Skarx

Seggas Yakan, DVM DMD's page

391 posts. Organized Play character for Sedoriku.


Full Name

Seggas Yakan, DVM, DMD

Race

| SP 21/21 HP 22/22 | RP 3/3 | EAC 18; KAC 17, 5 cold, electricity, fire resistance | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +10, SM: +8

Classes/Levels

| Speed 30 ft | Biohacks 4/4 | Fiendish Gloom 1/1, Applied Knowledge 1/1 | Active conditions: none

Gender

Female CN Tiefling Biohacker 3

About Seggas Yakan, DVM DMD

Character sheet:
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Female Tiefling Biohacker 3
CN Medium Outsider (Native)
Init: +8; Senses: Perception +10, Sense motive +8 Darkvision, Blindsense (Electricity) when on conductive surfaces
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Defense
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KAC 18, EAC: 17
RESISTANCES 5 cold, electricity, fire
HP: 22; SP: 21
RP: 3
Fort: +4, Ref: +5, Will: +3
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Offense
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Speed: 30 ft.
Melee: +2 (Don’t get close to me! I have to keep my distance to preserve scientific integrity! Geez!)
Ranged: +7 (1d6+3 Acid; Caustrolance)
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Statistics
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Str 11, Dex 18 (mk1 personal upgrade), Con 12, Int 16, Wis 10, Cha 8
Base Attack Bonus: +2;
Feats: Long Arms Proficiency
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Skills and Languages:
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Skills (21 skill ranks/7 per level)
Acrobatics (0 ranks): +4
Athletics (0 ranks): +0
*Bluff (1 ranks, Deceitful): +5
*Computers (1 rank): +7
*Culture (2 ranks): +8 (-5 DC to recall knowledge about artistic innovations and traditions)
*Diplomacy (0 ranks): -1
Disguise (0 ranks): -1
*Engineering (1 rank): +7
Intimidate (0 ranks): -1
*Life Sciences (3 ranks, Studious): +11 (-5 DC to identify consumables such as drugs, medicinals, poisons, food, and drink)
*Medicine (3 ranks, Studious): +11
Mysticism (0 ranks): -
*Perception (3 ranks, Theme knowledge, Int based): +10
*Physical Science (3 ranks, Studious): +11
Piloting (0 ranks): +4
*Profession (Genetic tester, INT, 2 ranks): +8
*Sense Motive (2 ranks, Int based): +8
*Sleight of Hand (0 ranks): -
Stealth (0 ranks, Deceitful): +6
Survival (0 ranks): +0

Starship-Combat Version of Skills
Seggas can run the Engineering or Science officer positions
Engineering: +7
Computers: +7

Languages: Common, Draconic, Infernal, Triaxian, Celestial, Kasathan

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Equipment:
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Weapons and Armor:
Graphite Carbon fiber 1,220, Lethal Innovations Liquidator Cuastrolance 480 1

Consumables
Serum of healing Mk. 1 50 L (x3)
Oxygen Candle; 20 L

Medicinals

Augmentations
Applied Knowledge (Brain), Elecrolocation Graft (All feet), Synaptic Symbiote mk. 1 (Dex)

Other Gear
Zipstick; 10 L Industrial backpack; 25 - Clothing (Travel); 10 L Gear Maintenance Kit; 5 L Hygiene Kit; 3 1 Mess kit; 2 L Sleeping bag; 10 L Mobile Hostilier Tent; 50 1
Xenowarden’s boots 80 L
Canteen 1 L

;
Monetary
4 credits on a credstick in the shape of a snake and an apple

Encumbrance
4 bulk 0 light of 6 bulk limit

7-12 Encumbered
13+ Over encumbered.

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Class Abilities:
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Custom Microlab (Ex)
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.

At 5th level, your custom microlab can function as an advanced medkit. At 9th level, it functions as a medical lab (with no increase to its bulk), and its range increases to 90 feet. At 17th level, its range increases to 120 feet.

If your custom microlab is damaged, destroyed, lost, or stolen, you can kitbash a new one from any medkit or chemalyzer with 1 hour of work. You can have only one custom microlab at a time. If you create a new custom microlab, your old one functions as a normal item of whatever type you made it from.

Biohacks (Ex)
As part of your custom microlab, you keep a specialized micropharmacy of catalysts, nanites, and specialized chemicals, plus a small mixing apparatus and syringes. You can use these components to quickly fashion biohacks: specialized solutions that produce different effects. In living targets, your biohacks alter normal biological processes; in nonliving creatures, they emulate biochemistry via complex chemical compounds. You can use biohacks to boost your allies or inhibit your foes. Your biohacks produce their effects only when you inject a creature with them (see below), and only you know how to make and administer them properly—a biohack that leaves your possession becomes inert until you pick it up again.

