Stirge

Misty kit's page

175 posts. Organized Play character for Trscroggs.


Full Name

Misty Kit

Race

Kiirinta Biohacker 3 | SP 18 / 18 | HP 22 / 22 | RP 6 / 6| Active conditions: None| EAC 17; KAC 17 | Fort +3; Ref +4; Will +2 |

Classes/Levels

Speed: 20ft / 20 ft fly | Biohacks Remaining 4/6 |

Languages

Common, Kiirinta, Slyvian, Gnome, Auran, Elven

Occupation

None

Strength 10
Dexterity 16
Constitution 11
Intelligence 20
Wisdom 8
Charisma 10

About Misty kit

Stamina: 18/18
HP: 22/22
Resolve: 6/6
Biohacks: 6/6

KAC: 17
EAC: 17

Fort Save: +3
Refl Save: +4
Will Save: +2

Size: Small
Speed: 20 ft Walk/ 20 ft Fly
Perception: +11 (Low-Light Vision)

Weapon Stats:

Nightarch Needler, Tactical
To-Hit: +7
Damage: 1d6+1
Crit: Inject DC +2
Ammo: 5/5 Darts 36 in reserve
Range: 30 ft
Traits: Analog, Inject

Syringe Stick, Standard
To-Hit: +6
Damage: 1d3+1
Traits: Conceal, Inject, Operative

Class Features:

Basic Booster
A basic booster biohack aids a creature in one manner or another. The effect lasts for a number of rounds equal to your key ability score modifier (minimum 1 round) unless it states otherwise. You begin play knowing this basic booster biohack; when you use it, select an effect:
The target gains a +1 enhancement bonus to AC.
The target gains a +2 enhancement bonus to skill checks.
The target gains a +10-foot enhancement bonus to their speed. If the creature has more than one movement type, choose one to receive this bonus.

Basic Inhibitor
A basic inhibitor biohack hinders a creature’s physiology or material function. The effect of an inhibitor lasts for a number of rounds equal to 3 + your key ability score modifier (minimum 1 round) unless it states otherwise. You begin play knowing this basic inhibitor biohack; when you use it, select an effect:
The target takes a –2 penalty to AC.
You reduce the target’s DR by 5.
You reduce the target’s resistance to one type of energy (your choice) by 5.
A creature can be affected by only one of your basic inhibitors at a time, though it could be under the effects of multiple basic inhibitors originating from multiple biohackers. If you affect a creature with a different basic inhibitor while a previous inhibitor is still in effect, the effects of the previous inhibitor end.

Genetics Booster: You temporarily boost a living creature (one that does not have the unliving universal creature rule) to improve the acuity of its hearing, granting the subject the benefits of blindsense (sound) with a range of 60 feet. If the creature already has blindsense, it instead gains the benefit of the Blind‑Fight feat. This benefit lasts for 60 minutes.

Genetics Inhibitor: You deliver a DNA-twisting or material-altering chemical nanite compound into a creature’s body, imparting vulnerability to one type of energy (your choice). If the creature is immune to that energy type, this inhibitor temporarily removes that immunity and gives the creature resistance 20 to that type of energy. If the creature has resistance to that energy type, this effect instead reduces its resistance by 10 (minimum 0). This biohack does not remove a creature’s resistance or immunity to natural hazards or environments, only to damage from energy attacks, spells, and other abilities.

Minor Booster
At 1st level, you can attempt a Medicine check to administer first aid

Minor InhibitorA minor inhibitor biohack imposes a slight hindrance on a target: the target takes a –1 penalty to attack rolls for 7 rounds.

Treat Condition (Ex)
Source Character Operations Manual pg. 47
As a standard action, you can treat a willing, adjacent creature to remove the shaken, sickened, or staggered condition. This doesn’t end the effect that caused the condition, and the target can regain the condition from any source as normal. You can use this ability a number of times equal to your key ability score modifier. You regain all expended uses of this ability (up to your maximum) when you take a 10-minute rest to recover Stamina.

Spark Of Ingenuity (Ex) - 3rd Level
Possible permutations and offshoots of your formulas constantly run through your mind. Once per day, you can alter one of your biohacks to work in a different way, determined by your scientific method. You can do this one additional time per day at 9th level and at 15th level.

