Ethem Baler

Farsurrwag the Bleachling's page

88 posts. Organized Play character for Lysle.


Race

| Fort +3; Ref +2; Will +2 (+2 to fear and despair; Eternal Hope reroll 1/1)) | Init: +2 | Perc: +8 (low-light vision), SM: +3

Classes/Levels

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Skills:
Bluff +5, Culture +10, Life Science +9, Medicine +9, Mysticism +6, Perception +8, Sleight Of Hand +7
Spell-Like Abilities:
dancing lights, ghost sound, token spell

Gender

Male CN bleachling gnome priest biohacker 2 | SP 0/7 HP 9/10 (Laugh in the Face of Danger)| RP 4/4 | EAC 13; KAC 14 |

Size

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About Farsurrwag the Bleachling

Background:

A bleachling by birth, Farsurrwag was initially curious as to the origin of his adaption and took up the study of genetics. His pursuits led him to Aucturn, where he found plenty of genetic anomalies to investigate, considerable solitude in which to advance his studies, and, of course, madness.

Now convinced more than ever that "The Bleaching" of ancient Golarion was the result of an infectious microbe or mutation, Farsurrwag's research brought him to Absalom Station and, then, to the Starfinder Society.

Certain that "The Bleaching" was somehow connected to some gnomes' inability to "take a joke", Farsurrwag has taken to making mirth in his own, twisted manner. Dubbed by some as "The Bleachling Who Laughs" and by others mockingly as a "BioJoker", Farsurrwag customarily paints a bright, red smile over his mostly dull, pale features, which he believes makes him appear unassuming and joyful.

Picture

SFS # 90900-717
Experience 4 XP
Slotted Faction Acquisitives

Reputation 8 Global Reputation
Reputation with Acquisitives: 8
Reputation with Dataphiles: 0
Reputation with Exoguardians: 0
Reputation with Second Seekers: 0
Reputation with Wayfinders: 0
___________________________________________

Farsurrwag "The Bleachling"
Male bleachling gnome priest biohacker 2
CN Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +8
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Defense SP 14 HP 16 RP 4
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EAC 13; KAC 14
Fort +4; Ref +2; Will +2; +2 vs. illusion spells and effects, +2 racial vs. pain effects
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Offense
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Speed 30 ft.
Melee injection glove +1 (1d4-1 P; injection +2; injection, analog) or
. . syringe +0 (Special)
Ranged tactical needler pistol +4 (1d4 P; injection +2; injection, analog) or
. . frag grenade I +0 (explode [15 ft., 1d6 P, DC 12]) or
. . mk 1 holo grenade +0 (explode [10 ft., see text, DC 9]) or
. . smoke grenade +0 (explode [20 ft., smoke cloud 1 minute, DC 24]) or
. . stickybomb grenade I +0 (explode [10 ft., entangled 2d4 rounds, DC 12], entangle [Acrobatics DC 13, Break DC 18])
Spell-Like Abilities
(CL 2nd)
. . 1/day—dancing lights, ghost sound (DC 10), token spell
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Statistics
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Str 8 (-1); Dex 14 (+2); Con 13 (+1); Int 16 (+3); Wis 12 (+1); Cha 10 (+0)
Skills Bluff +5, Culture +10, Life Science +9, Medicine +9, Mysticism +6, Perception +8, Sleight Of Hand +7; (reduce the DCs of Culture and Mysticism checks by 5 when recalling knowledge about religious traditions, religious symbols, and famous religious leaders)
Feats Laugh At Danger[COM][COM]
Languages Abyssal, Aklo, Brethedan, Drow, Gnome, Goblin, Infernal, Protean
Other Abilities basic booster[COM], basic inhibitor[COM], biohacks[COM], ecstatic joy[COM], genetic booster, genetic inhibitor, gnome magic, minor booster[COM], minor inhibitor[COM], toxic skin[COM]
Combat Gear frag grenades I (4 2), mk 1 holo grenades[AR] (5), smoke grenades (3), stickybomb grenades I (2); Other Gear second skin, injection glove, tactical needler pistol with 8 darts[COM], basic medkit, chemalyzer[AR], professional clothing, professional's tools, trapsmith's tools, credstick (60 credits)

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Old Info:

Farsurrwag aka “The Bleachling Who Laughs” aka “The BioJoker”
Bleaching Gnome Priest Biohacker 1
CN Small humanoid (gnome)
Init +2; Senses Perc +7 (low-light vision), SM +7

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Defense
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EAC 13, KAC14
SP 7 HP 10 RP 4
Fort +3, Ref +2, Will +2; +2 to fear and despair (Eternal Hope reroll 1/1)

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Offense
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Speed 30 ft.

