Duergar

Tulgram Coldforge's page

657 posts. Alias of ‘Eκάτη.


Race

sp 65/90 | hp 66/66 | rp 10/11 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 |

Classes/Levels

Biohack 7/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

Gender

m N duergar Biohacker 10 |

About Tulgram Coldforge

Medicine:

[ ] [ ] Tulgram
[ ] [ ] Xylian
[ ] [ ] Zharis
[ ] [ ] Amhesha
[ ] [ ] Theodore

DC25 to restore HP (CR of the creature + WIS + my level) = 26 (+/-)

Bot me:

[dice=Decomposing Inhibitor, rounds / damage]1d4+1; 2d6[/dice] -acid

[dice=Capture Pole]1d20 + 16; 2d8+18[/dice] [ooc](piercing vs KAC)[/ooc
[dice=GRAPPLE Capture Pole]1d20 + 16 + 6[/dice] [ooc]vs KAC +8[/ooc
[dice=Called Caustoject]1d20 + 11; 1d4 + 8[/dice] [ooc](acid vs EAC)[/ooc
[dice=Called Needler Pistol]1d20 + 11; 1d4 + 8[/dice] [ooc](piercing vs KAC)[/ooc
[dice=Called Gnome Scout Gun]1d20 + 11; 1d4 + 5[/dice] [ooc](COLD vs EAC)[/ooc


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male N duergar Biohaker X | Init +2; Perc +22, DV 60'
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Str 20 (+5) Deх 14 (+2) Con 16 (+3) Int 13 (+1) Wis 22 (+6) Cha 10
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DEFENSE
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EAC 22 KAC 23 [+ 4 bull rush and trip when on the ground]
HP 66 SP 90 RP 11
Fort +12 Ref +5 Will +9
+2 vs poisons, spells, and spell-like abilities | -2 vs emotion effects
Resist Fire 5
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OFFENSE
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Speed 20 ft. Base Atk +7
Melee Called Capture Pole +16 (2d8+18 P) or Grapple +22 or Wrack Devastation Blade +14 (2d8+15 S) or Unarmed Strikes +12 (1d3+20 B)
Ranged Called Caustoject +11 (1d4+8 A; 30 ft) or Called Needler Pistol (1d4+8 P; 40 ft) or Called Gnome Scout Gun (1d4+5 F|c; 30 ft)
Special Biohacks (8/rest), Dragon Gland (3d6 C; DC18 Ref), Frothing Rage (1/day; +10 tHP; 10 rounds), Spark of Ingenuity (1/day), Toxic Skin (DC21 F), Tranq Dart (1/day; DC21 F)
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Skills Athletics +10, Computers & Engineering +3, Culture +4, Diplomacy +9, Intimidate +4, Life & Physical Science +22, Medicine +23, Mysticism +19, Perception +22, Profession (Miner) +12, Sense Motive +22
Recall Knowledge +4 Life Science, Physical Science, Mysticism
Languages Aklo, Common, Dwarven, Ignan
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SPECIAL
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Armor Savant Graft: When wearing armor, you gain a +1 enhancement bonus to AC. When you are wearing heavy armor, decrease your armor check penalty by 1.

Cleave: As a standard action, you can make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can make only one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Custom Microlab: At 9th level, your Custom Microlab functions as a medical lab (with no increase to its bulk), and its range increases to 90 feet.

Medical Lab:

- A full medical lab allows you to treat up to three patients at once, and you can use the treat deadly wounds task of the Medicine skill twice per day on each patient. It otherwise functions as an advanced medical kit.

- The advanced medkit can be used in the same way as a basic medkit, but the DC to treat deadly wounds is only 20, and you gain a +2 insight bonus to Medicine checks to treat drugs, diseases, and poisons. Additionally, you can use an advanced medkit to set up a temporary one-patient medical lab, though this requires 10 minutes. You can then provide long-term care to a single patient using the temporary medical lab, with a DC 30 Medicine check.

