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About Aldo CygnauriusAasimar Envoy 6 SP 48/48 HP40/40 RP 8/8 | EAC 12 KAC 13 | F +4 R +7 W +5 | Init +2 | Perc +11, Dipl +17, SM +9 | Hero Point: 0 | Inspiring Boosted: None | 20/20 Charges 20/20 Charges Name: Aldo Cygnaurius
Theme: Corporate Agent
Init +2 ; Perc +10
Ranged: Azimuth Laser Rifle, +6 [+4 BAB, +2 Dex ] (1d8 + 5(Level)F, Range: 120 feet, Crit: 1d6 Burn) (4 batteries, 20 charges each, 1 per usage) Ranged: Tactical Infinity Rifle, +6 [+4 BAB, +2 Dex ] (1d8 + 5(Level)F, Range: 40 feet, Special: Boost 1d6, Crit: - ) (4 batteries, 20 charges each, 1 per usage) Ranged: Azimuth Laser Pistol, +6 [+4 BAB, +2 Dex ] (1d4 +2(0.5 x Level 5)F, Range: 40 feet, Special: Boost 1d6, Crit: - ) (4 batteries, 20 charges each, 1 per usage) Melee: Club, +4 [+4 BAB, +0 Str ](1d6 B) Space 5 ft.; Reach 5 ft.
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Captain Actions:
As a captain, you can take any of the following actions, depending on your character level, during any phase of combat.
Demand (Any Phase) You can make a demand of a crew member to try to improve his performance. You grant a +4 bonus to one specific check by succeeding at an Intimidate check (DC = 15 + 1-1/2 times your starship’s tier). You must use this action before the associated check is rolled, and you can grant this bonus to an individual character only once per combat. Demand might result in negative consequences if used on NPCs, and you can’t make demands of yourself. Encourage (Any Phase) You can encourage another member of the crew to give her a bonus to her action. This works like aid another (see page 133), granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the same skill. Alternatively, you can grant this same bonus by succeeding at a DC 15 Diplomacy check. You can’t encourage yourself. Taunt (Any Phase, Push) You can use the communications system to broadcast a taunting message to the enemy vessel. You select an enemy vessel and a phase of combat (engineering, helm, or gunnery), and then attempt a Bluff or Intimidate check (DC = 15 + 1-1/2 × the enemy starship’s tier). If you are successful, each enemy character acting during the selected phase takes a –2 penalty to all checks for 1d4 rounds; the penalty increases to –4 if the enemy’s check is made as part of a push action. Once used against an enemy starship, regardless of the outcome, taunt can’t be used against that starship again during the same combat. Orders (Any Phase, Push) At 6th level, you can grant an additional action to one member of the crew by spending 1 Resolve Point and succeeding at a difficult skill check at the beginning of the phase in which the crew member would normally act. The type of check depends on the role of the crew member targeted: a Computers check for a science officer, an Engineering check for an engineer, a gunnery check (see page 320) for a gunner, and a Piloting check for a pilot. The DC of this check is equal to 15 + 1-1/2 × your starship’s tier. If the check succeeds, the crew member can take two actions in her role this round (both when she would normally act), but she can’t take the same action twice. You can’t give yourself orders. Moving Speech (Any Phase) At 12th level, you can spend 1 Resolve Point and use your action to give a moving speech to the crew during one phase of combat with a successful Diplomacy check (DC = 20 + 1-1/2 × your starship’s tier). For the remainder of that phase, your allies can roll twice and take the better result when performing crew actions. --------------------
[skill ranks per level = 8 + 2(Int)]
Long-Arm Proficiency (1st Level):
Source Starfinder Core Rulebook pg. 159
Prerequisites: Proficiency with small arms. Benefit: You gain proficiency with longarms (see Weapon Proficiency on page 243). Weapon Specialization(3rd Level):
Source Starfinder Core Rulebook pg. 163
Prerequisites: Character level 3rd, proficiency with selected weapon type. Benefit: Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades. Versatile Specialization (3rd Level):
Versatile Specialization (Combat) You know how to get full value out of weapon types your class doesn't normally use. Prerequisites: Weapon Specialization, character level 3rd.
