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About Urmfehrumah NewblossomBackground:
Raxil was first discovered by Lashunta from Castrovel twenty-some years ago. Urmfehrumah’s parent, Ihphraxah (now eighteen years old), was one of the first Raxilites born on Castrovel, and Ihpraxah has sprouted a large family of genetics researchers, xenobiologists, toxicologists, and biohackers, all of whom are swept up in the marvelous cross-pollination of Raxilite and Lashunta biotechnology that’s rocking both of their worlds.
Along the way, Urmfehrumah’s elder sibling Oslahumeh made a fascinating discovery: Based on partial scraps from Pathfinder Chronicles and other fragmented historical documents from pre-Gap Golarion that were preserved on Castrovel, they’ve learned of the First Biohacker, Nyugusk Newblossom, the Transmogrifying Lotus. It seems he was one of a team of mighty pre-Gap Pathfinders called the Absolom Freaks. Records seem to suggest that one of those Freaks actually ascended to divinity. While sources are somewhat spotty and conflicting as to exactly which of them ascended, Ihpraxah and their offspring see a great deal of evidence to suggest that that deity is Nyugusk Newblossom, the Transmogrifying Lotus, who taught his followers to bravely hack themselves toward perfection. Oslahumeh has even suggested that the name Newblossom is a hint that Nyug was a Raxilite who made their way to Golarion. Given all they’ve learned, Ihphraxah’s family has assumed the surname Newblossom for their own. While Urmfehrumah and their family are not particularly religious, they’re all quite proud at the thought that an ascended god is one of their distant foreseeds--the first Raxilite deity, and the patron of Biohackers everywhere. In the three years since Urmferumah sprouted, they have ferried between Castrovel, Raxil, and Absolom Station, and have earned their doctorate in genetics through a joint Raxil-Castrovel exchange program (designed for Raxiltes’ accelerated learning). Currently, they’ve been obsessed with toxicology, and enjoy experimenting with various toxins and antitoxins on whoever they can enroll. In their excitement to encounter new species--and make new discoveries--Dr Urmfehrumah Newblossom has enrolled with the Wayfinders. They hope to not only fund their experimentation but to make discoveries in the field that would be impossible in a laboratory. SFS #
Reputation 0 Fame, 0 Global Reputation
___________________________________________ Doctor Urmfehrumah Newblossom
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Skills (8 ranks; 4 class, 4 INT)
Starship-Combat Version of Skills
Feats Improved Initiative Languages Common, Raxi, Castrovelian, Kasatha, Draconic, Eoxian, Ysoki Other Abilities Gear sheet
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Your custom microlab counts as a basic medkit and a chemalyzer (granting a +4 bonus on Engineering, Mysticism, and Physical Science checks to identify unknown drugs, medicinals, poisons, and other chemical substances) and can be used for any purposes applicable to those items. 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. . . Make Serum 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. . . Identify creature 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. . . Attune (7 creatures)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 (Ex) (5 readied) 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 +INT. 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 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:
Minor Biohacks
Field of Study: Toxicology
Flowering or Seeding (Flowering) Flowering raxilites gain a +2 racial bonus to Bluff and Diplomacy checks. Seeding raxilites gain a +2 racial bonus to Acrobatics checks and can attempt a DC 15 Acrobatics check to negate falling damage when in an atmosphere. A raxilite can change from flowering to seeding (or vice versa) with 1 week of rest. 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. At 9th level, that bonus increases to +2, and at 18th level it increases to +3.
LFANAn LFAN, or Lifting Floret Activation Network, is a biotech augmentation that looks like a cluster of artificial, prehensile “vines” attached to a raxilite’s brain system (the raxilite can add one other brain augmentation to the LFAN). The LFAN is as dexterous and strong as a human hand, and the vines can extend and retract, allowing a raxilite to use one-handed items as if they were a Medium creature with a reach of 5 feet. . . LFAN Symbiosis When two or more raxilites share the same 5-foot space, they can use their LFANs together, allowing them to handle larger objects. Up to four raxilites can work together in this way, each acting as one hand. Limited Plant Benefits Raxilites lack the immunities of most plants. Instead, they gain a +2 racial bonus to saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants. Scholar (Xenobiology) You are an expert in xenobiology. The DC of skill checks to recall knowledge about your specialty is reduced by 5. You gain a +1 bonus to checks Life Science. In addition, you gain an ability adjustment of +1 to Intelligence at character creation. Studious You gain a +1 bonus to Will saving throws. This bonus increase by 1 at 3rd, 8th, and 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. Use INT instead of WIS for Perception and Sense Motive. --------------------
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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. Charli Poshkettle is an enthusiastic if somewhat ineffective combatant. In the first round of combat, she always uses her get ‘em ability to help the team. [dice=Stabby (survival knife)+Get ‘em] 1d20+2+1[/dice]
[dice=Pew Pew (azimuth laser pistol)+Get ‘em]1d20+2+1[/dice]
In ship combat, she happily serves as Captain or Science Officer. As a Captain, she likes to lead off with a taunt. Etc... |