Elf

Triage-347's page

294 posts. Organized Play character for Serzul.


Full Name

Triage - 347 (He/Him)

Race

NG Forlorn Elf Anesthesiology Biohacker 4 (He/Him) | Cyberborn | SP 24/24 HP 28/28 RP 7/7 | EAC 15; KAC 15 | Fort +4, Ref +3, Will +2 (+2 Enchantment) |Init: +2 | Perc: +14 | Speed 30ft | Biohacks 6/6 | Spark of Ingenuity 1/1 | Field Dressing 5/5 |

Size

6'3"

Age

214

Occupation

Field Medic

About Triage-347

BOT/DICE

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SAVES

[dice=Fortitude]1d20+4[/dice]
[dice=Reflex]1d20+3[/dice]
[dice=Will]1d20+2[/dice]

(+2 Racial Bonus v. Enchantment Spells & Effects)

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IMMUNITIES

Magical Sleep

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GO TO ATTACKS

[dice=Tactical Formian Venomcaster]1d20+6[/dice]
[dice=Piercing Damage]1d8+2[/dice]

[dice=Liquidator Caustolance]1d20+6[/dice]
[dice=Piercing Damage]1d6+2 Acid[/dice]

[dice=Survival Knife]1d20+5[/dice]
[dice=Slashing Damage]1d4+2[/dice]

[dice=Syringe]1d20+3[/dice]

In Combat, his usual strategy is to Buff teammates then apply Debuffs to enemies.

In Starship Combat, he will assume the roll of Science Officer first and Engineer second.

Out of Combat he focuses on skills in Sciences and then Engineering/Computers.

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SKILLS

[dice=Acrobatics]1d20 + 3[/dice]
[dice=Athletics]1d20 + 0[/dice]
[dice=Bluff]1d20 + 5[/dice]
[dice=Computers]1d20 + 13[/dice]
[dice=Culture]1d20 + 12[/dice]
[dice=Diplomacy]1d20 + 6[/dice]
[dice=Disguise]1d20 + 1[/dice]
[dice=Engineering]1d20 + 12[/dice]
[dice=Intimidate]1d20 + 1[/dice]
[dice=Life Science]1d20 + 14[/dice]
[dice=Medicine]1d20 + 14[/dice]
[dice=Mysticism]1d20 + 2[/dice]
[dice=Perception]1d20 + 14[/dice]
[dice=Physical Science]1d20 + 14[/dice]
[dice=Piloting]1d20 + 2[/dice]
[dice=Sense Motive]1d20 + 10[/dice]
[dice=Stealth]1d20 + 3[/dice]
[dice=Survival]1d20 - 1[/dice]

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TRIAGE-347 STATS

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TRIAGE-347
Nickname: Triage (He/Him)
Race: NG Forlorn Elf
Class: Biohacker 4
Theme: Cyberborn
Deity: Sarenrae
Languages: Castrovelian, Common, Draconic, Drow, Dwarven, Elven, Eoxian, Kasatha, Shirren, Vesk, Ysoki

Str: 10 (+0)
Dex: 14 (+2)
Con: 11 (+1)
Int: 20 (+5)
Wis: 8 (-1)
Cha: 12 (+1)

Humanoid, Elf
Space: 5 ft
Reach: 5ft
Movement: 30ft
Vision: Low-Light
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Combat

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SP: 24
HP: 28
RP: 7
Init: +2

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Defenses

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EAC: 15
KAC: 15

Fort: +4
Will: +2
Ref: +3
(+2 Racial Bonus v. Enchantment Spells & Effects)

Clearweave I

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Offensive

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Survival Knife; 20ft, Analog, Operative
+4, 1d4+2 S

Syringe
+3, Special

Unarmed Strike; Archaic, Nonlethal
+3, 1d3-1 B

Called Tactical Formian Venomcaster; 40ft, Injection, Analog, unwieldy
+6, 1d8+2 P
Cap: 6 Darts
Extra Darts: 12

Liquidator Caustolance; 60ft; Injection
+6 or +2/+2 A
Cap: 20 Charges
Extra Charges: 0

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GEAR

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Combat
Clearweave I
Tactical Formian Venomcaster, Called
Liquidator Caustolance
Survival Knife
Syringe
Stickybomb Grenade I

Augmentations
Custom Microlab (Arm)
Society Subdermal Graft
Synaptic Accelerator, Mk 1 (Int)

Inventory
Engineering Kit
Aeon Stone, Clear Spindle
Backpack, Industrial
Clothing, Travel
Serum of Healing, Mk 1 x2
Neeroon Medal of Distinguished Service

Credits: 4765
UPBs: 0

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Abilities

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Field Dressing:
[dice=Field Dressing]1d6+5[/dice]

1d6+5 HP to target adjacent ally. Can be used 5 times per day.
Target can only be Field Dressed once per 10-minute rest.

Biohacks: 6/10min Rest

Spark of Ingenuity: 1/1
Combine the effects of two basic or minor biohacks into one.

Boosters: 5 Rounds
Anesthesiology Booster: DR1/- and +2 Enhancement bonus to saves v. Pain Effects.

Basic Booster:
+1 Enhancement Bonus to AC
+2 Enhancement Bonus to Skill Checks
+10ft Enhancement Bonus to Speed

Minor Booster(Does Not Count Towards Biohack #):
You can attempt a Medicine check to administer first aid within Range (30ft). DC15 to stop the dying condition or end bleed damage.

Inhibitors: 8 Rounds
Hampering Inhibitor: Stacks with other Inhibitors. Slowed to 50% Movement Speed.
Anesthesiology Inhibitor: 4 Nonlethal, Fatigue (Or Exhausted if Fatigued)
-Fort Save: DC 17 (Negate Fatigue, Half Damage)

Basic Inhibitor:
-2 to Target's AC
-5 to Target's DR
Reduce Target's Resistance to one type of energy by 5

Minor Inhibitor (Does Not Count Towards Biohack #):
-1 to Attack Rolls

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FEATS

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Longarm Proficiency:
You know how to use longarms.

Mobility:
+4 to AC v. Attacks of Opportunity provoked by leaving a threatened square.

Theme Knowledge :
-5 to the DC for Engineering checks to ID cybernetic augmentations, and Life Science to recall cybernetic augmentation techniques, as well as corporations/research facilities involved in creating cybernetic augmentations.