Melee injection glove -5 (1d4-1 P, analog, injection, crit: injection -2 [due to lack of proficiency]
Melee knife, survival +2 (1d4 S, analog, operative)
Ranged needler pistol +2 (1d4 P, 30 ft., analog, injection, crit: injection +2) [6 darts]
Space 5 ft.; Reach 5 ft.
Special Attacks

Spell-Like Abilities As a gnome, Farsurrwag gains the following spell-like abilities (see page 262): 1/day—dancing lights, ghost sound, and token spell. The caster level for these effects is equal to his character level. In addition, he gets a +2 racial saving throw bonus against illusion spells and effects.

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Statistics
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Str 8, Dex 14, Con 13, Int 16, Wis 12, Cha 10

Skills Bluff (Cha) +4, Culture (Int) +9, Intimidate (Cha) +0, Life Science (Int) +8, Medicine (Int) +8, Mysticism (Wis) +5, Perception (Int) +7, Sense Motive (Int) +7

Skill Notes +2 racial bonus to Culture (gnome); Mysticism class skill (priest)

Starship-Combat Version of Skills
Gunnery +2, Demand,/Encourage/Taunt +0

Feats Laugh in the Face of Danger: As a reaction when he take Hit Point damage from a significant enemy that doesn’t reduce him to 0 Hit Points, Farsurrwag can grant allies within 30 feet a +2 morale bonus to AC until the end of his next turn. This is a sense-dependent effect. Once he’s used this ability, he can’t use it again until he takes a 10-minute rest to regain Stamina.

Languages Common, Aklo, Gnome, Brethedan, Drow, Goblin, Abyssal

Other Abilities

Custom Microlab – Farsurrwag has created a small, customized kit consisting of medical supplies, testing materials, and pharmaceutical compounds, which he can use to evaluate medical conditions and perform several additional tasks described below. He can configure his custom microlab to take the shape of anything that can fit in his hand or similar appendage. Alternatively, he can add it to an armor upgrade slot or to an augmentation system in his brain or an arm; it never takes up an armor upgrade slot or occupies a system in his body, so he can still use that slot or system for an armor upgrade or augmentation as normal. He must have his custom microlab on his person to use it, but he can configure it so it doesn’t need to be in his hand to function.

Farsurrwag’s custom microlab counts as a basic medkit and a chemalyzer and can be used for any purposes applicable to those items. As long as he is in possession of his custom microlab, he can use 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 he has his custom microlab, as a move action Farsurrwag can target a creature within his 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. He can attempt this check untrained regardless of the DC, and he always treat his die roll result as a 20.

Farsurrwag can also attune his custom microlab to a number of individual creatures equal to 6 (3 + his key ability modifier). This takes 10 minutes, which he can combine with the time needed to prepare his biohacks for the day, and the creatures must be present, willing, and able to cooperate with the scan. If he attunes his microlab to creatures in excess of this number, the oldest attunements beyond his 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, he can deliver biohacks to attuned creatures using ranged injection weapons without making an attack roll.

At 5th level, his 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 his custom microlab is damaged, destroyed, lost, or stolen, Farsurrwag can kitbash a new one from any medkit or chemalyzer with 1 hour of work. He can have only one custom microlab at a time. If he create a new custom microlab, his old one functions as a normal item of whatever type he made it from.

Biohacks As part of his custom microlab, Farsurrwag keeps a specialized micropharmacy of catalysts, nanites, and specialized chemicals, plus a small mixing apparatus and syringes. He can use these components to quickly fashion biohacks: specialized solutions that produce different effects. In living targets, his biohacks alter normal biological processes; in nonliving creatures, they emulate biochemistry via complex chemical compounds. He can use biohacks to boost his allies or inhibit his foes. His biohacks produce their effects only when he inject a creature with them (see below), and only he know how to make and administer them properly—a biohack that leaves his possession becomes inert until he picks it up again.

