Outlaw

Taerem's page

93 posts. Organized Play character for Sethran.


Full Name

Taerem

Race

| SP 7/7 HP 10/10 | RP 4/4 | 15 EAC ; 16 KAC | 23 CMD (KAC+8) Fort +4; Ref +6; Will +1 | Init: +3 | Perc: +7, SM: +3

Classes/Levels

| Speed 30ft | | Biohacks: 4/4 | Active conditions: None.

Gender

M Kasatha Bio-Hacker (Geneticist)/1 (Outlaw)

Size

M

Age

27

Alignment

CN

Languages

Common, Kasathan

Occupation

Geneticist

Strength 10
Dexterity 16
Constitution 13
Intelligence 16
Wisdom 10
Charisma 8

About Taerem

SFS # 34762-708
Experience 1
Slotted Faction Wayfinders
Wealth 907 Credits

Reputation 0 Fame, 0 Global Reputation
Reputation with Acquisitives:
Reputation with Dataphiles:
Reputation with Exoguardians:
Reputation with Second Seekers (Roheas): 0
Reputation with Wayfinders: 2
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Description:
Taerem is a tall lanky Kasathan man in a long grubby coat that has clearly been stitched back together on several occasions. Underneath the coat atop their grubby and oft-repaired armour are several bandoliers festooned with various ingredients and vials.

They wear the traditional mask of the Kasathan people which doesn't display much beyond their fierce yellow eyes that seem cold unless he is pondering a new discovery. What little skin is on show is not the usual smooth grey of a Kasathan but is instead mottled and unhealthy in pallor. Unlike most of his race, Taerem has lanky black hair that is combed over one side of their face.

Character Sheet:

Taerem
Bio-Hacker (Geneticist) 1
CN Medium humanoid (Kasatha)
Init+3; Senses: | Perc +7, SM +3,

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Defense
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EAC 15, KAC16
SP 7 HP 10 RP 4
Fort +3, Ref +3, Will +1

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Offense
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Speed 30ft.
Melee

Syringe Stick, Standard: +3 ; D3 P Conceal, injection, operative
Ranged
Caustolance, Liquidator +3 ; D6 A 20/1 60 ft Injection Crit: Injection DC +2

Space 5ft.; Reach 5ft.
Special Attacks BioHacks

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Statistics
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Str 10, Dex 16, Con 13, Int 16, Wis 10, Cha 8

Skills
Culture (+9)
Engineering (+7)
Life Science (+8)
Medicine (+8)
Perception (+7)
Physical Science (+8)
Sense Motive (+3)
Profession (Geneticist) +7

Theme Bonus: Reduce DC by 5 for Culture to

Starship-Combat Version of Skills
Engineering (+7)

Feats

Languages Common, Kasathan,

Other Abilities

Combat Gear Freebooter Armour 1, Serum of Healing Mk1 x2,
Other Gear Microlab (Chemanalyzer/Medikit),

Armour Upgrades:
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Special Abilities
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Person Traditions Once per day you can re-roll a failed saving throw

Four-Armed Kasathas have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.

Desert Stride Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.

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.

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.

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.

Scientific Method – 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.

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Biohacks

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Biohacks (1+INT = 4/day)

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 Inhibtor
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 Biohack A/W

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.

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.

Genetics 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.

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Boons Slotted this Adventure
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Ally:
Faction: Wayfinders Champion
Personal:
Promotional: Starfinder Goblin T-shirt
Social: Yaressa's Wisdom
Starship:
Slotless:

All My Boons:

Bot Me!:

Here is where you include pertinent details needed to bot your character. Include dice expressions for your main attacks as well as tactics and any overriding philosophies that might guide your actions. Please include your main ship skills for Starship Combat here.

[dice=Caustolance vs EAC] 1d20+ 3[/dice
[dice=Acid Damage]D6 [/dice + Minor Inhibitor: –1 penalty to attack rolls for 6 rounds [/ooc

[dice=]1d20+ [/dice]
[dice=Damage] [/dice]

[ooc]

Etc...