Varisian

Gevra's page

12 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Gevra

Race

| SP: 7/7, HP: 10/10, RP: 5/5 | EAC 13, KAC 14, CMD 22 | DR: -- Resistances: -- | F:+3 R:+2 W:+4 | Init +2 | Perc +8, Social +0, Sense Motive +8 |

Classes/Levels

Acrobatics +3, Computers +8, Engineering +10, Life Sciences +9, Medicine +13, Physical Science +8, Sleight of Hand +6, Stealth +3 | Speed 30 ft. | Breakthroughs: 4/4, Injections: 4/5 | Active Conditions: Blindsight 30 ft. (3 rounds)

Gender

Female Verthani Cyberborn Biohacker

Alignment

CN

Location

Absalom Station

Languages

Common, Akitonian, Castrovelian, Vercite, Vesk, Ysoki

Strength 9
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 10
Charisma 10

About Gevra

Statistics:

Gevra
Female Augmented Verthani Scholar Biohacker 1
CN Medium humanoid (verthani)
Init +2; Senses Low-light Vision, Perception +8

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DEFENSE
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SP 7 HP 10 RP 5
EAC 13 (10 +1 armour, +2 Dex, +0 misc)
KAC 14 (10 +2 armour, +2 Dex, +0 misc)
AC vs. Combat Maneuvers 22 (8+KAC)
DR Resistances
Fort +3, Ref +2, Will +4

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OFFENSE
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Speed 30 ft.
Melee unarmed -1 (1d3 nonlethal) (analog, archaic, nonlethal)
Ranged needler pistol +3 (1d4 P/injection DC+2) (Range 30 ft.; analog, injection; 6 darts / 1 usage / 0 used)
…needler rifle +3 (1d6 P/injection DC+2) (Range 60 ft.; analog, injection; 12 darts / 1 usage / 0 used)
…smoke grenade +2 (explode, smoke cloud, 1 minute, 20 ft.) (A smoke grenade deals no damage; instead, it releases a cloud of dense smoke. Each character who inhales smoke must succeed at a Fortitude saving throw each round (DC = 15 + 1 per previous check) or spend that round choking and coughing; he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection from a suit of armor prevents this effect altogether.) Regardless of the armor a character wears, smoke obscures vision, granting concealment to anyone within it.)
Offensive Abilities

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STATISTICS
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Str 9, Dex 14, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0;
Feats Skill Focus (Medicine), Skill Synergy (engineering, medicine)
Skills Acrobatics +3 (not CS), Computers +8, Engineering +10, Life Science +9, Medicine +13, Perception +8, Physical Science +8, Sense Motive +8, Sleight of Hand +6, Stealth +3 (not CS)
Special Modifiers: +4 circumstance bonus to Engineering, Mysticism, and Physical Science checks to identify an unknown drug, medicinal, poison, or other chemical substance; -5 DC with bioengineering
(10 points; 6 class, 4 INT)
Abilities Easily augmented, injection expert, primary field of study (genetics), scholar theme knowledge, scientific mind (studious), skill focus (bonus feat), skin mimic
Proficiencies light armour, basic melee, small arms, grenades
Languages Common, Akitonian, Castrovelian, Vercite, Vesk, Ysoki

Special Abilities:

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SPECIAL ABILITIES
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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.
Gene Therapy (Ex): When you gain this field of study’s breakthrough, as a standard action, you can create and deliver a medicinal formula to a living creature that temporarily reverts the effects of damage to its mind and body. When injected, the formula allows the target to ignore the effects of all ability score damage and drain for 1 minute. If you are at least 7th level, this effect instead lasts for 5 minutes. If you are at least 13th level, it instead lasts for 10 minutes.

