Tenzekil Braybittle (Bleachling)

Hadashin's page

55 posts. Alias of pithica42.


Full Name

Hadashin "Dash" Honeydew

Race

Stats and Skills:
Str 8 : Dex 16 : Con 12 : Int 18 : Wis 11 : Cha 10 | Bluff +7, Computers +13, Culture +13, Diplomacy +7, Engineering +11, Life Science +11(+15), Medicine +14, Perception +11, Physical Science +11, Sense Motive +11

Classes/Levels

Attacks and Abilities:
Medic Injector Pistol +8 (1d6+2 P + Injections); Static Arc Pistol +7 (1d6+2 E) | Injections - 8/8 | Field of Study - Enzymology | Field Dressing 4/4 (1d6+4/1d6) | Spark of Ingenuity 1/1

Gender

Male Biotechnician Bleachling Gnome Biohacker 4 (SP-28/28|HP-28/28|RP-6/6) (EAC18/KAC18) (Saves-5/4/5) (Init-+3); low-light vision, darkvision 60ft.

Size

Small

Age

45

Special Abilities

Custom Scanner, Injections, Gnome Magic

Alignment

LN

Deity

Oras

Location

Absalom Station

Languages

Common, Gnomish, Castrovelian/Lashunta, Elven, Goblin, Draconic, Vesk, Akitonian, Eoxian, Vercite

Strength 8
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 11
Charisma 10

About Hadashin

Looking 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:
1 Skill Synergy Medicine/Computers
3 Weapon Focus Small Arms

Skill bonuses:
+4 to Recall Knowledge on Life Sciences (Library Chip)
+4 to Engineering/Mysticism to disable traps (Trapsmith's Tools)
+2 to Acrobatics/Athletics to control in zero-g (Environmental Clothing)

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)
At 1st level, you are proficient with weapons that have the injection weapon special property (Core Rulebook 181), 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.
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 (see page 3), restorative (see page 4), 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.

1st INJECTIONS (EX)
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. 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 (see below). 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. An injection that is not in your possession becomes inert until you pick it up again.
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. At 1st level, you know the basic counteragents and restoratives listed below, in addition to the unique counteragent and restorative granted by your primary field of study (see pages 5–7). As you increase in level, you can also devise theorems to learn special injections, as well as abilities to modify or enhance your existing injections, in addition to learning a second and a third field of study. Additionally, fields of study eventually provide you with breakthroughs that also equip you with special injections you can use, as described in their entries.
Counteragent
A counteragent hinders a creature’s defenses. The effects of a counteragent last for a number of rounds equal to half your key ability score modifier (minimum 1 round) 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 (although see the spark of ingenuity class feature on page 4 for one exception). 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.
-Reduce the target’s resistance to one type of energy (your choice) by 5.
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 (minimum 1 round) 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.

1st Scientific Method - Studious
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.

1st Primary Field of Study - Enzymology
Enzymology is the study of the molecules that catalyze the biological processes that convert one substance into another.
Counteragent: You can temporarily slow a living creature’s metabolism, imposing the fatigued condition.
Restorative: You can deliver a dose of enzymes that aid a living creature in breaking down metabolic waste products, allowing it to ignore the fatigued condition.

Biohacker Theorems
2nd - Field Dressing (Ex)
As a standard action, you can use your custom scanner to quickly render medical aid to an adjacent, willing creature. When you do, the target regains a number of Hit Points equal to your key ability score modifier. This number increases to 1d6 + your key ability score modifier at 4th level, and to 2d8 + your key ability score modifier at 8th level. If the target has taken no Hit Point damage, they instead regain 1d4 Stamina Points. This number increases to 1d6 Stamina Points at 4th level, and to 2d8 Stamina Points at 8th level. You must have your custom scanner in your possession to use this ability, and you can use it a number of times per day equal to your key ability score modifier.
4th - Quick Load (Ex)
As a standard action, you can load one of your injections into a weapon with the injection weapon special property and attack with that injection.

3rd Spark of Ingenuity 1/day
If you are a studious biohacker, you can combine the effects of two injections into one, expending one use of your injection ability to create and deliver both injections at the same time. This takes no additional time and enables a creature to be under the effects of two different counteragents simultaneously. Both effects last for a number of rounds equal to your key ability score modifier.

3rd WEAPON SPECIALIZATION (EX)
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with. For weapons with which you have gained proficiency through the injection expert class feature (with the exception of basic melee weapons), you instead add half your character level to damage you deal with those weapons.

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
1. In combat, Dash will always lead by attempting to recall information he can about whatever he's fighting.
2. From there, he will use Quick Load to load and attack the creature with an appropriate counteragent, usually the enzymology one, or the AC or DR/ER reducer when appropriate.
3. Following successful debuff, he'll attack with his static arc pistol, and use Field Dressing out of combat or late in combat for emergency heals.