Shaman

Needles''s page

81 posts. Alias of Eric Collins - France.


Full Name

Needles

Classes/Levels

N Female Yoski Biohacker 4 | SP 12/24 : HP 26/26 : RP 7/7 | EAC 18 : KAC 18 | Fort. +4 : Ref. +5 : Will +6 | Init +3 | Perc +12 | Speed 50 ft. | Purchase Pzifer!

About Needles'

Used 3
Used grenade

NEEDLES Female Ysoki Corporate-Agent (Pzifer)
Level 4 Studious Geneticist Biohacker
for Sparks SFS #101218-711 - Wayfinders

8 Str - 16 Dex - 10 Con - 20 Int (key) - 10 Wis - 11 Cha

24 SP 26 HP 7 RP
BAB +3
+4 Fort +5 Reflex + 6 Will
+3 Init'
Darkvision
50 ft. move

Skills:
+3 Acrobatics (Dex) untrained (+5 tumble through space of larger opponent)
+5 Bluff (Cha)
+12 Computers (Int)
+12 Culture (Int) (-5 DC recall knowl' corpos & execs)
+ 8 Diplomacy (Cha)
+14 Engineering (Int) +4 ID drug, medicinal, poison, other chemical / +4 arm or disarm traps
+14 Life Science (Int)
+12 Medicine (Int)
+4 Mysticism (Wis) (w. custom scanner) +4 ID drug, medicinal, poison, other chemical / +4 arm or disarm traps
+12 Perception (Int)
+12 Physical Science (Int) +4 ID drug, medicinal, poison, other chemical
+12 Profession: Field Sales Rep' for Pzifer (Int) +4 w. kit
+12 Sense Motive (Int)
+7 Sleight of Hand (Dex)
+8 Stealth (Dex)
+3 Survival (Wis) +4 when orienteering

Feats: Light armor - Basic melee weapons, small arms, & grenades - (Proficient with weapons that have the special property) - Fleet - Skill Synergy (Life Science, Stealth)

Scientific Method: Studious (Int' to Will, Perception & Sense Motive)

Weapon Specialization
+1/2 lvl dam' for weapons gained via injection expert (except basic melee)

Injection Expert:
• +1 bonus to attack rolls with injection weapons
• when hit ally with injection weapon, can choose not to deal damage to that ally, though ally still affected by substance loaded in weapon

Primary Field of Study: Genetics:
• Counteragent: deliver 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: 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

Custom scanner:
Augmentation in my eyes
Counts as basic medkit & chemalyzer
Move action to target a creature within 30 feet that is within your line of sight and ID it: if creature is living, Life Science, if creature is unliving, Physical Science (DC = creature’s rarity)

Injections:
Each day, spend 10 minutes to prepare 9 injections
Decide specific injection as part of the standard action to attack or inject
A single injection is held in a physical syringe that you can wield in one hand
It is a lvl 1 item w. negligible bulk, 1 hardness & 1 hp
Must hit an unwilling creature w. a melee attack to inject it
(injection counts as a consumable basic melee weapon for this purpose)
Can inject into a willing or unconscious creature (or myself) as a standard action (as long as target within reach)
Can also be loaded into an Injection weapon as a move action
Can deliver injection with a normal attack with that weapon
When attack ally with an injection in injection weapon: ally considered flat-footed

Counteragents:
Affects both living and unliving creatures
Lasts 2 rounds
Creature can be under the effect of only one of your counteragents at a time
(though can be under effect of multiple counteragents from multiple biohackers)
Choose:
• –2 penalty to AC
• reduceDR by 5
• reduce my choice of enery resistance by 5
• (living creature only) impose vulnerability to my choice of energy
(if immune to that energy type: removes immunity & instead gives resistance 10
(if resistant to that energy type: reduce resistance by 10)

Restoratives:
Affects both living and unliving creatures
Lasts 5 rounds
Can affect creatures with multiple restoratives at a time
All give (Limber Restorative): allows to move through difficult terrain as if normal In addition choose:
• +1 enhancement bonus to AC
• +2 enhancement bonus to all skill checks
• +10-foot enhancement bonus to their speed
• (living creature only) granting benefits of blindsense (vibration) with a range of 30 feet
(if already has blindsense, it instead gains the benefit of Blind-Fight)

Spark of ingenuity 1/day:
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 5 rounds.

Field Dressing:
Standard action to use custom scanner to render medical aid to an adjacent, willing creature [5 times / day]
Target regains 1d6+5 HP
If target has no Hit Point damage, they instead regain 1d6 Stamina Points

Cheek Pouches:
Store up to 1 cubic foot of items weighing up to 1 bulk in total
Can transfer a single object between hand and cheek as a swift action
Can disgorge entire contents onto ground in my square as a move (no AoO)

Moxie:
Can stand from prone as a swift action
When off-kilter does not take the normal penalties to attacks or gain the flat-footed condition

Weapons:
Pistol w. Called Fusion
(with 25 darts extra)
Tactical Baton
1 x Smoke grenade

Defrex Hide
with Longstrider Module (armor upgrade ; 10 ft. Enhancement Bonus)

Equipment:
Fire extinguisher
4 tool kits (Engineering, Hacking, Navigator’s, Professional, Trapsmith)
30 ft. of cable

Bot the Ysoki:
• Ranged
[dice=Pistol vs. KAC]1d20+7[/dice] (40 ft, crit=+2DC, 10 cap.)
[dice=Piercing]1d6+2[/dice]
[dice=Smoke Grenade vs. AC 5]1d20+7[/dice] (DC15+1/previous check)
• Melee
[dice=Baton vs. KAC]1d20+6[/dice]
[dice=Bludgeoning]1d4+1[/dice]