Toughness (5th Level):
Source Starfinder Core Rulebook pg. 163
Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation. Improved Initiative (7th Level):
Source Starfinder Core Rulebook pg. 158
Benefit: You gain a +4 bonus to initiative checks. Great Fortitude (9th Level):
Source Starfinder Core Rulebook pg. 157
Benefit: You gain a +2 bonus to Fortitude saving throws. --------------------
Envoy:
Source Starfinder Core Rulebook pg. 60
Hit Points: 6
Skill Points at each Level: 8 + Int modifier.
Progression: Level Base Attack Bonus Fort Save Ref Save Will Save Special
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 here.
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, the DC is equal to 10 + half your envoy level + your Charisma modifier. Some envoy improvisations are language-dependent, mind-affecting, sense-dependent, or some combination of any or all of these. These terms are defined here. Expertise (1st Level) :
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.
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). • Sense Motive (Level 1)
Merchant Savvy (Ex) (2nd Level):
You know how to find cargo that needs hauling, buy it cheap,
Inspiring Combo (EX) (2nd Level):
You have learned to synergize your combat actions with acts that inspire your allies or adapt to the current tactical situation. As a full action, you can both make a single attack and use one envoy improvisation you know. The improvisation must be one you can use as a standard action, move action, or swift action. You choose in which order to resolve these actions. Once you use this ability, roll 1d10 and subtract your Charisma modifier; you cannot use this ability again for a number of rounds equal to the result (minimum 1 round). At 10th level, as a full action, you can instead make either two attacks and use an envoy improvisation, or one attack and use two different envoy improvisations. You take a –4 penalty to your attack rolls until the end of the turn, and you treat your envoy level as 4 lower for the purpose of resolving the improvisations' effects. If you use an improvisation that also allows you to make an attack, you increase the penalty to attack rolls to –6. At 19th level, you reduce the penalty for making multiple attacks with this ability by 2, and you treat your envoy level as only 2 lower for the purpose of resolving the improvisations' effects Signature Support (EX) (2nd Level):
You've developed a knack for giving a specific type of mid-combat encouragement. At 2nd level, choose one of the following envoy improvisations: clever feint, dispiriting taunt, get ‘em or inspiring boost. If you do not have that improvisation already, you gain it. If you do have it, you can instead gain a different improvisation for which you qualify. At 6th level, you can use the chosen improvisation as though you had spent 1 Resolve Point without having to spend a Resolve Point. You can do this once per day for every 6 envoy levels you have. Choice: Clever Feint Expertise Talent: Additional Skill Expertise (Bluff) (Level 3):
Additional Skill Expertise (Bluff) (Level 3)
Additional Skill Expertise (Ex) Choose another skill in which you have at least 1 rank from the list of skills you can choose with the expertise class feature; you can use expertise with that skill. You can choose this talent up to three times, choosing a different skill each time. ---------------------------------------
Inspiring Boost (1st Level):
Inspiring Boost (Ex)Language-DependentMind-AffectingSense-Dependent Source Starfinder Core Rulebook pg. 62 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. Clever Feint (2nd Level):
Clever Feint (Ex) As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check. The DC of this check is equal to either 10 + your opponent's Sense Motive total skill bonus or 15 + 1-1/2 × the opponent's CR, whichever is greater. This is 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 Clever Attack (4th Level):
Clever Attack (Ex) You can make an attack that throws your enemy off-balance. As a standard action, you can make a single attack against a target within 60 feet and gain the benefits of clever feint (attempting a Bluff check against the target as normal). Apply the effects of clever feint before resolving your attack. You must have the clever feint envoy improvisation to choose this improvisation. Inspiring Oration (6th Level):
Source Character Operations Manual pg. 70
Get'Em (8th Level):
Source Starfinder Core Rulebook pg. 62 (From Signature Support)
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. Clever Improvisations (10th Level):
Source Starfinder Core Rulebook pg. 63
Improved Get 'Em (12th Level):