You can deliver any biohack you create with any attack from an injection weapon. You must declare prior to the attack roll that you are using a biohack and specify which effect you are using, but you select and apply the biohack as part of the action used to make the attack. You do not need to preload your weapon with biohacks. If you are making a ranged attack and miss your target, the biohack is expended along with the attack’s ammunition. A biohack delivered via a melee injection weapon is not normally expended on a missed attack. If you must attempt an attack roll with a biohack and your attack hits but deals no damage (normally as a result of damage reduction or an ability such as the vanguard’s mitigate), the biohack is expended but the target is not affected by it. After a missed attack that does not expend the biohack, you can remove it or change which biohack you are using as part of your next attack without taking any additional action.

You can also deliver a biohack using a physical syringe (from your custom microlab) that you can wield in one hand. This is considered a consumable basic melee weapon with negligible bulk, 1 Hit Point, and an item level and hardness equal to your biohacker level. To inject an unwilling creature with a biohack in this manner, you must hit them with a melee attack. This attack deals no damage, but if the creature would be damaged by 1 point of piercing damage, that creature is instead affected by the biohack within the syringe.

A biohack can be injected into a willing or unconscious creature (or yourself) as a standard action without requiring an attack roll, as long as the target is within your reach. You can also use a ranged injection weapon to deliver a biohack to a willing ally you have attuned your custom microlab to as a standard action without making an attack roll, as long as they’re within your custom microlab’s range. Under any other circumstance, injecting a biohack into an ally at range requires a successful ranged attack roll.

The materials you use to create biohacks are inert until you activate them. Once activated, they can be used to create any biohacks you know. Each day after you have rested for 8 hours, you can spend 10 minutes to activate the ingredients to create a number of biohacks equal to 1 + your key ability score modifier. This is the maximum number of biohacks you can have ready at one time. This preparation activates only the ingredients; you don’t need to decide which specific biohacks you’re creating until the actual actions or attacks used to deliver them. Activated biohack materials that aren’t used that day become inert, even if they’re still in your possession. You can readily replenish these inert reagents on a regular basis at no cost, unless the GM states otherwise. Whenever you take a 10-minute rest to recover Stamina Points, you can also prepare additional activated biohack ingredients to replace those you have used, up to your maximum.

Biohacks come in two varieties: boosters and inhibitors. At 1st level, you know the basic boosters and inhibitors listed below, the minor boosters and inhibitors that follow, and the unique booster and inhibitor granted by your primary field of study. As you increase in level, you can also devise theorems to learn special biohacks, in addition to gaining biohacks from a secondary and a tertiary field of study. Additionally, most fields of study eventually provide you with breakthroughs: special biohacks described in their entries.

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.

    Injection Expert (Ex)
    You are proficient with weapons with the injection weapon special property, 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 2nd level, you gain a +1 bonus to attack rolls with these weapons. At 9th level, that bonus increases to +2, and at 18th level it increases to +3.

    When you hit an ally with such a weapon, you can avoid dealing damage to that ally, while still affecting the ally with the biohack booster or inhibitor, drug, medicinal compound, poison, serum, 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.

    Primary Field Of Study (Ex)
    Your primary field of study represents your scientific specialty. Choose your primary field of study upon taking your first level in biohacker—once made, this choice cannot be changed. A field of study grants you a unique booster and inhibitor, many of which work only on living creatures (not objects or creatures with the unliving universal creature rule) and have special properties and descriptors explained in their entries. At 5th level, you gain the breakthrough for your field of study.

    Scientific Method (Ex)
    You have an innate mental gift, and a special way of approaching problems that lets you surpass normal researchers and scholars. If your key ability score is Intelligence, you have a studious mind. If your key ability score is Wisdom, you have an instinctive mind. Your scientific method affects your spark of ingenuity class feature (see below), and may impact how some other class features function, as noted in those abilities.
    Studious
    Your mind is a fortress of information that can rarely be breached. You gain a +1 bonus to Will saving throws. This bonus increases to +2 at 3rd level, +3 at 8th level, and +4 at 16th level. You also gain a +1 insight bonus to Life Science, Medicine, and Physical Science checks. This bonus increases by 1 at 3rd level, and every 4 levels thereafter. Additionally, you can add your Intelligence modifier instead of your Wisdom modifier to Perception and Sense Motive checks.

  • ===================
    Fields of Study:
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    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.

