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About GevraStatistics:
Gevra Female Augmented Verthani Scholar Biohacker 1 CN Medium humanoid (verthani) Init +2; Senses Low-light Vision, Perception +8 ------------------------------
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Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Breakthrough Each field’s breakthrough ability functions as an injection, but using a breakthrough doesn’t expend one of your injections’ daily uses. You can use each breakthrough’s ability a number of times per day equal to your key ability score modifier.
Custom Scanner You have created a small customized scanning device that you can use to evaluate and treat your allies’ wounds, identify unknown substances, and determine your enemies’ weaknesses from a distance. It’s implanted in her eyes (which does not occupy a system in her body). Your custom scanner counts as a basic medkit (allows you to attempt DC 25 Medicine checks to treat deadly wounds) and a chemalyzer (+4 circumstance bonus to Engineering, Mysticism, and Physical Science checks to identify an unknown drug, medicinal, poison, or other chemical substance) and can be used for any purposes applicable to those items.
Easily Augmented Verthani have spent a long time implanting devices into their bodies. A verthani can install an additional augmentation (cybernetics only) into one system that already has an augmentation. Injection Expert You are proficient with weapons that have 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 1st level, you gain a +1 bonus to attack rolls with these weapons. At 9th level, that bonus increases to +2. When you hit an ally with a weapon that has the injection weapon special property, you can choose not to deal damage to that ally, though that ally is still affected by the effects of the drug, poison, medicinal compound, counteragent, restorative, or other substance that was loaded into the injection weapon. When you fire a weapon with the injection special property and you have multiple types of ammunition loaded into the weapon, you choose which type of ammunition you fire when you attempt the attack. InjectionsYou carry a collection of catalysts, chemicals, compounds, and specialized nanites, plus a small mixing apparatus and syringes, which you can use to quickly fashion solutions that produce different effects depending on the order in which you mix these ingredients. These solutions are called injections, and you can use them to boost your allies or hinder your foes. Your injections produce their effects only when you inject a creature with them, and only you know how to make and administer them in the exact effective way. An injection that is not in your possession becomes inert until you pick it up again.
Scholar Theme Knowledge You are an expert in one particular field of study, and your passion for the subject shows. Life Sciences (bioengineering). The DC of skill checks to recall knowledge about your specialty is reduced by 5. Scientific Method - Studious Mind Your mind is a fortress of information that can only rarely be breached. Instead of your Wisdom modifier, you can add your Intelligence modifier to Perception and Sense Motive skill checks and to Will saving throws. Skin Mimic Verthani can manipulate the pigments in their skin at will and with astonishing precision, creating bright decorative patterns or deceptive camouflage. A verthani who stays stationary for 1 round gains a +10 racial bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell or similar effects). If the verthani takes any action, he loses this bonus until he once again spends 1 round remaining still. A verthani wearing clothing or armor that covers more than one-quarter of his body can’t use this ability.
Medicine Skill and Medicinals:
MEDICINE SKILL …First Aid As a standard action, you can use Medicine to stop bleed damage or administer first aid to a dying creature that you can touch. The DC of this check is 15. If you succeed at the check, the creature stops dying and becomes stable, or the bleed damage ends. Unlike with other tasks of the Medicine skill, you can attempt the first aid task untrained. You can’t take 20 on a Medicine check to administer first aid. …Long-Term Care You can use Medicine to provide long-term care to a living, wounded creature. This can take a day or more, requires a medical lab or a medical bay on a starship, and has a DC of 30. If you succeed at the check, the patient recovers Hit Points and ability score damage (as well as recovers from poison states) at twice the normal rate. If you exceed the DC by 10 or more, the patient recovers Hit Points and ability score damage (as well as recovers from poison states) at three times the normal rate. You can tend as many as six patients at a time, attempting a check for each one each day to determine the rate of healing. You cannot take 20 on a Medicine check to provide long-term care. …Long-Term Stability You can use Medicine to tend a creature that is unconscious but stable, ensuring that it doesn’t die while it remains unconscious. Each hour, before the unconscious creature attempts its Constitution check, you can attempt a DC 15 Medicine check. If you succeed, the unconscious creature can treat its Constitution check result as if it were 10, allowing the creature to attempt another Constitution check the following hour. For more about long-term stability, see Stabilizing on page 250. …Treat Deadly Wounds You can use Medicine to restore Hit Points to a living, wounded creature. This takes 1 minute, and the DC is based on the medical equipment used. If you succeed at the check, you restore 1 Hit Point per level or CR of the creature you are treating. If you exceed the DC by 5 or more, you add your Intelligence modifier to the amount healed. A creature can receive this treatment only once every 24-hour period, unless it is delivered in a medical lab. Most medical labs allow you to treat a creature’s deadly wounds at least twice per day. …Treat Disease You can use Medicine to treat a creature suffering from a disease. This takes 10 minutes and requires a medkit, a medical lab, or a medical bay on a starship. Every time the diseased creature attempts a saving throw against the disease, you can attempt a Medicine check. If your result exceeds the DC of the disease, the creature receives a +4 bonus to its saving throw against the disease. …Treat Drugs or Poison As a standard action, you can use Medicine to treat a drugged or poisoned creature. This requires a medkit, a medical lab, or a medical bay on a starship. Every time the creature attempts a saving throw against the drug or poison, you can attempt a Medicine check. If your result exceeds the DC of the drug or poison, the character receives a +4 bonus to its saving throw against the drug or poison. MEDICINALS …Analgesic An analgesic deadens sensory input and is used by medical professionals to reduce sensations of pain. If you take or are injected with an analgesic, you are flat-footed for 1 round per tier of the medicinal. You also gain a bonus (equal to the analgesic’s tier) to saving throws against pain effects for 10 minutes per tier of the medicinal. …Antitoxin An antitoxin is a broad-spectrum medicinal designed to weaken all poisons in your system. When you take or are injected with an antitoxin, you gain a bonus (equal to 3 + the medicinal’s tier) to saving throws against poison for a number of hours equal to its tier. …Sedative Numerous mild sedatives commonly available for purchase have legitimate medical uses, but they are also popular among some bounty hunters to help capture their quarries alive. If you take or are injected with a sedative, you take nonlethal damage. A tier 1 sedative deals 1d4 nonlethal damage, a tier 2 sedative deals 2d4 nonlethal damage, a tier 3 sedative deals 4d4 nonlethal damage, and a tier 4 sedative deals 8d4 nonlethal damage. When suffering from an emotion or fear effect that allows a saving throw to negate it, you can take or be injected with a sedative that permits you to immediately attempt a new saving throw with a bonus equal to the sedative’s tier to end the effect, as long as it’s not a permanent or instantaneous effect.
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Combat Gear needler pistol, needler rifle, darts (50), smoke grenade (2), analgesic (1), antitoxin (1), sedative (1), healing serum (2) Possessions second skin (1 unused upgrade slot), backpack, comm unit, datapad, hacking kit, engineering kit Augmentations
Carrying Capacity
Background:
Doctor and engineer. Wants to fuse the two. Used to run a clinic for experiemental augmentations and other experiments on Akiton — cheap and no one shut her down! But, funds ran out. Plus, her foolish brother got himself lost in the Scoured Stars. Might as well bring him back and make some credits. Appearance and Personality:
Gevra is nearly nine feet tall, slender and wiry with long hands, and a single black bulging eye. The other eye is cybernetically enhanced. Weighs about 250 lbs, and is 30 years old. Ambitious. Impulsive. Over-enthusiastic, manic, eager. |