Industry Connections: You’ve forged and maintained a number of connections with significant players in the biotech industry, scoring yourself favors and preferred treatment. As long as you are able to contact your connections in the industry, you gain a 10% discount off the typical list price for biotech augmentations installed in you.

Frothing Rage (Ex): As a swift action, the creature gains a number of temporary Hit Points equal to the host’s CR or character level and gains the ability to make three attacks when making a full attack, though each attack takes a –5 penalty (instead of a –4 penalty). The rage lasts for a number of rounds equal to the host’s CR or character level, after which the host is fatigued for 10 minutes.

Painful Injection (Ex): When you hit an enemy with a weapon with the injection weapon special property, you can cause the ammunition (whatever it may be) to lodge painfully in that creature’s body. The target takes an additional amount of damage equal to half your key ability modifier.

Spark of Ingenuity: When using a booster biohack, you can remove one of the following conditions, in addition to the booster’s normal effects: dazzled, fascinated, or shaken. Alternatively, you can add the dazzled condition to the effects imposed by any of your inhibitor biohacks. This effect lasts the length of the inhibitor’s duration.

Theme Knowledge: Reduce the DC of Life Science checks to identify biotech augmentations and to recall knowledge about famous biotech corporations and researchers by 5.

Toxic Skin (Ex): You have handled so many toxins that they’ve accumulated in your skin. Any creature that hits you with a natural attack must succeed at a Fortitude save or gain the sickened condition for 1 minute. Any creature that swallows you whole must succeed at a Fortitude save or gain the nauseated condition for 1 round; the creature automatically vomits you back out at the start of its next turn. (This vomiting takes no action.) When expelled, you land prone adjacent to the creature in a square of the creature’s choosing. Once a creature has been affected by your toxic skin, it can’t be affected by it again for 24 hours, although it could be affected by another biohacker’s toxic skin.

Tranq Dart (Ex): Once per day, you can target a living creature with a special biohack as a standard action. This doesn’t deal any damage and doesn’t count against your total uses of biohacks, but it otherwise functions as a biohack. If you hit the target, they must succeed at a Fortitude saving throw or fall into a deep sleep after 1 round, gaining the asleep condition. On a successful saving throw, the target is unaffected. At 14th level, you can use this ability twice per day. This is a poison effect.

Boosters & Inhibitors:

Decomposing Inhibitor (Ex): Any biohack inhibitor you successfully use against a creature causes its cellular structure to rapidly break down. For each of the next 1d4+1 rounds, the target takes 2d6 acid damage at the end of its turn.

+ Field of Study: Neurochemistry

- Booster [6 rounds]: 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 [9 rounds]: You deliver a strong chemical admixture that interferes with a creature’s neurons (or equivalent), imparting a –2 penalty to Will saving throws.
- Breakthrough: As a standard action, you can create and deliver a compound that causes a surge of cognitive activity. When injected into a creature, the formula grants the target a +4 enhancement bonus to saving throws against mind‑affecting effects for 1 minute. If the target is already subject to a mind-affecting effect, the target can immediately attempt a new saving throw with a +2 enhancement bonus against the effect. This does not grant a new saving throw if the effect did not originally allow one.

+ Field of Study: Thermoregulation

- Booster [6 rounds]: You protect a creature against extreme heat and cold. The target gains cold resistance 1 and fire resistance 1, and these resistances increase by 1 for every 4 biohacker levels you have. If the creature is burning, it can immediately attempt a Reflex save with a +2 bonus to end the burning effect. If the creature has the staggered condition from failing a saving throw against a cold effect, it can immediately attempt a new saving throw against the effect, ending it on a success.
- Inhibitor [9 rounds]: You impair a creature’s ability to regulate body temperature. If the target takes fire damage, it must succeed at a Fortitude save or gain the burning condition, taking 1d6 fire damage per turn. If the target takes cold damage, it must succeed at a Fortitude save or gain a special version of the burning condition that deals 1d6 cold damage per turn, which can be ended automatically by taking fire damage; the target can’t roll on the ground to gain a new saving throw, but instead it can wrap itself in insulating material and shiver as a full action to attempt a new saving throw with a +4 bonus. The damage per turn increases by 1d6 for every 6 biohacker levels you have.