Farsurrwag can deliver any biohack he creates with any attack from an injection weapon. He must declare prior to the attack roll that he is using a biohack and specify which effect he is using, but he selects and applies the biohack as part of the action used to make the attack. He does not need to preload his weapon with biohacks. If he is making a ranged attack and misses his target, the biohack is expended along with the attack’s ammunition. A biohack delivered via a melee injection weapon is not normally expended on a missed attack. If he must attempt an attack roll with a biohack and his attack hits but deals no damage (normally as a result of damage reduction or an ability such as the vanguard’s mitigate), the biohack is expended but the target is not affected by it. After a missed attack that does not expend the biohack, he can remove it or change which biohack he is using as part of his next attack without taking any additional action.

Farsurrwag can also deliver a biohack using a physical syringe (from his custom microlab) that he can wield in one hand. This is considered a consumable basic melee weapon with negligible bulk, 1 Hit Point, and an item level and hardness equal to his biohacker level. To inject an unwilling creature with a biohack in this manner, he must hit them with a melee attack. This attack deals no damage, but if the creature would be damaged by 1 point of piercing damage, that creature is instead affected by the biohack within the syringe.

A biohack can be injected into a willing or unconscious creature (or himself) as a standard action without requiring an attack roll, as long as the target is within Farsurrwag’s reach. He can also use a ranged injection weapon to deliver a biohack to a willing ally he has attuned his custom microlab to as a standard action without making an attack roll, as long as they’re within his custom microlab’s range. Under any other circumstance, injecting a biohack into an ally at range requires a successful ranged attack roll.

The materials Farsurrwag uses to create biohacks are inert until he activates them. Once activated, they can be used to create any biohacks he knows. Each day after he has rested for 8 hours, he can spend 10 minutes to activate the ingredients to create a number of biohacks equal to 4 (1 + his key ability score modifier). This is the maximum number of biohacks he can have ready at one time. This preparation activates only the ingredients; he doesn’t need to decide which specific biohacks he’s creating until the actual actions or attacks used to deliver them. Activated biohack materials that aren’t used that day become inert, even if they’re still in his possession. He can readily replenish these inert reagents on a regular basis at no cost, unless the GM states otherwise. Whenever he takes a 10-minute rest to recover Stamina Points, he can also prepare additional activated biohack ingredients to replace those he has used, up to his maximum.

Biohacks come in two varieties: boosters and inhibitors. At 1st level, he knows the basic boosters and inhibitors listed below, the minor boosters and inhibitors that follow, and the unique booster and inhibitor granted by his primary field of study. As he increases in level, he can also devise theorems to learn special biohacks, in addition to gaining biohacks from a secondary and a tertiary field of study. Additionally, most fields of study eventually provide him with breakthroughs: special biohacks described in their entries.

A basic booster biohack aids a creature in one manner or another. The effect lasts for a number of rounds equal to his key ability score modifier (minimum 1 round) unless it states otherwise. He begin play knowing this basic booster biohack; when he use it, select an effect:
• The target gains a +1 enhancement bonus to AC.
• The target gains a +2 enhancement bonus to skill checks.
• The target gains a +10-foot enhancement bonus to their speed. If the creature has more than one movement type, choose one to receive this bonus.
A basic inhibitor biohack hinders a creature’s physiology or material function. The effect of an inhibitor lasts for a number of rounds equal to 3 + his key ability score modifier (minimum 1 round) unless it states otherwise. Farsurrwag begins play knowing this basic inhibitor biohack; when he use it, select an effect:
• The target takes a –2 penalty to AC.
• He reduces the target’s DR by 5. At 9th level, he instead reduces it by 10. At 17th level, he instead reduce it by 15.
• He reduces the target’s resistance to one type of energy (his choice) by 5. At 9th level, he instead reduces it by 10. At 17th level, he instead reduces it by 15.
A creature can be affected by only one of his basic inhibitors at a time, though it could be under the effects of multiple basic inhibitors originating from multiple biohackers. If he affects a creature with a different basic inhibitor while a previous inhibitor is still in effect, the effects of the previous inhibitor end.

Farsurrwag can create minor biohacks from less powerful (and more stable) pharmaceuticals, nanites, and catalysts, and he can add them to any attack he makes with an injection weapon that does not already have another biohack added to it. He doesn’t need to activate the materials for minor biohacks in advance, and using them does not count against the maximum number of biohacks he can have ready at one time. Minor biohacks are otherwise used as and function as basic booster and basic inhibitor biohacks, and they count as such biohacks for the purposes of interactions with other abilities (such as spark of ingenuity).

