About HadashinLooking down, you spy a young-ish gnome in a lab-coat. His face and hair are as white as methane ice and his countenance is severe as he looks at you, judgementally. He doesn't look like the kind of person that would tolerate a nickname, especially not one as informal as "Dash", but he responds to the name. Infusions: 2x AC(-2), 1x DR reducer, 1x ER reducer, 2x fatigued, 1 unassigned. (Assigned all loaded into needler pistol.) Feats:
Skill bonuses:
Gear: Weapons, Defrex Hide Armor with Infrared Sensors upgrade, Mk1 Ability Crystal (Intelligence), Wyrmling Dragon Gland (Acid), Industrial Backpack, Everyday Clothing x2, Environmental Clothing x6 (1 of each environment), Hygiene Kit, Personal Comm Unit, Engineering Toolkit, Hacking Toolkit, Trapsmith's Toolkit, Binders, Binoculars, Fire Extinguisher, Lighter, Life Science Library Chip, Smoke Grenade, Mk1 Healing Serum x4, Battery x2 (20 charges each), Frag Grenade, 25x Darts, Credstick with 2cr. Racial Abilities:
Bleachling Gnome: * Curious: Gnomes receive a +2 racial bonus to Culture checks. * Dimorphic: A feychild gnome gains +2 Charisma, while a bleachling receives +2 Intelligence. * Eternal Hope: Gnomes receive a +2 racial bonus to saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome can reroll and use the second result. * Gnome Magic: Gnomes gain the following spell-like abilities: 1/day—dancing lights, ghost sound, and token spell. The caster level for these effects is equal to the gnome’s character level. In addition, gnomes get a +2 racial saving throw bonus against illusion spells and effects. * Low-Light Vision: Gnomes can see in dim light as if it were normal light. Class Abilities:
Biohacker:
1st CUSTOM SCANNER (EX) 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. You can configure your custom scanner to take the shape of anything that can fit in your hand or a similar appendage, or design it to install in your armor (which does not take up an armor upgrade slot) or as an augmentation in your brain, your eyes, or an arm (which does not occupy a system in your body). Your custom scanner counts as a basic medkit (Starfinder Core Rulebook 220) and a chemalyzer (Starfinder Armory 100) 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, as presented on the Creature Rarity table on page 133 of the Core Rulebook. 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 (for more about crafting items, see page 235 of the Core Rulebook). 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. 1st INJECTION EXPERT (EX)
1st INJECTIONS (EX)
1st Scientific Method - Studious
1st Primary Field of Study - Enzymology
Biohacker Theorems
3rd Spark of Ingenuity 1/day
3rd WEAPON SPECIALIZATION (EX)
Theme Abilities:
* Theme Knowledge: You have a sharp mind for the intricacies of biotech augmentations and keep up-to-date on current research in the field, whether because you work to develop such technology or because you are the beneficiary of biotech augmentations—or, most likely, both. Reduce the DC of Life Science checks to identify biotech augmentations and to recall knowledge about famous biotech corporations and researchers by 5. Medicine is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Medicine checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation. Augmentations:
You implant an arcanicus gland modified to function for a creature of your race at the back of your throat. You can trigger this gland as a standard action to expel a breath weapon in a 15-foot cone as an extraordinary ability. Choose the damage type when the organ is biocrafted, picking from the following list: acid, cold, electricity, or fire. You are not harmed by using your own breath weapon. Once you’ve used your breath weapon, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
A wyrmling dragon gland deals 3d6 damage, a standard gland deals 9d6 damage, and a wyrm gland deals 18d6 damage. Targets in the area can attempt a Reflex save (DC = 10 + half your level + your Constitution modifier) to take only half damage. Botting Instrustructions
|