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.
…As long as you have access to your custom scanner, as a move action you can target a creature within 30 feet that is within your line of sight and attempt a special skill check to identify it: if the creature is living, this is a Life Science check, and if the creature is unliving, it is a Physical Science check. The DC of this check is tied to the creature’s rarity.
…Additionally, as long as you have access to your custom scanner, you can use Life Science or Physical Science instead of Mysticism to make serums.
…If your custom scanner is damaged, destroyed, lost, or stolen, you can kitbash a new one from any medkit or chemalyzer, reconfiguring the materials into a new custom scanner with 1 hour of work. You can have only one custom scanner at a time. If you create a new custom scanner, your old one functions as a normal item of whatever type you made it from.

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.
…Each day, you must spend 10 minutes to prepare the ingredients for a number of injections equal to your biohacker level + your key ability score modifier (5/day). This preparation time includes only readying the compounds and chemicals you need to make your injections, and you decide the specific injection you create as part of the standard action you take to attack with it or inject a creature with it. When you regain the daily uses of your injections class feature, any injections that you created earlier but didn’t use become inert, even if they’re still in your possession—their method of creation depends largely on unstable chemicals and methods that can’t be reproduced at a large scale. You can readily replenish the chemicals for your injections on a regular basis at no cost, unless the GM states otherwise.
…A single injection is held in a physical syringe that you can wield in one hand. It is considered a consumable item with negligible bulk, with an item level equal to your biohacker level, hardness equal to your biohacker level, and 1 Hit Point. You must hit an unwilling creature with a melee attack to inject them with an injection, and an injection counts as a consumable basic melee weapon for this purpose. An injection can be injected into a willing or unconscious creature (or yourself) as a standard action, as long as the target is within your reach. An injection can also be loaded into a weapon with the injection weapon special property as a move action, and you can deliver the injection with a normal attack with that weapon. When you attack an ally with an injection loaded into a weapon that has the injection weapon special property, that ally is considered flat-footed against your attack.
…Injections come in two varieties: counteragents and restoratives. Unless otherwise stated, counteragents and restoratives affect both living and unliving creatures.
Counteragent A counteragent hinders a creature’s defences. The effects of a counteragent last for a number of rounds equal to half your key ability score modifier (2 rounds) unless stated otherwise. A creature can be under the effect of only one of your counteragents at a time, though it could be under the effect of multiple counteragents originating from multiple biohackers. If you affect a creature with a different one of your counteragents, the effects of the previous counteragent end. When you use a counteragent injection, it can have one of the following effects.
—>The target takes a –2 penalty to AC.
—>Reduce the target’s DR by 5. At 9th level, you instead reduce it by 10. At 17th level, you instead reduce it by 15. This can’t reduce the target’s DR below 0.
—>Reduce the target’s resistance to one type of energy (your choice) by 5. At 9th level, you instead reduce it by 10. At 17th level, you instead reduce it by 15. This can’t reduce the target’s resistance below 0.
—>Genetics Field - You can deliver a mutagenic chemical compound into a living creature’s body, imposing vulnerability to one type of energy (your choice) to that creature. If the creature is immune to that energy type, this counteragent removes the immunity and instead gives it resistance 10. If the creature has resistance to that energy type, instead reduce its resistance by 10 (minimum 0). This is a poison effect.
Restorative A restorative aids a creature in one manner or another. The effects of a restorative last for a number of rounds equal to your key ability score modifier (4 rounds) unless stated otherwise. You can affect creatures with multiple different restoratives at a time. When you use a restorative injection, it can have one of the following effects.
—>The target gains a +1 enhancement bonus to AC.
—>The target gains a +2 enhancement bonus to all skill checks.
—>The target gains a +10-foot enhancement bonus to their speed.
—> Genetics Field - You can temporarily alter the acuity of a living creature’s vision, granting the subject the benefits of blindsense (vibration) with a range of 30 feet. If the creature already has blindsense, it instead gains the benefit of the Blind-Fight feat.

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:

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GEAR/POSSESSIONS
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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
…[b]Lungs
gill sheath: can breath air or water

Carrying Capacity
Unencumbered 0-4 Encumbered 5-8 Overburdened 9+
Current Bulk 0 (5L)
Credits 5

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.