Using a minor booster biohack allows Farsurrwag to attempt some Medicine checks on targets he affect so long as the target is within range of his custom microlab. This doesn’t require any additional time or action beyond making the attack. The tasks he can attempt with such a Medicine check depend on his level, and they don’t have the duration of normal booster biohacks.

At 1st level, Farsurrwag can attempt a Medicine check to administer first aid. At 3rd level, he can attempt a Medicine check to treat drugs or poison, though on a successful check, the target gains a +4 bonus only on the next saving throw it attempts against the drug or poison, and that saving throw must occur within the next hour. At 6th level he can attempt a Medicine check to treat disease, though on a successful check, the target gains a +4 bonus only to the next saving throw it attempts against the disease, and that saving throw must occur within the next hour.

A minor inhibitor biohack imposes a slight hindrance on a target: the target takes a –1 penalty to attack rolls for a number of rounds equal to 3 + Farsurrwag’s key ability score.

Injection Expert Farsurrwag is proficient with weapons with the injection weapon special property, as long as the weapon has not gained that weapon special property through a weapon fusion, spell, class feature, or similar ability or effect. At 2nd level, he gains a +1 bonus to attack rolls with these weapons. At 9th level, that bonus increases to +2, and at 18th level it increases to +3.

When he hits an ally with such a weapon, Farsurrwag can avoid dealing damage to that ally, while still affecting the ally with the biohack booster or inhibitor, drug, medicinal compound, poison, serum, or other substance that was loaded into the injection weapon. When he fires a weapon with the injection special property and he has types of ammunition loaded into the weapon, he chooses which type of ammunition he fires when he attempts the attack.

Primary Field of Study (Genetics)

Farsurrwag has a primary field of study, which represents his scientific specialty in genetics. This field of study grants him a unique booster and inhibitor, many of which work only on living creatures (not objects or creatures with the unliving universal creature rule) and have special properties and descriptors explained in their entries. At 5th level, he gains the breakthrough in genetics.

Genetics Booster Farsurrwag temporarily boosts a living creature (one that does not have the unliving universal creature rule) 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 blindsensee, it instead gains the benefit of the Blind-Fight feat. This benefit lasts for 60 minutes
Genetics Inhibitor Farsurrwag delivers a DNA-twisting or material-altering chemical nanite compound into a creature’s body, imparting vulnerability to one type of energy (your choice). If the creature is immune to that energy type, this inhibitor temporarily removes that immunity and gives the creature resistance 20 to that type of energy. If the creature has resistance to that energy type, this effect instead reduces its resistance by 10 (minimum 0). This biohack does not remove a creature’s resistance or immunity to natural hazards or environments, only to damage from energy attacks, spells, and other abilities.
Gene Therapy (Ex) As a standard action, Farsurrwag 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 10 minutes. If he is at least 7th level, this effect lasts for 1 hour. If he is at least 13th level, it lasts for 24 hours. Unlike boosters and inhibitors, a breakthrough ability doesn’t count against his uses of the biohack class feature. He can use each breakthrough’s ability once, and he regains the ability to use it after you take a 10-minute rest to recover Stamina Points or take an 8-hour rest to regain Resolve Points. If an ability gained through a field of study requires a saving throw, the DC is equal to 10 + half his class level + his key ability score modifier.

Scientific Method Farsurrwag has an innate mental gift, and a special way of approaching problems that lets him surpass normal researchers and scholars. His mind is a fortress of information that can rarely be breached. He gains a +1 bonus to Will saving throws. This bonus increases to +2 at 3rd level, +3 at 8th level, and +4 at 16th level. He also gains a +1 insight bonus to Life Science, Medicine, and Physical Science checks. This bonus increases by 1 at 3rd level, and every 4 levels thereafter. Additionally, he can add his Intelligence modifier instead of his Wisdom modifier to Perception and Sense Motive checks.

Theme Knowledge (Priest of Nyarlathotep) Farsurrwag reduces the DC of Culture and Mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for him, though if it’s a class skill from the class you take at 1st level, In addition,he gains an ability adjustment of +1 to Wisdom at character creation (factored in above).

Proficiencies Basic melee weapons, small arms, injection weapons, and grenades; Light armor

BAB +0

Combat Gear injection glove, needler pistol w/ 25 darts, survival knife, second skin armor

Other Gear professional clothes (doctor), trapsmith’s tools
trapsmith’s tools