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INJECTIONS
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Amount of injections per day = 1 + WIS = 5
Basic Inhibitor (6 rounds):
- The target takes a –2 penalty to AC.
- 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. This can’t reduce the target’s DR below 0.
- 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. This can’t reduce the target’s resistance below 0.
- [Toxicology] You can deliver a weak toxin into a living creature’s body, imposing the sickened condition. This is a poison effect.
Minor Inhibitor (6 rounds):
- A minor inhibitor biohack imposes a slight hindrance on a target: the target takes a –1 penalty to attack rolls.
Basic Booster (3 rounds):
- The target gains a +1 enhancement bonus to AC.
- The target gains a +2 enhancement bonus to all skill checks.
- The target gains a +10-foot enhancement bonus to their speed.
- [Toxicology] You can cause a living creature to secrete a foul toxin that fills the air immediately around it. Any creature attacking the affected target with a melee attack takes a –2 penalty to the attack roll. This is an inhaled poison effect.
Minor Booster:
- Using a minor booster biohack allows Vedrir to attempt to administer first aid with a Medicine check on targets within 60 feet of her microlab. This doesn’t require any additional time or action beyond making the attack, and it doesn’t have the duration of normal biohacks.
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ABILITIES
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Desert Stride (move through nonmagical difficult terrain with normal speed)
Four-Armed
Historian (+2 to culture checks)
Natural Grace (+2 Acrobatics and Athletics)
Custom Microlab (counts as advanced medkit and chemalyzer, allow to identify creatures 60ft away using Life Science or Physical Science, can take 20 on that )
Injection Expert +1
Biohacks (5 injections daily)
Primary Field of Study (Toxicology)
Scientific Method (Instinctive - use Wisdom as modifier to Life Science, Physical Science and Medicine, +1 to rank for Life Science and Physical Science, +2 Insight Bonus to Life Science and Physical Science)
Theme Knowledge (Reduce the DC of Culture checks to recall knowledge about spaceships or pilots by 5)
Treat Condition - Theorem - as a standard action you can remove shaken, staggered or sickened condition. 4 times per day. Replenish by taking 10 minute rest.
Weapon Specialization - add 0.5 x your level to the damage.
Spark of ingenuity 1/day - with a booster you can remove one of the conditions: dazzled, fascinated, shaken. Alternatively you can apply dazzled to one of yours inhibitors
Field Dressing - restore to an adjactent ally 1d6+4 Stamina points. Can be done 4 times a day.
[Brakethrough] Suppress Poison (Ex): As a standard action, you can create and deliver a formula to a living creature that holds the course of a toxin in check. When injected, the formula allows the target to ignore the effects of the highest stage (not including the poison’s end state) of a single poison affecting that creature for 1 minute. The poison doesn’t progress normally during that time, but this time doesn’t count toward the poison’s duration. If you are at least 7th level, the target ignores the effects of the highest stage of a single poison for 10 minutes. If you are at least 13th level, the target ignores the effects of all stages of a single poison for 1 hour.
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LANGUAGES
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Kasatha Common Ignan Ysoki Castrovelian Vercite
Bot me:
Close range he would use knife
[dice=Knife vs KAC]1d20+7[/dice]
[dice=Damage, piercing]1d4+3[/dice]