    Inhibitor:
    You deliver a DNA-twisting or material-altering chemical nanite compound into a creature's body, increasing the damage it takes from one energy type (your choice). If the creature takes the chosen type of energy damage, it takes additional damage of the same type equal to half your level (minimum 1). This biohack doesn't increase the damage a creature takes from natural hazards or environments, only damage from energy attacks, spells, and other abilities.

    Breakthrough
    Gene Therapy (Ex):
    As a standard action, you can create and deliver a medicinal formula to a living creature that suspends the effects of damage to their mind and body. When injected, the formula allows the target to ignore the effects of all ability score damage and drain for 10 minutes. If you are at least 7th level, this effect lasts for 1 hour. If you are at least 13th level, it lasts for 24 hours.

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    Biohacks:
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    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.

    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.

    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 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.

  • ===================
    Theorems:
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    Hampering Inhibitor
    Any biohack inhibitor you successfully use against a foe decreases that foe’s speed by 50%, to a minimum of 5 feet, in addition to the normal inhibitor effect you choose. If the target has multiple movement types, all its speeds are decreased.
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    Racial Abilities:
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    Darkvision
    Aasimars and tieflings have darkvision to a range of 60 feet.
    Deceitful
    Tieflings gain a +2 racial bonus to Bluff and Stealth checks.
    Fiendish Gloom
    As a standard action, the tiefling causes light within 20 feet of her to decrease one step. This gloom lasts for up to 1 minute, but the tiefling can dismiss it as a swift action. Nonmagical light sources can’t increase the light level in this area. Magical light can increase the light level in this area only if it’s from an item or creature of a level or CR higher than that of the tiefling. A tiefling can use this ability once per day, plus a number of times equal to half her CR or level.
    Fiendish Resistance
    Tieflings have resistance 5 to cold, electricity, and fire.
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    Theme Abilities:
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    You revel in new sensations and experiences. Armed with ineffable resilience and keenly developed senses, you greet each new adventure with zeal and reverence, drinking in the world around you with boundless enthusiasm. Though not immune to fear, your openness strengthens your resolve when facing the unknown. You might approach new encounters with reckless abandon or take a more thoughtful path, but whatever route you choose, finding new sensations fulfills you.

    Theme Knowledge
    Always in search of new sensations, you have spent significant time learning about the cultures of the Pact Worlds and have gained a breadth of cultural knowledge, from the composition styles of Vercite ether-ballads to quantum-flavored Idaran cuisine or the latest textiles in Kalo-Mahoi fashions. Reduce the DC of Culture checks to recall knowledge about artistic innovations and traditions by 5. Given your propensity for trying new things, you’ve also found it prudent to understand the distinction between delightful experiences and those that are ill-advised, permanently injurious, or even fatal. Reduce the DC of Life Science checks by 5 when identifying consumables such as drugs, medicinals, poisons, food, and drink.
    Perception 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 Perception checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

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    Feats:
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    Long-Arm Proficiency

    Improved Initiative

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    Consumables & other tracking:
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    Serum of Healing 3/4

    Charges 20/20

    Resolve 3/3

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    Bot Me!:
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    [dice=BioBolter ‘Bii’ (Castrolance) vs EAC] 1d20+7[/dice]
    [dice=Acid Damage] 1d6+3[/dice]

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    Scenarios and Tracking:
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    All chronicles and Item Tracking

    Chronicle #1: GM Race Boon

    Chronicle #2: 1-12 Ashes of Discovery

    Chronicle 03: 3-17 Clone Batch Catastrophe

    Chronicle 04: 1-32 Acts of Association

    Chronicle 05: 4-01 Year of the Data Scourge Intro

    Chronicle 06: 3-19 Rat’s Repentance

    Chronicle 07: 1-16 Dreaming of the Future

    Chronicle 08: 4-08 Precious Cargo

    Chronicle 09: 1-26 Truth of the Seeker

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    Role Playing notes and backstory:
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    Living biomass of a gun is named Bii

    On the regular brink of falling to the Mad Scientist inside her. Tries her hardest not to.

    Raised in the foster system on Absalom Station. Had some bad experiences there. Found a permanent home in her late teens with a ryphorian mother, and got adopted. Went through college and med school mostly on her own abilities. Mother inherited an ice farm on Triaxus, and moved there.

    MAy or may not have been kicked from multiple medical schools for her tendency to laugh maniacally whenever she was in surgery… which may or may not mean she has a legal license to perform medical procedures on sentient creatures in the Pact Worlds… without a waiver of liability that is.

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