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About ZellgatoHuman. Biohacker. Lost in space/time weirdo. 4+Lv*6HP. Lv* 6+0(con) SP. 1/2lv+Int Resolve
All weapon spec is ½ lv. +½ INT to damage as well. (i.e. +6 damage total) Melee +7 w/ str or +10 to hit (operative) Syringe Stick, Standard
Ranged +10 to hit w/ injection weapons. +6 to damage Tagtech Rifle, Vivifier
Caustoject, Liquidator
Captain’s Flare Gun (survival) (does not get injection weapon bonuses) Other Fusion text:
Called Source Starfinder Core Rulebook pg. 193 Item Level 1 A weapon with the called fusion can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A weapon with the called fusion must be in your possession for at least 24 hours for this ability to function. Conserving
Weapon Properties:
Bright
Sniper
Stun
Unwieldy
Biohacks short version 1+INT per stamina rest Breakthrough 1 per 10min rest Booster: INT rounds
Inhibitor 3+ INT rounds
Minor Biohacks: w/in Microlab range (60) as a fort save or via normal weapon application. Boosters : Med check to administer first aid. Med check to treat drug/poison. If successful +4 bonus to next saving throw against drug/poison and that saving throw must occur w/in 1 hour
Extra options
Breakthrough (Anesthetiology)
Spark of Ingenuity: 1/day Expend 2 uses of biohacks to combo pack 2 of the choices into one. Ends as per normal timing +1 round.
Skills:
ACP = -1 (factored); 4/lv + 5int +1 skilled = 10 per level. Akashi Tutor spell can be used for aid another or to roll instead. 2x day Class skill Stat Skill points acp extra bonus
Class Feats
long text:
Mobility (Combat) Source Starfinder Core Rulebook pg. 160 You can easily move past dangerous foes. Prerequisites: Dex 13. Benefit: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square. Indirect Retreat (Combat)
Technomantic Dabbler
Prerequisites: Intelligence 15, character level 5th, no levels in technomancer. Benefit: Choose two 0-level technomancer spells and one 1st-level technomancer spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. For these spells, your caster level is equal to your character level and the key ability score is Intelligence. If you later gain levels in technomancer, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration. Skill Synergy
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. Shot on the Run (Combat)
Prerequisites: Dex 15, Mobility, base attack bonus +4. Benefit: As a full action, you can move up to your speed and make a single ranged attack at any point during your movement. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack (see page 93) with a ranged weapon (instead of only before). Normal: You can move only before or after making a ranged attack, not both. Technomatic Dabbler Spell info:
Adhere
If you instead touch a surface (one 5-foot square), that surface becomes charged with adhering magic for 1 round per level. If a creature touches the surface of the affected square, the creature must succeed at a Reflex saving throw or become entangled until they successfully save against the spell (they can attempt a new save at the beginning of each of their turns). Once the entangled creature escapes, the spell ends. It also ends if you cast this version of the spell on another area. Holographic Interface
Akashic Tutor
Theorems
long text:
Lv2
Lv 4
Lv 6 Fruitful Danger
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Augs and Buffs
Armour
Armour Slots
Weaponry
sub total 23898
notable item info(in process):
SFS Legal Uniclamp
Unlike a gear clamp, which merely places an object in some convenient location (such as on your armor or clamped to a strut), but has no ability to activate or deactivate items clamped to it, a uniclamp runs any necessary controls for the item to the trigger or control mechanism for the weapon it is attached to. This allows you to use the item as if manipulating it with the same number of hands you have on your weapon, while still wielding the weapon. For example if you use a uniclamp to attach a beacon portable light onto a thunderstrike streetsweeper, you can turn the beacon on and off while still keeping two hands on your streetsweeper. The GM can rule that some items are unsuited for use with a uniclamp, that a uniclamp can be attached to only some weapons, or that a uniclamp designed for particular items doesn't work with anything else. Stock, Collapsing
Scope
In addition, a scope increases a weapon’s range increment for determining penalties to attack rolls due to range. For small arms, a scope increases the weapon’s normal range increment to 1-1/2 times its listed range for this purpose. For longarms and heavy weapons, the increase is 4 times the normal range increment. For sniper weapons, the increase is twice the range increment of the sniper special property. The reduction in penalties due to aiming with a scope applies only to the next attack roll you make with the weapon before the end of your next turn. Scopes also confer other benefits depending on their type. You can also view distant objects through a scope as a move action, which grants you a +1 circumstance bonus to vision-based Perception checks against objects 30 feet or farther from you. You can use a scope for this purpose when it is not attached to or integrated with a weapon. A detached scope does not provide improved accuracy.
