Technomancer

Scut Lockley's page

59 posts. Organized Play character for Quirk, Private Eye.


Full Name

Scut Lockley

Race

Human Biohacker (Battle Medic) SP 0/6 HP 5/10 RP 4/5 EAC 14 KAC 15 PER +8 INIT +6 FORT +2 REF +2 WILL +2

Classes/Levels

Biohacker/1

Gender

Male

Size

Medium

Age

49

Alignment

NG

Deity

Abadar

Languages

Common, Brethadan, Castrovelian, Ignan, Kalo, Sarcesian

Strength 10
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 11
Charisma 10

About Scut Lockley

BASIC ATTACK ROLLS

[dice=attack with Needler Pistol]1d20+3[/dice]
[dice=magical piercing damage]1d4[/dice]

Needler pistol stats: 40 ft. Injection DC +2 8 darts 1 1 Analog, injection

[dice=attack with syringe stick]1d20+2[/dice]
[dice=piercing damage]1d3[/dice]

DC of save vs. Biohacks is 10 + half level + key ability score modifier (usually 15 for Scut)

SKILLS:

Acrobatics +2
Athletics +0
Bluff +4
Computers +8
Culture +8
Diplomacy +0
Disguise +0
Engineering -
Intimidate +0
Life Science +9
Medicine +10
Mysticism -
Perception +8
Physical Science +9
Piloting +2
Profession (Physician) +8
Sense Motive +4
Sleight of Hand -
Stealth +2
Survival +0

SPECIAL ABILITIES:

Theme Knowledge (1st Level)
Having studied and even occasionally treated infirmities and illnesses across the galaxy, you can detect and diagnose a wide array of maladies in both your own species as well as in beings from all walks of life. You have also done extensive research on unusual—even mystical—aspects of biology and chemistry, and now almost nothing in those fields surprises you. Reduce the DC of any Life Science or Mysticism check to recall knowledge about a disease or poison 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 Medicine checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

You have created a small, customized kit consisting of medical supplies, testing materials, and pharmaceutical compounds, which you can use to evaluate medical conditions and perform several additional tasks described below. You can configure your custom microlab to take the shape of anything that can fit in your hand or similar appendage. Alternatively, you can add it to an armor upgrade slot or to an augmentation system in your brain or an arm; it never takes up an armor upgrade slot or occupies a system in your body, so you can still use that slot or system for an armor upgrade or augmentation as normal. You must have your custom microlab on your person to use it, but you can configure it so it doesn’t need to be in your hand to function.

Your custom microlab counts as a basic medkit and a chemalyzer and can be used for any purposes applicable to those items. As long as you are in possession of your custom microlab, you can use Physical Science or Life Science instead of Mysticism to make serums, though these serums are not magic items, can be identified using Life Science or Physical Science rather than Mysticism, and do not require a detect magic spell to attempt such a check to identify.

As long as you have your custom microlab, as a move action you can target a creature within your line of sight and within the microlab’s range (60 feet at 1st level) and attempt a special skill check to identify it. If the creature is living, this is a Life Science check. If it is unliving, it’s a Physical Science check. The DC of this check is determined by the creature’s rarity, as presented on the Creature Rarity table on page 133 of the Core Rulebook. You can attempt this check untrained regardless of the DC, and you always treat your die roll result as a 20.

You can also attune your custom microlab to a number of individual creatures equal to 3 + your key ability modifier. This takes 10 minutes, which you can combine with the time needed to prepare your biohacks for the day, and the creatures must be present, willing, and able to cooperate with the scan. If you attune your microlab to creatures in excess of this number, the oldest attunements beyond your maximum number end. Otherwise, attunement lasts 24 hours, after which changes in environment and the target’s condition require the microlab be re-attuned. Under some circumstances, you can deliver biohacks to attuned creatures using ranged injection weapons without making an attack roll.

Biohack rules: https://aonsrd.com/Classes.aspx?ItemName=Biohacker

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. At 9th level, you instead reduce it by 10. At 17th level, you instead reduce it by 15.
You reduce the target’s resistance to one type of energy (your choice) by 5. At 9th level, you instead reduce it by 10. At 17th level, you instead reduce it by 15.

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.

Minor Biohacks

You can create minor biohacks from less powerful (and more stable) pharmaceuticals, nanites, and catalysts, and you can add them to any attack you make with an injection weapon that does not already have another biohack added to it. You don’t need to activate the materials for minor biohacks in advance, and using them does not count against the maximum number of biohacks you can have ready at one time. Minor biohacks are otherwise used as and function as basic booster and basic inhibitor biohacks, and they count as such biohacks for the purposes of interactions with other abilities (such as spark of ingenuity).

Minor Booster
Using a minor booster biohack allows you to attempt some Medicine checks on targets you affect so long as the target is within range of your custom microlab. This doesn’t require any additional time or action beyond making the attack. The tasks you can attempt with such a Medicine check depend on your level, and they don’t have the duration of normal booster biohacks.

At 1st level, you can attempt a Medicine check to administer first aid. At 3rd level, you can attempt a Medicine check to treat drugs or poison, though on a successful check, the target gains a +4 bonus only on the next saving throw it attempts against the drug or poison, and that saving throw must occur within the next hour. At 6th level you can attempt a Medicine check to treat disease, though on a successful check, the target gains a +4 bonus only to the next saving throw it attempts against the disease, and that saving throw must occur within the next hour.

Minor Inhibitor
A minor inhibitor biohack imposes a slight hindrance on a target: the target takes a –1 penalty to attack rolls for a number of rounds equal to 3 + your key ability score.

Pharmacology

Booster: You deliver a coagulant to a living creature, granting it immunity to the bleeding condition for the duration of this effect. If the creature is under the effect of the bleeding condition when you administer this biohack, that condition ends.

Inhibitor: You introduce a mild hallucinogen into a living creature’s body, making it difficult for the target to move or act. The target gains the encumbered condition and must succeed at a Fortitude save or also gain the entangled condition. This is a mind-affecting poison effect.

FEATS:

Improved Initiative
Weapon Focus (small arms)

EQUIPMENT:

Freebooter Armor 1
Needler Pistol, Tactical
Syringe Stick, Tactical
Bayonet Bracket, Light
Called Fusion Seal

Everyday Clothing
Professional Clothing
Backpack, Industrial
Hygiene Kit
R2E (5)
Personal Comm Unit
Flashlight

Serum of Healing, Mk. I
Medicinals:
Antibiotic, Tier 1
Antitoxin, Tier 1

Ring of Resistance, Mk. 1