additional skill rank at each level that must be invested into the chosen skill. Shirrens who gain the chosen skill as a class skill after 1st level don’t gain these additional skill ranks.
Limited Telepathy Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak

THEME BENEFITS
Xenoseeker The thought of meeting alien life-forms excites you. The more different their appearances and customs are from yours, the better! you either believe they have much to teach you or you want to prove you are better than them. Of course, the only way to accomplish your goal is to leave the pact worlds and travel to the vast, where a virtually endless number of aliens await
Theme Knowledge You are trained to seek out, identify, and interact with alien life-forms. Reduce the dc to identify a rare creature using life science by 5. Life science 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 life science checks. In addition, you gain an ability adjustment of +1 to charisma at character creation.

CLASS FEATURES
Envoy Improvisation As you gain experience, you learn envoy improvisations-little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck. If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the dc is equal to 10 + half your envoy level + your charisma modifier. (15)
Expertise Modified by Signature Item, so no bonus to Sense Motive. You can use the expertise die and other expertise abilities as long as you have at least 1 resolve point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6. Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the skill focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results
Signature Item (Ex) Choose Signature Tool. Get a biohacker’s custom microlab.
Skill Expertise You can use expertise with medicine. (restricted by Signature Item)
Inspiring Boost As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of stamina points (up to his maximum) equal to twice your envoy level + your charisma modifier; at 15th level, this increases to three times your envoy level + your charisma modifier. Once an ally has benefited from your inspiring boost, that ally can't gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover stamina points.
At 6th level, you can spend 1 resolve point to add your envoy level to the number of stamina points regained
Doctor You gain a number of special abilities related to the Medicine skill and healing, as noted below.
– Whenever you use equipment or one of your abilities to restore Hit Points to a creature, any surplus healing beyond that required to restore the creature to its maximum Hit Points restores that many Stamina Points to the creature.
– You can tend up to 20 patients with long-term care.
– When you use the long-term stability task of Medicine, if you succeed at the Medicine check by 10 or more, the patient heals 1 HP and regains consciousness.
– You can use Medicine to treat disease in only 1 minute instead of 10 minutes.
Miracle Worker
Your high spirits and unrelenting resolve to save lives allows you to pull your patients from the brink of death, even in dire circumstances. If you succeed at a Medicine check to treat deadly wounds and exceed the DC by 5 or more, you add your Charisma modifier in addition to your Intelligence modifier to the amount of Hit Points restored. If you forgo your expertise die on a Medicine check to treat deadly wounds and exceed the DC by 5 or more, your target regains an additional 1d8 Hit Points. This increases to 3d8 at 4th level, 5d8 at 7th level, 12d8 at 10th level, 16d8 at 13th level, or 20d8 at 16th level.
Medical Expert (feat)
You are an expert at medical science and caring for the ill.
Benefit: You can use the Medicine skill in conjunction with a medpatch or sprayflesh to treat deadly wounds as a full action (DC 25). 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 long-term care with just a medkit.
Normal: It takes 1 minute to treat deadly wounds, and longterm care requires a medical bay or medical lab.
Custom Microlab (Ex)
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 (6). 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.
At 5th level, your custom microlab can function as an advanced medkit. At 9th level, it functions as a medical lab (with no increase to its bulk), and its range increases to 90 feet. At 17th level, its range increases to 120 feet.
If your custom microlab is damaged, destroyed, lost, or stolen, you can kitbash a new one from any medkit or chemalyzer with 1 hour of work. You can have only one custom microlab at a time. If you create a new custom microlab, your old one functions as a normal item of whatever type you made it from.

Benefited from Scoured Stars Veteran boon
10 XP
Fame: 11
Reputation: 19 in Second Seekers (Jadnura), 1 in Second Seekers (E… H…)
Use a mk2 mnemonic enhancer (payed with Fame)

Botting:
In combat, Kliktikiti is very bad at hitting anything. So if she has an opportunity, she will rather use Inspiring Boost to help an ally with a good combat ability. Otherwise, she will shoot from cover, trying to stay not to far from ally needing either treat wounds or don’t quit.