Camouflage Membrane
A camouflage membrane uses a battery and consumes 1 charge per day of use (or fraction thereof). Holoskin
Concealed Compartments
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Theme:
Mercenary (+1 Str) Source Starfinder Core Rulebook pg. 32 Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy. Theme Knowledge (1st Level) You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics 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 Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation. Grunt (6th Level) You’re used to long marches while carrying heavy equipment and can hoist most machinery with ease. Treat your Strength as 1 higher for the purpose of determining your bulk limit (see page 167). -------------------- Class Features Custom Microlab (Ex) - 1st Level:
You have created a small, customized kit consisting of medical supplies, testing materials, and pharmaceutical compounds, which you can use to evaluate medical conditions and perform several additional tasks described below. You can configure your custom microlab to take the shape of anything that can fit in your hand or similar appendage. Alternatively, you can add it to an armor upgrade slot or to an augmentation system in your brain or an arm; it never takes up an armor upgrade slot or occupies a system in your body, so you can still use that slot or system for an armor upgrade or augmentation as normal. You must have your custom microlab on your person to use it, but you can configure it so it doesn’t need to be in your hand to function. Your custom microlab counts as a basic medkit and a chemalyzer and can be used for any purposes applicable to those items. 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. 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. 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. 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. TLDR. Range 60ft Scan as a move action. Life Sci for living, Unliving phys sci, DC per rariety of creature. Treat dice as 20 for this check. gear it replicates. makese non magical serums. Chemalyzer: 2use, Capacity 20 +4 circumstance bonus to Engineering, Mysticism, and Physical Science checks to identify an unknown drug, medicinal, poison, or other chemical substance. Medkit: The basic medkit allows you to attempt DC 25 Medicine checks to treat deadly wounds. Adv Medkit. DC20 Treat Wounds. +2 Insight Bonus vs treat drugs/diseases/poisons. May set up a temp One-Patient med lab in 10mins. Long term care DC30 Med. Biohacks Text:
Biohacks (Ex) - 1st Level 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 + your key ability score modifier. 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: 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 5. At 9th level, you instead reduce it 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 5. At 9th level, you instead reduce it 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. 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. Injection Expert (Ex) - 1st Level:
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. When you hit an ally with such a weapon, you can avoid dealing damage to that ally, while still affecting the ally with the biohack booster or inhibitor, drug, medicinal compound, poison, serum, or other substance that was loaded into the injection weapon. When you fire a weapon with the injection special property and you have multiple types of ammunition loaded into the weapon, you choose which type of ammunition you fire when you attempt the attack.
+1 to hit w/ injection weapons. Can avoid dealing damage to ally when hitting w/ the injection weapon. Can choose which loaded ammo to use at any time. Scientific Method (Ex) - 1st Level:
You have an innate mental gift, and a special way of approaching problems that lets you surpass normal researchers and scholars. If your key ability score is Intelligence, you have a studious mind. If your key ability score is Wisdom, you have an instinctive mind. Your scientific method affects your spark of ingenuity class feature (see below), and may impact how some other class features function, as noted in those abilities. Studious Your mind is a fortress of information that can rarely be breached. You gain a +1 bonus to Will saving throws. This bonus increases to +2 at 3rd level, +3 at 8th level, and +4 at 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. Additionally, you can add your Intelligence modifier instead of your Wisdom modifier to Perception and Sense Motive checks. Scientific Method. INT key ability. +2 to will saves @ lv 3. +3 insight to life sci, medicine, phys science. Use INT instead of WIS for perception and sense motive. Primary Field Of Study (Ex) - 1st Level:
Anesthesiology Source Tech Revolution pg. 18 Anesthesiology is the study of how to reduce sensation, awareness, and pain sensitivity. While normally used to prepare patients for surgical procedures, you can creatively apply principles of anesthesiology in combat to help your allies work through pain or to inhibit your opponents. Booster: You inject a living creature with a substance that confers insensitivity to pain. That creature gains a +2 enhancement bonus to saving throws against pain effects and gains DR 1/—. This DR increases by 1 for every 5 biohacker levels you have, and it stacks with one other source of DR, to a maximum DR value up to your biohacker level. Inhibitor: You deliver a chemical compound that makes the target tired and weak, dealing nonlethal damage equal to your biohacker level and giving the target the fatigued condition (Fortitude negates fatigue and halves the nonlethal damage). If the target is already fatigued and becomes fatigued again, it becomes exhausted instead. This is a poison effect. secondary field of study 7th:
Hypermycology Hypermycology is an emerging branch of study dedicated to
Booster: You have learned to enhance those around you
Inhibitor: You deliver a rapidly spreading fungal infection to
Theorem (Ex) - 2nd Level:
As you gain experience, you devise theories about the way the universe works. Some theorems you can apply to yourself, altering your physiological structure to gain specific benefits, while others require the use of your custom microlab or other equipment or add additional options for your biohacks. You learn your first theorem at 2nd level, and you gain an additional theorem every 2 levels thereafter. If a theorem allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your biohacker level + your key ability score modifier. If a theorem requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 × your biohacker level + your key ability score modifier. Unless otherwise specified, you can’t learn a theorem more than once. Once you learn a theorem, that choice cannot be changed. Alt class feature replaces level 2 theorem Theoroms at 2,4,6,8. Spark Of Ingenuity (Ex) - 3rd Level:
Possible permutations and offshoots of your formulas constantly run through your mind. Once per day, you can alter one of your biohacks to work in a different way, determined by your scientific method. You can do this one additional time per day at 9th level and at 15th level. If you are a studious biohacker, you can expend two uses of your biohack ability to combine the effect of two basic or minor biohacks (or one of each) into a single effect. This takes no additional time and allows a creature to be under the effects of two different basic or minor booster or inhibitor biohacks simultaneously. If the two effects have different durations, each effect ends after its normal time limit, though any with a duration measured in rounds last 1 round longer than normal. 1/day combine two basic or minor biohacks into a single effect. Standard durations (+1 /rd if measured in rounds however) Weapon Specialization (Ex) - 3rd Level: Weapon spec in small arms, basic weapons.
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with. For weapons you have gained proficiency with only through the injection expert class feature, rather than the normal Weapon Specialization benefit, you instead add half your character level to damage you deal with those weapons. -------------------- notes and considerations for the future:
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