If you are a studious biohacker, you can expend two uses of your biohack ability to combine the effect of two basic or minor biohacks (or one of each) into a single effect. This takes no additional time and allows a creature to be under the effects of two different basic or minor booster or inhibitor biohacks simultaneously. If the two effects have different durations, each effect ends after its normal time limit, though any with a duration measured in rounds last 1 round longer than normal.

Racial Abilities:

Size and Type
Kiirintas are Small fey.

Fluttercloud
As a move action, a kiirinta within 15 feet of the ground can flutter their wings to stir up debris and a cloud of glistening sparkles around themself, granting them concealment (20% miss chance) for 1d4 rounds. A kiirinta can’t use this ability again until they have taken a 10-minute rest to recover Stamina Points.

Kiirinta Movement
Kiirintas have a land speed of 20 feet and an extraordinary fly speed of 20 feet with average maneuverability.

Limited Telepathy
Kiirintas have limited telepathy with a range of 30 feet.

Low-Light Vision
Kiirintas have low-light vision.

Reverberating Shriek
As a standard action, a kiirinta can emit a shriek of sonic energy at an adjacent target, causing painful vibrations throughout the target’s body. This scream imparts the staggered condition for 1d4 rounds. The target can attempt a Fortitude save (DC = 10 + half the kiirinta’s character level + the target’s Constitution modifier) to negate the staggered effect. Whether successful or not, a creature can’t be affected by the same kiirinta’s reverberating shriek for 24 hours. A kiirinta can use this ability once per day plus one additional time per day for every 5 character levels they have.

Feats:

Startled Scream
Before initiative is rolled during an encounter, you can scream as part of combat banter even if you’re surprised. If you do, allies who are surprised but can hear you don’t gain the flat-footed condition, while allies who aren’t surprised gain a +1 insight bonus to initiative checks. You gain the appropriate benefit depending on whether you are surprised or not. However, your scream is loud, possibly drawing the attention of foes that can hear you and alerting others within earshot. You’re also shaken until the end of your next turn.

Weapon Focus: (Small Arms)
Chose one weapon type (small arms). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a drone), you gain a +2 bonus instead.

Weapon Specialization: (Special)
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with. For weapons you have gained proficiency with only through the injection expert class feature, rather than the normal Weapon Specialization benefit, you instead add half your character level to damage you deal with those weapons.

Skills:

Acrobatics: +3
Bluff: +6
Diplomacy: +6
Engineering: +11
Life Science: +12
Medicine: +12
Perception: +11
Physical Science: +12
Profession (Cooking) +9
Sense Motive: +11

Equipment:

Nightarch Needler, Tactical
Syringe Stick
Lashunta Tempweave, Basic
Personal Comm
Flashlight
Field Rations x 7 days
Hygiene kit
Professional Clothes
Tier 1 computer -- Minituraized
Backpack, Industrial
Ammo (Darts) x 25
Personal Upgrade +2 (Magic)(Intelligence)

Usual Boons:

Personal: Kiitina Admittance (From 2-08)
You can play as a Kiirinta.

Faction Boon: Second Seekers (Roheas) Champion
This player is allowed to gain Reputation with the Second Seekers (Roheas) faction.

Ally Boon: Dream Whispers (From 1-16)
Once per adventure when you miss and attack or fail a saving throw, you can call upon the Dreamer's mysterious message. You immediately count the roll as being 2 higher. You may not use this ability on natural 1's.

Social Boon: Live Air Celebrity (From 2-01)
Obstacle Override: Once per adventure, you can reroll a single failed Acrobatics or Athletics check.
Cooking Master: You gain a +2 bonus to Profession(Cook) checks when making Day Job checks. You gain a +3 to any Profession(Cook) checks called out in the adventure's text.
Kill Streak: Once per adventure when you slay an enemy whose CR is equal or less than you level -2, gain +1 to attack rolls and weapon dmaage rolls against other enemies until the end of your next turn.
Hold the Flag: Once per adventure, gain a +2 to your KAC or a +2 to your save against effects that would force you to lose hold of an item you don't wish to relinquish. You can decide to add this bonus after the roll.