Dr. Tiktok
Hit Points
7
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.
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.
You are always considered to be carrying a multi-scanner which cannot be taken from you.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.