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Full Name |
Erkem |
Classes/Levels |
(Unused Character) |
About Erkem
Velek
Vlaka sensate[com] biohacker 1 Alien Archive 2 135
NG Medium humanoid (vlaka)
Init +2; Senses blindsight (hearing) 60 ft., blindsight (scent) 30 ft.; Perception +12
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Defense SP 6 HP 10 RP 5
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EAC 13; KAC 14
Fort +2; Ref +2; Will +4 (+5 morale vs. fear)
Resist cold 5
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Offense
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Speed 30 ft.
Melee syringe +0 (Special)
Ranged needler pistol +3 (1d4 P; injection +2; injection, analog)
Offensive Abilities cooperative
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Statistics
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Str 10 (+0); Dex 14 (+2); Con 11 (+0); Int 8 (-1); Wis 18 (+4); Cha 12 (+1)
Skills Diplomacy +5, Life Science +9, Medicine +8, Perception +12, Sense Motive +10; (reduce the DC of Culture to recall knowledge about artistic innovations and traditions, and for Life Science to identify consumables)
Feats Weapon Focus (small arms)
Languages Common, Vlakan
Other Abilities basic booster[COM], basic inhibitor[COM], biohacks[COM], blind, boost neurotransmitters[COM], buoy, minor booster[COM], minor inhibitor[COM], neurochemistry booster, neurochemistry inhibitor
Combat Gear mk I serums of healing (5); Other Gear second skin, needler pistol with 6 darts, clear spindle aeon stone, consumer backpack, darts (50), sleeping bag[AR], credstick (97 credits); Augmentations custom microlab (brain)[COM]
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Special Abilities
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Blind (Ex) (Ex) A blind vlaka has blindsight (hearing) with a range of 60 feet, blindsight (scent) with a range of 30 feet, and the blinded condition (Starfinder Core Rulebook 273). The vlaka is naturally sightless, so the blinded condition can be removed only by effects that grant sight to creatures with no natural vision.
Buoy (1 until you regain Stamina Points) (Ex) (Ex) As a standard action, a vlaka can spend 1 Resolve Point to restore 1 RP to an ally within 30 feet. A vlaka can’t use this ability again until she has taken a 10-minute rest to regain Stamina Points. This is a sense-dependent, mind-affecting ability.
Cooperative (Ex) (Ex) Wrikreechees/Vlakas spend much of their lives in close contact with one another, learning to predict their neighbors’ reactions and coordinate their actions. A wrikreechee gains a +2 bonus to skill checks for the aid another action and to attack rolls to provide harrying fire. A creature using the aid another action to assist a wrikreechee’s skill check gains a +2 bonus to her check.