About Seggas Yakan, DVM DMDCharacter sheet: ===================
===================
Female Tiefling Biohacker 3 CN Medium Outsider (Native) Init: +8; Senses: Perception +10, Sense motive +8 Darkvision, Blindsense (Electricity) when on conductive surfaces =================== Defense =================== KAC 18, EAC: 17 RESISTANCES 5 cold, electricity, fire HP: 22; SP: 21 RP: 3 Fort: +4, Ref: +5, Will: +3 =================== Offense =================== 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) =================== Statistics =================== Str 11, Dex 18 (mk1 personal upgrade), Con 12, Int 16, Wis 10, Cha 8 Base Attack Bonus: +2; Feats: Long Arms Proficiency Skills and Languages: ===================
===================
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
Languages: Common, Draconic, Infernal, Triaxian, Celestial, Kasathan
Equipment: ===================
===================
Weapons and Armor: Graphite Carbon fiber 1,220, Lethal Innovations Liquidator Cuastrolance 480 1 Consumables
Medicinals Augmentations
Other Gear
;
Encumbrance
7-12 Encumbered
Class Abilities: ===================
===================
Custom Microlab (Ex)
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)
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: Basic Inhibitor
Minor Biohacks
Minor Booster
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
Injection Expert (Ex)
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)
Scientific Method (Ex)
Fields of Study: ===================
===================
GENETICS Booster:
Inhibitor:
Breakthrough
Biohacks: ===================
===================
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:
Basic Booster
Basic Inhibitor
Minor Booster
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
Theorems: ===================
===================
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. Racial Abilities: ===================
===================
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. Theme Abilities: ===================
===================
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
Feats: ===================
===================
Long-Arm Proficiency Improved Initiative Consumables & other tracking: ===================
===================
Serum of Healing 3/4 Charges 20/20 Resolve 3/3
Bot Me!: ===================
===================
[dice=BioBolter ‘Bii’ (Castrolance) vs EAC] 1d20+7[/dice] [dice=Acid Damage] 1d6+3[/dice] Scenarios and Tracking: ===================
===================
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 Role Playing notes and backstory: ===================
===================
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.
|