+ 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 10. At 17th level, you instead reduce it by 15.
- You reduce the target’s resistance to one type of energy (your choice) 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.

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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.

+ Doctor (Ex):

- Whenever you use equipment or one of your abilities to restore Hit Points to a creature, any surplus healing beyond that required to restore the creature to its maximum Hit Points restores that many Stamina Points to the creature.
- You can tend up to 20 patients with long-term care.
- When you use the long-term stability task of Medicine, if you succeed at the Medicine check by 10 or more, the patient heals 1 HP and regains consciousness.
- You can use Medicine to treat disease in only 1 minute instead of 10 minutes.

+ Medical Specialist (Ex):

- When you treat deadly wounds and succeed at the Medicine check by 5 or more, add your character level to the amount of Hit Points you restore.
- When you treat a creature for disease, drugs, or poison and the patient fails a saving throw that would result in the patient moving to the next step on the condition track, you can spend 1 Resolve Point to keep the creature at its current position on the condition track. The saving throw is not considered to have been successful, but the creature does not get worse.
- When a creature reaches a non-fatal end state for a disease, drug, or poison (such as that for leprosy), you can still treat them, and if your Medicine check is successful, the creature can still attempt a saving throw to recover.

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EQUIPMENT
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Synergizing Symbiote (Hybrid), MK 1 (STR)
Synergizing Symbiote (Hybrid), MK 2 (WIS)
Dragon Gland, Wyrmling [Throat]
Damoritosh's Arm [Brain, Arms]
Armor Savant Graft [Skin]

Library Chips [3]

+ Called Capture Pole, Apprehension-class (L)
Hands 2; Damage 2d8 P;
Critical Injection DC +2
Special Grapple, injection, reach

+ Gnome Scout Gun, Tactical (L)
Hands 1; Damage 1d4 F|c; Range 30 ft.; Critical —
Capacity 20 charges; Usage 1
Special Modal (Cyro)

+ Called Caustoject, Liquidator (L)
Hands 1; Damage 1d4 A; Range 30 ft.;
Critical Injection DC +2
Capacity 20 charges; Usage 2
Special Injection

+ Called Needler Pistol, Tactical (L)
Hands 1; Damage 1d4 P;
Range 40 ft.; Critical Injection DC +2
Capacity 8 darts; Usage 1
Bulk 1; Special Analog, injection
Darts [50] - 2L

+ Wrack Devastation Blade (B)

MK1 Serums [24]
MK2 Serums [1]
Black Nanite Hypopen [2]
Antitoxin [1]
Antibiotic [1]

Lashunta Tempweave, advanced [Level 8] (L)
EAC +9; KAC +10; MDB +6; ACP 0; Upd 3
- Thermal Regulator
- Thermal Capacitor MK1
- Haste Circuit

Battery, Standard (20) X6

16 tier I medicinals (five analgesics, three antiemetics, two antitoxins, one coagulant, three excitants, and two sedatives) and four tier II medicinals (two analgesics, one antitoxin, and one excitant).

2 packs of fire extinguisher pellets
1 enviro mask
3 manacles

Credits 50

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OTHER DETAILS
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Archetype Medic | Theme Biotechnician
Scientific Method Instinctive +3 (Life Science, Medicine)
Primary Field of Study Neurochemistry
Secondary Field Of Study Thermoregulation
Feats 1- Heavy Armor Prof 3- Combat Maneuver (Grapple) 5- Weapon Focus (Adv. Melee) 7- Cleave 9- Skill Synergy (Mysticism, Perception)
Race Mining Expert [+2 Physical Science and Profession (miner) checks], Slow but Steady, Tradition Mender [+2 Diplomacy and Sense Motive], Weapon Familiarity

Skill Points:

7x10=70

Athletics 1, Computers 1, Engineering 1, Culture 2, Diplomacy 6, Life Science 9, Physical Science 10, Medicine 10, Mysticism 10, Perception 10, Profession (Miner) 1, Sense Motive 10