Race |
| SP 49/49 HP 44/44 | RP 6/8 | EAC 21 KAC 21 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +4, SM: +4+1d6 |
Classes/Levels |
| Speed 35ft | Active conditions: Electric Resist 5 & 1d6E dmg vs melee |
Gender |
Male, CN Space Goblin, Space Pirate Envoy 7 |
About Handsome Gob
Handsome Gob
Male space goblin space pirate envoy 7
CN Medium humanoid (goblinoid)
Init +8; Senses darkvision (60'); Perception +4
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DEFENSE
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EAC 21; KAC 21
SP 49 HP 44 RP 8
Fort +6, Ref +9, Will +5
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OFFENSE
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Speed Walk 35'
Melee baton, tactical (disruptive) +9 (1d4+3 , critical -; Analog.operative, The disruptive fusion imbues a weapon with powerful positive energy designed to disrupt the magical forces that allow undead to exist. The weapon ignores any DR and energy resistance of undead creatures. Only weapons that deal bludgeoning damage can benefit from this fusion.)
Melee inferno knife +9 (1d4+3 , critical -; Burn 1d6, Analog, Operative)
Ranged acid dart rifle, tactical +9 (1d8+7, critical Corrode 1d4; Analog)
Ranged arc pistol, static +9 (1d6+3, critical Arc 2; Stun)
Ranged incendiary grenade i +5 (1d6, critical ; DC 15, Explode (1d6 F, 1d4 burn, 5 ft.))
Ranged laser rifle, azimuth +9 (1d8+7, critical Burn 1d6; -)
Ranged plasma rifle, red star +9 (1d10+7, critical Burn 1d4; Line, unwieldy)
Ranged scattergun, utility +9 (1d4+7, critical -; Analog, blast)
Ranged sonic pistol, thunderstrike +9 (1d8+3, critical Deafen; -)
Ranged frag grenade ii +5 (2d6, critical ; DC 16, Explode (2d6 P, 15 ft.))
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STATISTICS
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Str 11, Dex 18, Con 12, Int 12, Wis 10, Cha 20,
Base Atk +5; Grp+5
Feats Great Fortitude, Improved Initiative, Longarm Proficiency, Versatile Specialization
Skills Acrobatics +10, Athletics +4, Bluff +16, Computers +7, Culture +10, Diplomacy +15, Disguise +10, Engineering +13, Intimidate +15, Life Science +2, Medicine +7, Mysticism +1, Perception +4, Physical Science +2, Piloting +14, Profession (Con Artist) +10, Sense Motive +4, Sleight of Hand +9, Stealth +10, Survival +3,
Languages Abyssal, Aklo, Common, Draconic, Drow, Elven, Eoxian, Sarcesian
Combat Gear intoxicant (superior) (10), serum of healing mk 1 (3),
Other Gear clothing (profession (con artist)), ysoki refactor suit (electrostatic field, mk 1/jetpack), starfinder backpack, acid dart rifle, tactical, arc pistol, static, baton, tactical (disruptive), incendiary grenade i (2), inferno knife, laser rifle, azimuth, aeon stone (clear spindle), ring of resistance mk 1, null-space chamber mk 1, tool kit (disguise kit), tool kit (engineering kit), tool kit (hacking kit), tool kit (profession (con artist)), tool kit (trapsmith's tools), tool kit (personal gravitational redistributor), tool kit (survivalist), tool kit (weather station), cable line (titanium alloy/10 ft) (5), medkit (basic), medpatch, sprayflesh (2), starstone compass, hygiene kit, scattergun shells (2), tent (mobile hotelier), holoskin, antitoxin (tier 1) (2), battery (3), datapad, library chip (engineering), personal upgrade mk 1, survival straw, library chip (culture), library chip (life science), library chip (mysticisim), library chip (physical science), plasma rifle, red star, scattergun, utility, sonic pistol, thunderstrike, frag grenade ii (4), 5326.0 gp
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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Space goblins are small humanoids with the goblinoid subtype
Darkvision Space goblins have darkvision with a range of 60 feet
Fast Space goblins are fast for their size and have a base speed of 35 feet
Scrounger Space goblins receive a +2 racial bonus to engineering, stealth, and survival checks
Tinker As a move action, a space goblin can remove the penalties associated with the broken condition from a single piece of equipment until the start of his next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed)
THEME BENEFITS
Space Pirate You are a free-ranging corsair within the wild and unpredictable fringes of galactic civilization and live by your own code, or a code shared with other like-minded individuals. You tend to view personal property as a laughable concept, unless it is your gear. You might be a freebooter on your own ship, a member of a space-bound gang of raiders, or even a member of the free captains of the diaspora. Alternatively, you might be a new recruit to the piratical lifestyle, just learning the ropes under a more seasoned crew
Theme Knowledge You have a distinct advantage over others when operating in the shadows of society. Reduce the dc of culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates by 5. Bluff 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 your bluff checks. In addition, you gain an ability adjustment of +1 to dexterity at character creation
Smuggler You know how and when to move illicit goods and how to get in and out of tight situations that might spell doom for a less seasoned smuggler. Once per day when you attempt a stealth check to hide, you can roll twice and take the higher result. Additionally, whenever someone attempts a perception check to search your body for objects you have hidden on your person using the hide object task of the sleight of hand skill, the searcher receives only a +2 bonus to the check, instead of a +4 bonus
Sword And Pistol You are well trained in a traditional piratical fighting style dating as far back as the antiquated ages before the gap. When you are wielding at least one one-handed melee weapon and at least one small arm, you can make two attacks against the same target with one of each type of weapon as a standard action. Each attack takes the same -4 penalty as a full attack action
