Hazmat Scientist
Containment work is sampling on a grid and writing numbers down. The danger is that the job means staying inside the perimeter for its full duration, and the suit is rated for four hours. She follows a checklist for the walk in and another for the walk out, and she cannot be talked out of either.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 14
- Hit points
- 55 (10d8 + 10)
- Proficiency
- +2
- STR 10 +0 save +0
- DEX 13 +1 save +1
- CON 12 +1 save +3
- INT 17 +3 save +5
- WIS 16 +3 save +3
- CHA 11 +0 save +0
- Skills
- Investigation +5 , Medicine +5 , Nature +5 , Perception +5 , Technology +5
- Passive Perception
- 15
- Languages
- Common, Federation Standard, Axiom Binary
- Damage resistances
- poison, acid
- Condition immunities
- poisoned
- Found in
- Settlement , Station Interior
Equipment
Traits
-
Sealed Suit
The scientist is immune to contaminated atmosphere, airborne contagion and exposure for 4 hours, and knows how much of that time is left.
-
Checklist
The scientist cannot be hurried and does not enter or leave a contaminated area out of sequence.
Actions
-
Sample Probe
+3 to hit · reach 10 ft.
1d6 + 1 piercing damage
-
Decontamination Sprayer
+3 to hit · close range
2d6 + 1 acid damage
-
Identify Contaminant
After one minute with a sample, the scientist names what a contaminant is, what it does, and how long a creature has been exposed to it.
-
Seal the Room
A doorway or hatch within 10 feet is sealed against air. Opening it takes an action and a DC 15 Strength check.