Alain

Dr. Tavan Zandhi's page

72 posts. Organized Play character for PAZ42.


Full Name

Dr. Tavan Zandhi

Race

EAC 31 KAC 31 | F +13 | R +11 | W +10 | Init +7 | Perception +22| SM + 22

Gender

Male NG Damaya Lashunta | Biohacker 13 (medic archetype) |Sta: 115/130 |Hp: 82/82|Rp: 10/12| Biohacks: 5/7

Size

Meduim

Alignment

NG

Deity

Yaraesa

Location

Absalom Station

Languages

giant, terran, auran, shirren, pahtra, dwarven, triaxian, common, elven, castrovelian, kasatha, celestial, vesk, draconic, aklo, eoxian, vercite, azlanti, infernal, abyssal, jinsul

Occupation

Doctor

Strength 10
Dexterity 24
Constitution 16
Intelligence 23
Wisdom 11
Charisma 16

About Dr. Tavan Zandhi

Dr. Tavan Zandhi is a male damaya lashunta with dark blond hair and blue eyes. He wears squad hardlight series armor and has several aeon stones orbiting his head. Dr. Zandhi wears an injector pistol on his left hip and an arc pistol on his right. He has a laser pistol in a boot holster on his right foot. Most people's attention is immediately drawn to the high tech medical gauntlet that he wears on his left hand (and goes halfway up to his elbow). After many missions, Dr. Zandhi has become more adept at combat, but negotiations are more often his first choice.

Init +7
Defense
EAC: 31 / KAC: 31
Stamina: 130, Hp: 82, Resolve: 12

Fort +13, Ref +11, Will +10
Speed 40 ft

Statistics
Str 10, Dex 24, Con 16, Int 23, Wis 11, Cha 16
Base Atk +2

Feats: Medical Expert, Toughness, Weapon Focus Small Arms, Great Fortitude, Improved Great Fortitude, Iron Will, Improved Iron Will

Skills: Computers +22, Culture +23, Diplomacy +19, Engineering +22, Life Science +29, Medicine +28, Perception +22, Physical Science +26, Profession (Doctor) +26, Sense Motive +22

Languages: giant, terran, auran, shirren, pahtra, dwarven, triaxian, common, elven, castrovelian, kasatha, celestial, vesk, draconic, aklo, eoxian, vercite, azlanti, infernal, abyssal, jinsul

Lashunta Abilities:
Lashunta Magic, at will: Daze, Psychokinetic Hand, 1/day: Detect Thoughts
Student - +2 racial bonus to Medicine and Life Science
Limited Telepathy 30 feet
Scholar Theme - +1 to Life Science

Biohacker Abilities:
Custom Microlab (medical lab) 120 ft, Biohacks, Injection Expert +2, Primary Field: Genetics, Secondary Field: Neurochemistry, Tertiary Field: Cybermedicine, Scientific Method (Studious), Spark of Ingenuity 1x/day

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 for 24 hours.

Boost Neurotransmitters (Ex): As a standard action, you can create and deliver a compound that causes a surge of cognitive activity. When injected into a creature, the formula grants the target a +4 enhancement bonus to saving throws against mind‑affecting effects for 1 minute. If the target is already subject to a mind-affecting effect, the target can immediately attempt a new saving throw with a +2 enhancement bonus against the effect. This does not grant a new saving throw if the effect did not originally allow one.

Enhancements:
Personal Upgrades (Mk I, II, & III), gill sheath, Runeworm

Equipment:
Squad Hardlight Series armor (forcepack, planar runeplates Mk I, electrostatic field Mk 3, longstrider module), battery x3, high capacity battery x3, 85 darts, 25 explosive darts, medpatch x4, Mk I healing serum x2, personal comm unit, ring of resistance Mk I, tier 1 antitoxin x2, flashlight, Library Chips for - engineering, culture, life science, physical science, broad-spectrum scanning kit, hacking kit, professional's tools (doctor), clear spindle aeon stone, turquoise cube aeon stone, poacher injector pistol (called fusion, light bayonet bracket, tactical sword cane), aurora arc pistol (guarded fusion, laser sight), aphelion laser pistol (guarded fusion), Mk 1 null space chamber, jetpack (not equipped), infrared sensors (not equipped)

Biohacks:

Minor (do not count against prepared biohacks)
1. Minor booster (first aid, treat drug, poison, or disease)
2. Minor inhibitor (-1 to attack rolls, lasts for 9 rounds)

Boosters (last for Int Bonus in rounds = 6)
1. The target gains a +1 enhancement bonus to AC.
2. The target gains a +2 enhancement bonus to skill checks.
3. The target gains a +10-foot enhancement bonus to their speed.
4. You temporarily boost a living creature 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.
5. You bolster the chemistry of a creature’s brain (or other cognitive system), allowing it to ignore the effects of the confused and staggered conditions for the booster’s duration. While the creature is ignoring these effects, the duration of the condition elapses as normal.
6. You boost a living creature or construct with a nanite-infused substance that causes both living creatures and constructs to heal more efficiently. If that creature would benefit from any effect that restores Hit Points, increase the number of Hit Points restored by 50% or by an amount equal to your key ability score modifier, whichever is lower.