Besmara's Blessing The pirate goddess besmara blesses your thieving and marauding ways, even if you don't worship her directly. Up to twice per day, when you successfully ambush and defeat a significant foe or group of foes in tactical combat or starship combat in order to take any goods and valuables they are transporting (or simply have in their possession), you recover 1 resolve point
CLASS FEATURES:
Clever Feint As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a bluff check with the same dc as a check to feint against that enemy (though this isn't a standard check to feint, so improved feint and greater feint don't apply). Even if you fail, that enemy is flat-footed against your attacks (see page 276) until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies' attacks until the end of your next turn. You can't use clever feint against a creature that lacks an intelligence score. At 6th level, you can spend 1 resolve point to treat a failed bluff check for clever feint as if it were a success
Convincing Liar When you attempt a bluff check, you can choose not to roll your expertise die until later. After you determine what the check's result would be, you can choose to either roll your expertise die and add the result to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 resolve point to reroll the check and add the result of your expertise die
Envoy Improvisation As you gain experience, you learn envoy improvisations-little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck. You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter. The list of envoy improvisations appears on page 62. If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the dc is equal to 10 + half your envoy level + your charisma modifier. Some envoy improvisations are language-dependent, mindaffecting, sense-dependent, or some combination of any or all of these. These terms are defined on page 270
Expertise You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a sense motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 resolve point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6. Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the skill focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results
Expertise Talent At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise. The list of expertise talents appears on pages 269-270
Skill Expertise At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: bluff (cha), computers (int), culture (int), diplomacy (cha), disguise (cha), engineering (int), intimidate (cha), and medicine (int)
Weapon Specialization You gain the weapon specialization feat as a bonus feat for each weapon type with which this class grants you proficiency
Get 'em As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. At 6th level, you can spend 1 resolve point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet
Improved Get 'em Your morale bonus from get 'em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get 'em against that target (applying these effects before making the attack roll). As with get 'em, you can spend 1 resolve point to grant the benefits against all enemies within 60 feet. You must have the get 'em envoy improvisation to choose this improvisation
Inspiring Boost As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of stamina points (up to his maximum) equal to twice your envoy level + your charisma modifier; at 15th level, this increases to three times your envoy level + your charisma modifier. Once an ally has benefited from your inspiring boost, that ally can't gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover stamina points. At 6th level, you can spend 1 resolve point to add your envoy level to the number of stamina points regained
Slick Customer When you attempt a diplomacy check, you can choose not to roll your expertise die until later. After you determine what the check's result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 resolve point to both reroll the check and add the result of your expertise die
FEATS:
Great Fortitude You are resistant to diseases, poisons, and other maladies You gain a +2 bonus to fortitude saving throws
Improved Initiative Your quick reflexes allow you to react rapidly to danger You gain a +4 bonus to initiative checks
Longarm Proficiency You know how to use longarms You gain proficiency in longarms (see weapon proficiency on page 243)
Versatile Specialization You know how to get full value out of weapon types your class doesn't normally use You gain specialization (see page 243) in all weapons with which you are proficient that can be selected with weapon specialization
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BOTTING PRIORITIES:
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1. Standard action inspiring boost to heal wounded 17 SP
2. Move action to put get 'em on target
3. Standard action to clever feint target
4. Standard action to shoot target
5. Threaten to eat my enemies
6. Threaten to eat my teammates
7. Do something nice
8. Quickly follow with doing something evil
9. Convince others to join in
10. Then turn around and accuse them bastards of being evil
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BACKSTORY
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Handsome Gob belongs to a tribe of goblins living on Broken Rock in the Diaspora. Like most goblins in his tribe, he was often pressed into service aboard Free Captain pirate and smuggler ships as a low-level handyman, generally tasked with cleaning and repariing starship latrines, burnt out lights, sliding doors that have become stuck and dozens of similar, menial tasks. But unlike most goblins in his tribe, the outlaw crews took a liking to him. Handsome Gob's mischievous banter amused the crews and he wasn't nearly as physically repulsive as most of his brethren. In fact, it was the pirate crews who nicknamed him Handsome Gob - gob being short for goblin. None of the crews knew nor cared what Handsome Gob's REAL name was and whichever ship he served on, he became akin to a team mascot.
