|Init: +4|Perception: +15|Speed: 40ft Land| Active Conditions: None| Biohacks Used 3/6|
Gender
Male (he/him)
About Urtica
Urtica
Male (he/him) Pahtra Biohacker (Toxicologist) 5
N Medium Humanoid,
Init +4; Senses Perception +0, Blindsense Vibration (30ft)
Defence
EAC 19 KAC 19, AC vs CM 28
SP:40, HP: 34, RP: 7
Fort +5, Ref +4, Will +5
Offense Speed 40ft Land, 30ft Fly with Jetpack
Melee Standard Syringe Stick +8 vs KAC (1d3+1 P) Analog, Injection, (Bayonetted to Adv Needler Rifle)
Ranged Called Advanced Needler Rifle +8 vs KAC (1d8+2 P) Analog, Injection
Ranged Called Tactical Needler Pistol +8 vs KAC (4+2 P) Analog, Injection
Ranged Azimuth Laser Pistol +7 vs EAC (1d8+2 P)
Statistics
Str 8 Dex 18, Con 15, Int 14, Wis 20, Cha 10
Base Atk +3; Melee Atk +2, Ranged Atk +7, Thrown Atk +2
Feats Skill Synergy (Survival, Physical Science), Focused Sense, Fleet
Theorems Prickly Booster, Treat Condition (shaken, sickened, staggered)
Skills
Acrobatics +6 (untrained, racial bonus +2)
Athletics +1, (untrained, racial bonus +2)
Bluff +0
Diplomacy +0
Disguise +0,
Engineering +10 (5 ranks),
Intimidate +0,
Life Science +15 (5 ranks),
Medicine +13 (5 ranks),
Perception +15 (5 ranks),
Physical Science +15 (5 ranks),
Piloting +12 (5 ranks),
Sense Motive +13 (5 ranks),
Stealth +3,
Survival +13 (5 ranks);
Languages Common, Castrovelian, Celestial, Triaxian, Ignan
Other Gear Basic Formian Hide, Fire Extinguisher, Holographic Sashimono, 50ft of Rope, Serum of Healing Mk 1 x3, Tier 1 Computer (Mini, AI, Comm unit installed), Gear Maintenance Kit, Hygiene Kit, Library Chip (Culture), mk1 mobility enhancer, Jetpack
Theorems:
Prickly Booster
Any booster you successfully use on yourself or an ally causes the target’s skin to sprout thorny projections for a number of rounds equal to your key ability score modifier, in addition to the booster’s other effects. Any creature who hits the target with a natural attack or unarmed melee attack takes 1d6 piercing damage; this damage increases to 2d6 at 8th level, to 3d6 at 14th level, and to 5d6 at 20th level.
Treat Condition As a standard action, you can treat a willing, adjacent creature to remove the shaken, sickened, or staggered condition. This doesn’t end the effect that caused the condition, and the target can regain the condition from any source as normal. You can use this ability a number of times equal to your key ability score modifier. You regain all expended uses of this ability (up to your maximum) when you take a 10-minute rest to recover Stamina.
[spoiler=Feats]
SKILL SYNERGY: Survival, Physical Science
You understand how two skills work well together.
Benefit: Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.
Special: You can take this feat multiple times. Its effects don’t stack. Each time you take it, it applies to two different skills.
FOCUSED SENSE You can sharpen an imprecise sense to detect things with precision at closer range.
Prerequisites: Blindsense.
Benefit: As a move action, you can gain blindsight (using the same sense as your blindsense) with a range equal to half that of your blindsense until the beginning of your next turn. You can use this ability with only one type of blindsense (such as sound or vibration) at a time.
FOCUSED SENSE
You are faster than most.
Benefit: While you are wearing light or no armor, your land speed increases by 10 feet. When you are encumbered, your land speed instead increases by only 5 feet. When you are overburdened, your speed is reduced to 10 feet.
Career Trooper Theme:
+1 Con
You are a career member of a military and have been embroiled in conflicts and military bureaucracy for many years. During your enlisted time, you have trained with top ground troops, participated in war games that have turned deadly, and been privy to military intelligence given only to commanders. You are prepared for almost anything on the battlefield that your own commanders or your enemies able to throw at you.
Theme Knowledge (1st Level)
You are adept at telling fact from fiction when it comes to determining enemy movements and assessing rumors. Reduce the DC of any Culture or Diplomacy check to gather or recall information about enemy troop sizes and tactics by 5. Piloting is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Piloting checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
Adaptive Kit (6th Level)
You know the importance of being prepared for various environmental conditions. If you study reports and information about an area for at least 10 minutes (or if you spend at least 1 hour in that area learning the lay of the land), you can adapt your equipment. In a process that takes an additional 10 minutes, you can modify your armor to gain the benefits of one set of environmental clothing that is appropriate to the area’s climate. In addition, any suit of armor you adapt reduces its armor check penalty by 1 for 24 hours. Only you can wear this adapted armor, and you can adapt your armor only once per week.
Indefatigable (12th Level)
You are trained to push yourself to your limits and are extremely hard to put down. Once per day as a move action, you can regain a number of Stamina Points equal to your level plus your Constitution modifier.
Determinded Upkeep (18th Level)
Due to your many brushes with death, you know that your success in battle is directly related to the quality of your equipment. You always strive to keep your weapons cleaned, your armor polished, and your other gear functioning at maximum capacity. Up to twice per day, you can spend 10 minutes examining and maintaining your equipment to regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points.