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Breadcrumb

Dr. Tiktok

Class
Level
1
(XP 0)
Heritage
Culture
Background
str
10
0
Save
dex
12
1
Save
con
12
1
Save
int
16
5
Save
wis
14
4
Save
cha
10
0
Save

Proficiency Bonus
+2
Armor Class
11
Resistances & Immunities
Immune to poison damage
Size
Speed
30 feet
Current
Hit Points
7
Max Hit Points
7
Temp Hit Points
0
Hit Dice
1d6+1
Death Saves
Successes
Failures
Fatigue
Strife
Supply
10
Max Supply
10


Destiny
Its Own Reward
-
You draw inspiration from seeing your duty through to the end. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself.
Selfless Aid
-
Your aid is a lifeline and a steadying source of resolve. Whenever you take the Help action to aid an ally attacking a creature, you may spend your inspiration. If you do, in addition to the normal benefits of the Help action, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn.
Miraculous Revival
-
Universal forces are often inclined to restore those who die heroically for noble causes, blessing their sacrifice by making them better than they were before. As long as you have not died of old age, 24 hours after you die (or in 24 hours, if your death triggered gaining this feature) you miraculously revive intact with full hit points. You appear after “narrowly surviving” the circumstances that killed you—climbing out of the chasm you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal wounds that prove superficial, or magically transporting from the plane of existence you were caught in. In addition, the first time you are revived in this way, you gain a +1 bonus on all future attack rolls, ability checks, and saving throws.


Skills
Deception
Engineering
robotics
Insight
Medicine
diseases, poisons
Perception
Persuasion
peacemaking
Science
astronomy
Armor Proficiencies
Light armor
Weapon Proficiencies
Simple weapons
Senses
Darkvision 60 ft.
Languages
Common, Machine


Attacks
Jolt Pistol
Attack Bonus
5
Damage
1d4+3
Damage Type
Range
15
Properties
Ammunition (range 15 feet), dual-wielding, reload (20 shots), simple
Notes
Constitution saving throw against your maneuver save DC. On a failed save, the target is knocked prone and rattled until the end of your next turn


Combat Maneuvers


Equipment
Personal communicator
Personal Computing Device
Weight
0.00
First aid kit
Properties
15 uses
Weight
2.00
Antiseptic
Properties
5 uses
Weight
0.00
Jolt pistol
Properties
20 rounds of ammunition
Weight
2.00
Medical Pouch
Weight
5.00
Carrying Capacity
150
Weight Carried
Maximum Bulky Items
1


Features
Constructed Constitution

Many standard healing methods for humanoids are completely ineffective on you, as in the case of psionic powers. Medical treatments utilizing nanobots work on you as normal, however, and specialized treatments exist (see Medicine in Chapter 3: Equipment). Most rolls that would call for a Medicine check for an organic creature are substituted for an Engineering check, depending on the condition and availability of parts. Additionally, you can still expend Hit Dice and regain hit points as normal on a short or long rest due to your self-repair functions.

Source
Android
Enhanced Senses

You gain proficiency and an expertise die in Perception. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Source
Android
Integrated Scanner

You are always considered to be carrying a multi-scanner which cannot be taken from you.

Crowd Proficiency

Choose one of the following skills: Deception, Persuasion, Sleight of Hand, or Stealth. You gain proficiency in that skill. Additionally, you have an expertise die on checks to use the chosen skill on or while in a crowd, such as pickpocketing in a packed train or asking around a teeming tourist attraction for directions.

Source
Urbanite
Opportunistic

You are quick to act when the opportunity presents itself. A number of times equal to your proficiency bonus, you can add your expertise die to your initiative roll or move up to your Speed as a bonus action.

Source
Urbanite
Usage
Proficiency bonus
Pseudo-Polyglot

Pick two languages you do not know. You cannot speak, write, or sign in these languages, but you can understand and read them. You also gain an expertise die to Culture or Insight checks to discern what is being said in a language you are unfamiliar with.

Source
Urbanite
Urban Exposure

You’re used to the stressors of city life. You gain an expertise die on saving throws against environmental effects such as intense heat, smog, or bright lights.

Source
Urbanite
Ruthless Work Ethics

You still remember how your old bosses used to think, with an eye towards results and no concern towards the wellbeing of others. When you are involved in a group check, if you succeed, you can transform another character’s failure into success, but that character must spend a hit die.

Source
Employee
Encyclopedic Knowledge

You gain an expertise die on all Science checks. In addition to your personal wealth of information, you also know how to quickly scour digital databases to find whatever answer you might need. When you make a skill check related to scientific knowledge (such as those made to identify a lifeform, natural phenomenon, or technology) and you have access to a computer network, you can supplement your knowledge with the computer’s database as an action. When you do, you treat a d20 roll of 9 or lower as a 10.

Source
Scientist
Scrutinize

You can apply your deep cunning to analyze enemy weaknesses. You can use a bonus action to critically assess a target you can see within 30 feet (or in space combat, within firing range of your spacecraft). When you do, you learn of any vulnerabilities that creature has.

 

Additionally, you can identify a specific weakness and choose one damage type. Damage of the chosen type dealt against the target increases by an amount equal to your proficiency bonus for 1 minute. 

 

Your range for this feature increases by 30 feet at 6th, 11th, and 16th level. At 20th level your range is unlimited as long as you can see the creature.

 

Once you use this feature you cannot do so again until you finish a short or long rest. You gain an additional use of this feature at 11th level. You regain all spent uses of this feature whenever you finish a short or long rest.

Source
Scientist
Usage
Short or long rest
Extended Scan

When you use a multi-scanner, its range increases to 30 feet.

At 5th level, its range increases to 50 feet, and at 10th level it increases to 100 feet.

Source
Scientist
Truth Serum

This injectable serum unlocks and untethers the mind. A creature makes a DC 14 Constitution saving throw when it is subjected to the serum, and on a failure it becomes poisoned. While poisoned in this way a creature cannot knowingly lie.

 

Form a countdown dice pool equal to your proficiency bonus. Each time the target is forced to answer a question truthfully, roll the countdown dice pool and remove any dice which result in a 6. When the pool is depleted, the truth serum wears off.

 

A target who has been affected by truth serum cannot be affected again until after they have finished a long rest.

Source
Scientist
Medical Training

At 1st level, your medical training helps you save lives and promote health. You gain proficiency with the Medicine skill, and you gain an expertise die on Medicine checks. For you, expertise dice on Medicine checks can be upgraded from d8 to d12, exceeding the usual limit on expertise dice.

Also, whenever you stabilize a creature, and whenever you use an item to remove poison, disease, or ongoing damage from a creature, that creature regains hit points equal to your proficiency modifier.

Source
Medic
Emergency Medic

You can use a medical pouch to spend an action to restore hit points to a creature within reach. You have a number of uses of this feature equal to your proficiency modifier, regaining any spent uses when you complete a long rest. When you use this feature on a humanoid or beast within reach as an action, the creature regains 2d6 hit points.

 

At 6th level, the creature regains 4d6 hit points, at 12th level it regains 6d6 hit points, and at 18th level it regains 8d6 hit points.

Source
Medic


Details & Other Information
Age
7
Height
5'10"
Weight
180
Eyes
Electronic
Skin
None
Hair
None
Followers & Strongholds