Inhibitors (last for 3 + Int Bonus in rounds = 9)
1. The target takes a –2 penalty to AC.
2. You reduce the target’s DR by 10.
3. You reduce the target’s resistance to one type of energy by 10.
4. You deliver a DNA-twisting or material-altering chemical nanite compound into a creature's body, increasing the damage it takes from one energy type (your choice). If the creature takes the chosen type of energy damage, it takes additional damage of the same type equal to half your level (minimum 1). This biohack doesn't increase the damage a creature takes from natural hazards or environments, only damage from energy attacks, spells, and other abilities.
5. You deliver a strong chemical admixture that interferes with a creature’s neurons (or equivalent), imparting a –2 penalty to Will saving throws.
6. You deliver a nanite solution to a living creature or construct, interfering with its healing or repair. Whenever the creature would regain Hit Points from an effect, it must succeed at a Fortitude save DC 22 or regain no Hit Points from the effect. For persistent healing effects like regeneration, the creature must attempt a new saving throw against the inhibitor each round to regain Hit Points, though the inhibitor doesn’t suppress such abilities altogether. This is a poison effect and ignores a construct’s immunity to poison.

Biohacker Theorems:

1. Field Dressing (Ex) As a standard action, you can use your custom microlab to quickly render medical aid to an adjacent willing or unconscious creature. Heals 2d8 + 6 hit points. 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 (6). 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. [dice=Field Dressing healing]2d8+6[/dice] hit points

2. Arms Expert (Ex) If you have the weapon specialization class feature, add your full class level to damage (rather than half your class level) with small arms and weapons with which you have gained proficiency through the injection expert class feature.

3. First Aid Expert (Ex) When you use your custom microlab as a medkit, advanced medkit, or medical lab to treat deadly wounds and exceed the DC by 5, rather than add your Intelligence modifier to the amount healed, you add twice your Intelligence modifier to the amount healed.

4. Treat Condition (Ex) As a standard action, you can treat a willing, adjacent creature to remove the shaken, sickened, or staggered condition. This doesn’t end the effect that caused the condition, and the target can regain the condition from any source as normal. You can use this ability a number of times equal to your key ability score modifier. You regain all expended uses of this ability (up to your maximum) when you take a 10-minute rest to recover Stamina.

5. Improved Treat Condition (Ex) Add the following conditions to the list of those you can remove with the treat condition theorem: frightened and nauseated.

Dr. Zandhi's Saves

[dice=Fortitude]1d20+13[/dice]
[dice=Reflex]1d20+11[/dice]
[dice=Will]1d20+10[/dice]

★ ---- ★ ---- ★ ---- ★

Skills

[dice=Computers]1d20 + 22[/dice]
[dice=Culture]1d20 + 23[/dice]
[dice=Diplomacy]1d20 + 19[/dice]

[dice=Engineering]1d20 + 22[/dice]
[dice=Life Science]1d20 + 29[/dice]
[dice=Medicine]1d20 + 28[/dice]
[dice=Perception]1d20 + 22[/dice]

[dice=Physical Science]1d20 + 26[/dice]
[dice=Profession Doctor]1d20 + 26[/dice]
[dice=Sense Motive]1d20 + 22[/dice]

★ ---- ★ ---- ★ ---- ★
Dr. Zandhi prefers diplomacy to combat. He will usually try to solve an encounter peacefully if possible. If combat happens, he generally shoots his injector pistol at a target, using a biohack to reduce their AC by 2. If the target is important, he uses his Spark of Ingenuity to combine this biohack with the genetics biohack. After a target is biohacked, he generally uses his Arc Pistol.

Ranged Attacks:
[dice=Injector Pistol vs KAC]1d20+20[/dice]
[dice=Injector Pistol damage]2d6+13[/dice] plus possible biohack

[dice=Arc Pistol vs EAC]1d20+18[/dice]
[dice=Arc Pistol damage]3d6+13[/dice]

[dice=Static Laser Pistol vs EAC]1d20+18[/dice]
[dice=Static Arc Pistol damage]3d4+13[/dice]

Melee Attack:
[dice=Sword Cane bayonet vs KAC]1d20+16[/dice]
[dice=Survival Knife damage]1d4+6[/dice]

In ship combat, Dr. Zandhi prefers to be the Science Officer, Engineer, Captain, or Gunner (in that order of preference), but he will take any role that the group needs (and that he is qualified for).

Treat Deadly Wounds:

Heals 25 + patient's level or CR

At DC:25 heal 1 hp per level or CR of patient, + my level (Medical Specialist) + 2 times my Int mod (First Aid Expert Theorem)

Can use twice per day per patient with Med Lab (or Custom Microlab). Takes 1 minute (or a full round action with a medpatch or sprayflesh.)

Medic Archetype:

Doctor (Ex) - 2nd Level
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.

Medical Specialist (Ex) - 9th Level
Your medical mastery continues to improve; you gain the following abilities.
When you treat deadly wounds and succeed at the Medicine check by 5 or more, add your character level to the amount of Hit Points you restore.
When you treat a creature for disease, drugs, or poison and the patient fails a saving throw that would result in the patient moving to the next step on the condition track, you can spend 1 Resolve Point to keep the creature at its current position on the condition track. The saving throw is not considered to have been successful, but the creature does not get worse.
When a creature reaches a non-fatal end state for a disease, drug, or poison (such as that for leprosy), you can still treat them, and if your Medicine check is successful, the creature can still attempt a saving throw to recover.