Although somewhat demeaning, this treatment also provided opportunities unavailable to other goblins. Handsome Gob started off cleaning starship latrines as usual, but he quickly learned how to fix them, then became acquainted with other plumbing repairs, then electrical wiring and from that point on he convinced pirate crewmembers to teach him more advanced skills. He learned about life support, computer programming, drift engines, weaponry, etc. Pirate captains began keeping him in the room as they negotiated, threatened, lied, cheated and stole their way to greater wealth. Handsome Gob practiced stealing bits and bobs from crewmembers or planted undesirably smelly items onto crew members as a joke, then talked his way out of trouble whenever caught. All in all, he earned himself a pretty decent life for a Broken Rock goblin - until the events aboard the Crimson Cutlass.
Handsome Gob was serving a stint aboard the Crimson Cutlass, a smuggling ship in the usual repairman/assistant engineer role. The cargo 'delivery' was supposed to be a milk run and Handsome Gob was on the bridge changing out a light bulb when, out of no where, multiple Steward ships appeared and closed in, demanding the Crimson Cutlass' surrender! What made matters worse, the captain and first mate were both locked in their respective cabins, not responding to calls from the bridge! Without leadership at this crucial moment, the remaining bridge crew was in disarray. The science officer wanted to surrender. The gunners wanted to engage in combat. The engineer wanted to run. The pilot was paralyzed.
Handsome Gob, fearing a lifetime in prison or worse, execution, just for fixing toilets, lights, and doors on this ship, decided he must take action. Through force of will, he browbeat the crew into following his orders, warning that if they don't, they'll all either die or rot in jail for the rest of their lives and if they end up in jail. Handsome Gob gave the order to retreat, directing the pilot in a variety of risky maneuvers while the gunners executed harrying fire to disable the Steward ships. In addition, Handsome Gob was sneaking around the cargo hold earlier on this trip and discovered the captain was attempting to smuggle jammers to our destination. Armed with this knowledge, Handsome Gob ordered the engineer to break open those jammers and crank them up to full power. This made them worthless to the original buyers and are only of minimal effectiveness in space combat but every little bit helped. In the end, the Cutlass escaped but was badly damaged and limped through the drift back to port.
On the journey back to Broken Rock, the captain and firist mate finally re-appeared. They had both been drugged and locked in their quarters. Upon reawakening, they quickly discovered that the science officer was the culprit! He was an undercover Steward agent looking to apprehend the captain! The crew's first instinct was to space the Steward but Handsome Gob, not wanting to be a party to the murder of a law enforcement officer stemming from, again, a job where he fixed toilets, suggested that it would be more profitable to ransom the traitor instead. Afterall, ship repairs were going to be costly and the orginal cargo to be smuggled was just a fraction of their original worth. Given the logic of his argument and a boost in respect for his actions in pulling the crew out of a tight spot, it was agreed to ransom off the Steward.
Being a sneaky little goblin, Handsome Gob managed to meet and speak with the Steward before he was shipped off in exchange for the ransom. The Steward thanked Handsome Gob for his part in sparing the Steward's life. With respect to the crimes of piracy, the Steward admitted that Handsome Gob wasn't as culpable as other crew members. In return for Handsome Gob's efforts to spare the Steward's life, the Steward promised to withhold all mention of Handsome Gob when he is debriefed. Additionally, the Steward told Handsome Gob that there was still potential for Handsome Gob to make a more legitimate living and although it would be tough for a goblin, it can be done. If Handsome Gob was interested, the Steward instructed, then just head to Absalom Station and the Steward will see about helping Handsome Gob find some legitimate work.