Spakno Ivel aka Spike
Male Mute Vlaka Biotechnician Biohacker 3|Init +7|Peception +11|Sp 18/18, HP 22/22, RP 4/5|EAC 16 KAC 17|Fort +3 Ref +4 Will +5|30ft Speed|Biohacks 5/5
About Spakno Ivel
201427-705 Spakno Ivel aka Spike
Male Mute Vlaka Biotechnician Biohacker 3
CG Medium Humanoid (Vlaka)
Init +7, Perception +11
SP 18, HP 22, RP 5
EAC 16 KAC 17
Fort +3 Ref +4 Will +5
Speed 30 ft
Ranged Needler Pistol, Tactical +7 (1d4+1 Piercing, Crit: Injection DC+2) (Analog, Injection, 40ft)
Ranged Lazer Pistol Azimuth +6 (1d4+1 Fire, Crit: Burn 1d4) (80ft)
Str 10, Dex 16, Con 10, Int 9, Wis 18, Cha 12
Skills: Acrobatics +2, Athletics -1, Bluff +1, Diplomacy +1, Disguise +1, Intimidate +1, Life Science +11, Medicine +11, Perception +11, Physical Science +11, Piloting +3, Profession Neurosurgeon +14, Sense Motive +10, Stealth +2, Survival +4
Languages: Common, Vlaka, Vlaka Sign Language
Feats: Improved Initiative and Weapon Focus (Small Arms), Weapon Specialization
Augmentations: Respiration Compounder, Prosthetic Limb, Standard (Right Leg), Prosthetic Limb, Standard (Right Arm), Society Subdermal Graft
Buoy: As a standard action, a vlaka can spend 1 Resolve Point to restore 1 RP to an ally within 30 feet. A vlaka can’t use this ability again until she has taken a 10-minute rest to regain Stamina Points. This is a sense-dependent, mind-affecting ability.
Cold Resistance: Vlakas have cold resistance 5 that stacks with one other source of cold resistance.
Cooperative: Vlakas gain a +2 bonus to skill checks for the aid another action and to attack rolls to provide harrying fire. A creature using the aid another action to assist a vlaka gains a +2 bonus to the skill check. Perceptive: Vlakas gain a +2 bonus to Perception and Sense Motive checks.
Versed: Vlakas can speak, read and write their native language, Vlakan. They also know the signed and tactile versions of this language.
Vlaka Senses: Hearing and Sighted: A vlaka who has hearing and sight also has blindsense (scent) with a range of 30 feet and low-light vision.
-Custom MicroLab: 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.
-Biohacks: 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 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.
-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: 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. 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.
-Primary Field of Study: Neurochemistry
Neurochemistry is the study of the chemicals that affect creatures’ brains and nerves (or related cognitive systems).
Booster: You bolster the chemistry of a creature’s brain (or other cognitive system), allowing it to ignore the effects of the confused and staggered conditions for the booster’s duration. While the creature is ignoring these effects, the duration of the condition elapses as normal.
Inhibitor: You deliver a strong chemical admixture that interferes with a creature’s neurons (or equivalent), imparting a –2 penalty to Will saving throws.
-Scientific Method: Instinctive - You can quickly intuit the connections between things and often act instinctively on those connections, gaining knowledge and aptitude without always being able to say how you picked it up. Select two skills—once made, this choice cannot be changed. You gain a bonus rank in each of these two skills at every level, as well as a +1 insight bonus to checks using these skills. This bonus increases by 1 at 3rd level and every 4 levels thereafter. Additionally, you can add your Wisdom modifier instead of your Intelligence modifier to Life Science, Medicine, and Physical Science checks
-Thereoms: 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.
-Spark Of Ingenuity: 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. If you are an instinctive biohacker, when using a booster biohack, you can remove the condition shaken.
Combat Gear - Serum of Healing MK1 x10
Other Gear - Carbon Skin Graphite, Needler Pistol Tactical, Darts (28), Laser Pistol Azimuth, Battery Standard, Everyday Clothes, Professional's Toolkit, Datapad, Radiation Badge