Female Merchant

Karyn's page

45 posts. Alias of bigrin42.


Full Name

Karyn

Classes/Levels

Human biohacker outlaw 8 | SP 52, HP 52, RP 10 | EAC 20, KAC 23 | F +7, R +8, W +8 | Init +8 | Perc +17

Strength 10
Dexterity 19
Constitution 12
Intelligence 22
Wisdom 14
Charisma 10

About Karyn

Botme:

Karyn will use her injections ability (14/day) in the first 2-3 rounds of combat to buff/debuff. She also has plenty of healing serums loaded into her injector pistol and will shoot them into wounded allies as needed.

Out of combat, see Field Dressing ability.

Melee:
undercover ice needle +7 (1d4P+4, injection DC+2, 20/4)
[dice=attack, kac]1d20+7[/dice]
[dice=damage]1d4+4[/dice]

Ranged:
poacher injector pistol +12 (2d6P+8, injection DC+2 60ft range)
[dice=attack, kac]1d20+12[/dice]
[dice=damage]2d6P+8[/dice]

Counteragents (6/2 rounds)
-2 AC
-5 DR
-5 to 1 resistance
confusion
sickened

Restoratives (6 rounds)
+1 AC
+2 skill bonus
+10 ft speed
stop bleeding
foe takes -2 penalty to attack

Starship role (primary): Science Officer [dice=computers]1d20+17[/dice]

Starship role (secondary): Gunner [dice=gunnery]1d20+10[/dice]

Special Abilities

Deadly Aim - When you take the attack or full attack action with weapons (including a Solarian’s Solar Manifestation, but not Spells or other special abilities of any kind), you can take a –2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1). <<-2,+3>>

Custom Scanner - 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.

Field Dressing (Ex) (2d8+6) - 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.

Friendly Aim (Ex) - When you use a ranged weapon with the injection weapon special property to attempt to deliver an injection to one of your allies (including healing serums, medicinals, counteragents, restoratives, your breakthrough formulas, or any of your injections), you gain a +3 insight bonus to the attack roll.

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.

Versatile Injections (Ex) - You can use fringe science to tweak your injections that would normally affect only living creatures to instead affect any creature.

Counteragents (3 rounds)
-2 AC
-5 DR
-5 to 1 resistance
confusion
sickened

Restoratives (6 rounds)
+1 AC
+2 skill bonus
+10 ft speed
stop bleeding
foe takes -2 penalty to attack

character creation:

level 8 female human biohacker outlaw

STR 10
DEX 19
CON 12
INT 22
WIS 14
CHA 10

HP 52
SP 52
RP 8

BAB +6
Fort +7
Ref +8
Will +8

1
custom scanner
injection expert (+1)
injections (8+6)
primary field of study (pharmacology)
scientific method (studious)
weapon focus (small arms)
improved initiative

2
biohacker theorem (quick load, save DC 14+6/2, skill DC 22+6)

3
spark of ingenuity (2for1 injections, 1/day)
weapon specialization
far shot

4
biohacker theorem (field dressing 2d8+6)

5
primary field of study breakthrough (alleviate pain)
mobility

6
biohacker theorem (friendly aim +3)

7
secondary field of study (toxicology)
deadly aim

8
biohacker theorem (versatile injections)

Counteragents (6/2 rounds)
-2 AC
-5 DR
-5 to 1 resistance
confusion
sickened

Restoratives (6 rounds)
+1 AC
+2 skill bonus
+10 ft speed
stop bleeding
foe takes -2 penalty to attack

Skills
Bluff(8) +8, Ccmputers(8) +17, Culture (8) +17, Life Science(8) +17, Medicine(8) +17, Perception(8) +17, Physical Science(8) +17, Profession (perfume artist)(8) +17, Slight of Hand (8) +17, Stealth(8) +12

Injector pistol, poacher 8 9,050 2d6 P 60 ft. Injection DC +2 20 darts 1 L Injection
seeking 440
Preserver’s mantle II 7 6,400 +6 +9 +6 — — 1 L
infrared sensors 200
personal upgrade mk 1 (DEX +2) 1,400
personal upgrade mk2 (INT +4) 6500
holoshroud 1300
serum of healing mkII x5 2,125
serum of sex shift x2 700
antitoxin mk2 x3 1,500
black nanite hypopen x3 1,950
unercover ice needle 330
ring of resistance (Reflex) mk1 x2 1470
industrial backpack 50

35 left over

background:

"Meticulous! Disciplined! Someone who makes the study and practical application of natural and synthetic chemicals cannot afford to be anything but!"

Karyn still recalled those words from her master in the biohacking arts at Greentree Ltd. The small corporation was a niche provider of esoteric neurochemicals and synthsprays. At least, that was their primary public-facing business. In fact, their grey-market products provided at least double the income of the aboveboard stuff, and those included highly-trained poisoners and neurochemists. Always for hire, never for sale, and never for government entities. That was what she learned as a young girl of 6.

Growing up in the GTL for Karyn meant constant study and testing, hand-on experiments with some of the deadliest chemicals known to the Pact Worlds - many of the experiments done on herself - and learning to be 'meticulous and disciplined'. Those two words were beaten into her, sometimes physically and sometimes chemically, over the 14 years of her study.

At 20, she had taken so many poisons, hallucinogens, neuroboosters, and endocrine synths that no legitimate medscanner could even make sense of her bloodstream, much less diagnose it. The last time she had tried to use an out-of-the-box Abadar Corp Medkit2000, the thing's had frozen. She was surprised it hadn't melted down in frustrated confusion on the spot.

That was how she found herself now, at 22. A 'graduate' of GTL, chemically bound to them to repay her training in services at their discretion. She was at their beck and call. When the comm unit buzzed with a specific code, she went where they said and did as she was told. In between, her time was her own. She had fallen in with a sorry lot of Starfinders a few months ago, and found that the pay (usually in looted goods) was good and the lifestyle well in keeping with what she wanted. Fast-paced and with plenty of opportunities to practice her craft. Life was good, and when it wasn't...well, "better living through modern chemistry" as her old master used to say.

favorite things:
Poison things. Seriously! Not deadly poisons, usually. Just some hallucinogenics. Maybe a euphoric or two in someone's caftap. I mean, have you ever seen a cafe full of people all suddenly burst into song? Karyn has. She's even created the perfect combination of euphorics and neuropathics to make everyone sing the same song...and in tune...in any language she wants. Now that is some prime entertainment there!

combat shenanigans:
The old bait and switch, obviously. One minute you're looking at a petite human girl, and the next you're mind is so fogged with hallucinogens that you're fighting a 15-foot vesk with purple horns and wings made of fire. Also, ranged injection weapons used on allies. I mean, who wouldn't enjoy getting away with shooting her friends in the back?