EAC 13, KAC 14, AC vs CM 22
SP: 7, HP: 12, RP: 4
Fort +3, Ref +2, Will +3, +4 vs. critical hit effects Defensive Abilities hardened mantle
Offense
Speed 30 ft. (crawl at half this speed), swim 30 ft.
Melee Syringe Stick, Standard +0 vs KAC (1d3 P), Conceal, injection, operative
Ranged Caustoject, Liquidator +2 (1d4 P) Critical: Injection DC +2, Injection, Range 30ft, Ammo 20/Usage 2
Spell-Like Abilities (CL 1st) Command
Statistics
Str 10, Dex 14, Con 13, Int 10, Wis 16, Cha 10
Base Atk +0; Melee Atk +0, Ranged Atk +2, Thrown Atk +0
Feats Improved Initiative
Biohacker Field of Study: Genetics
Skills
Acrobatics +2,
Athletics +140,
Bluff +0,
Culture +0,
Diplomacy +0,
Disguise +0,
Intimidate +0,
Life Science +11 (1 rank),
Medicine +8 (1 rank),
Perception +7 (1 rank),
Piloting +2,
Profession (Veterinarian) +11 (1 rank)
Sense Motive +7 (1 rank),
Stealth +2,
Survival +3;
Languages Common, Vesk, Iji
Other Gear Second Skin, Caustoject, Liquidator, Syringe Stick (Standard), Tool Kit - Engineering, Tool Kit - Professional Vet Bag, Clothing - Professional, Backpack - Consumer
Special Abilities/Feats/Racial Traits
Mineral Signature (Emerald):
Source Alien Archive 3 pg. 54
Ijtikri traits vary based on where the individual developed, granting a +2 racial bonus to a skill, as well as a spell-like ability usable once per day. Caster level equals the ijtikri’s level or CR.
Source Near Space pg. 131
Emerald: Ijtikris with an emerald signature have an intuitive sense of the workings of living things. They gain a racial bonus to the Life Science skill and command as a spell-like ability.
Biohacker Field of Study (Genetics):
Source Character Operations Manual pg. 45
Genetics is the study of living creatures’ inherited characteristics.
Booster: You temporarily boost a living creature (one that does not have the unliving universal creature rule) to improve the acuity of its hearing, granting the subject the benefits of blindsense (sound) with a range of 60 feet. If the creature already has blindsense, it instead gains the benefit of the Blind‑Fight feat. This benefit lasts for 60 minutes.
Inhibitor: You deliver a DNA-twisting or material-altering chemical nanite compound into a creature’s body, imparting vulnerability to one type of energy (your choice). If the creature is immune to that energy type, this inhibitor temporarily removes that immunity and gives the creature resistance 20 to that type of energy. If the creature has resistance to that energy type, this effect instead reduces its resistance by 10 (minimum 0). This biohack does not remove a creature’s resistance or immunity to natural hazards or environments, only to damage from energy attacks, spells, and other abilities.
Improved Initiative Feat:
IMPROVED INITIATIVE (COMBAT)
Starfinder Core Rulebook p.158
Your quick reflexes allow you to react rapidly to danger.
BENEFIT
You gain a +4 bonus to initiative checks. [/spoiler
[spoiler=Kip Up (Bonus Feat)]
Source Starfinder Core Rulebook pg. 158
You can stand up from prone in a hurry.
Prerequisites: Acrobatics 1 rank.
Benefit: You can stand from prone as a swift action, rather than a move action.
Command Spell:
COMMAND
Starfinder Core Rulebook pg. 343
Classes Mystic 1
School enchantment (compulsion, language-dependent, mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
Description
You give the target one of the following commands, which it obeys to the best of its ability at its earliest opportunity. If the target can’t carry out your command on its next turn, the spell automatically fails.
Approach: The target moves toward you as quickly and directly as possible for 1 round, taking no other actions and triggering reactions (such as attacks of opportunity) for this movement as normal.
Drop: The target drops whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall: The target falls to the ground and remains prone for 1 round. It can otherwise act normally.
Flee: The target moves away from you as quickly and directly as possible for 1 round, taking no other actions and provoking reactions (such as attacks of opportunity) for this movement as normal.
Halt: The target is dazed for 1 round.
Darkvision, Hardened Mantle, Ijtikri Movement:
Darkvision
Ijtikris have darkvision with a range of 60 feet.
Hardened Mantle
Ijtikris have a +4 racial bonus on saving throws against critical hit effects. In addition, they reduce the damage they take from a critical hit by an amount equal to their character level or CR + their Constitution bonus to a minimum of 1 unless reduced by other means.
Ijtikri Movement
An ijtikri has a swim speed of 30 feet, and when crawling, an ijtikri can move at half their land speed. An ijtikri gains Kip Up as a bonus feat without meeting that feat’s prerequisites.
Scholar (Life Science - Zoology) Theme:
Source Starfinder Core Rulebook pg. 35
You are an erudite intellectual, pitting your brain against problems and puzzles that others would find daunting. You might be an instructor of a specific topic at a large university or a dabbler in a number of fields of study. You could be exploring the galaxy in search of ancient artifacts or new scientific phenomena. Whatever your motivation, you are sure that the answers you seek are out there.
Theme Knowledge (1st Level)
You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
Tip of the Tongue (6th Level)
Sometimes, after pausing to collect your thoughts, you realize that you know the answer to a particularly challenging question. Once per day, you can reroll any skill check (see page 243) to recall knowledge. You must decide to use this ability after rolling but before learning the information from your first roll. You must take the second result, even if it is worse.
Research Maven (12th Level)
You can research much faster than most other people, allowing you to collate information from databases, libraries, and other sources in one-quarter the normal time; with this ability, you can typically take 20 to recall knowledge in 5 rounds.
Master Scholar (18th Level)
To you, learning and absorbing knowledge related to your field of expertise is as refreshing as drinking from a cool spring in the middle of a desert planet. Up to twice per day, when in a situation where information from your specialty field could be useful (at the GM’s discretion), you can spend 10 minutes in deep contemplation and research of your specialty field and recover 1 Resolve Point, in addition to using recall knowledge (see page 133) for the information you seek; this doesn’t count as resting to regain Stamina Points.