Source Starfinder Core Rulebook pg. 63
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Gill Sheath . . 95 (For breathing underwater)
Credstick (3 credits) ------------------------------------
Darkvision (Range 60 feet):
Darkvision is the ability to see with no light source at all, out to a range specified in the creature’s description. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise— when a creature has darkvision, invisible objects and creatures are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally (see the Starfinder Alien Archive). The presence of light does not affect darkvision. Celestial Radiance:
As a standard action, an aasimar can shed light, causing light within 10 feet of him to increase two steps, up to bright, and light for 10 more feet beyond that to increase one step, up to normal. This lasts for 1 minute, but the aasimar can dismiss it as a swift action. Magical darkness can decrease the light level in this area only if it’s from an item or creature of a level or CR higher than that of the aasimar. An aasimar can use this ability once per day, plus a number of times equal to half his CR or level. Skilled:
Naturally eloquent and perceptive, aasimars gain a +2 racial bonus to Diplomacy and Perception checks. Celestial Resistance:
Resistance 5 to acid, cold, and electricity. Energy Resistance
If energy resistance completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as an operative’s debilitating trick or poison delivered via an injury. Energy resistance does not negate ability damage, ability drain, or negative levels dealt along with an energy attack, nor does it affect poisons or diseases delivered by contact, ingestion, or inhalation. If you have energy resistance against the same energy type from more than one source, the two forms of energy resistance do not stack unless the sources of the energy resistance specifically note otherwise. Rarely, an effect specifies that it increases a creature’s existing energy resistance. About the Aasimar:
Garuda-Blooded (Plumekith)
Source Alien Archive 2 pg. 99
Because of their innate curiosity, humans are more likely to dally with outsiders, and as a consequence, a significant percentage of planar scions living in the Pact Worlds are descended from humans. However, because humans are far less populous than in pre-Gap eras, planar scions descended from other humanoid races are now far more numerous. A planar scion might pass for a member of the humanoid parent’s species, or the scion’s otherworldly features could make their origin obvious to those who are familiar with the species’ normal characteristics. Those whose outsider blood is evident still find acceptance in most major settlements across the Pact Worlds, where diverse beings coexist in peace. On Absalom Station, the hub of interspecies relations, few people bat an eye when they meet an aasimar or tiefling. However, in insular or tradition-bound communities, any signs of plane-touched heritage can be a blessing—or a death sentence—depending on the dominant traditions. The demon-worshiping drow of Apostae see tieflings as a favor from demonic patrons, while the elves of Sovyrian on Castrovel are likely to banish children who bear such fiendish heritage. The Radiant Cathedral, on the other hand, trains aasimars to become beacons of the Sarenite faith, and also guides tieflings to a brighter future than their heritage suggests. Formians, shobhads, vesk, and other species with flexible morality view aasimars and tieflings, particularly those descended from their own kind, with both admiration and suspicion. Planar scions are often outliers in their community, either put on a pedestal or ostracized because of their ancestry. The potent blood that courses through the veins of aasimars and tieflings also makes them ambitious; many choose a dangerous but rewarding profession, such as explorer, mercenary, spy, or pilot. Ability Modifiers +2 Cha
Size and Type
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Languages:
Common, (Homeworld), Celestial, 1 other Description:
Description
Background: Old Hand:
Old Hand: You've been with the Company a long time, and you know just how cynical it is. Another employee has been around as long as you have, however: Tarika, a brenneri who has endured endless employee orientation workshops alongside you. A couple of times over the years, you or Tarika have almost gotten fired—a threat that, at EJ Corp, never feels distant enough to be funny— but you've always covered for each other. When you were behind on your quota one month, Tarika kicked some jobs your way, and when Tarika needed some time off to take care of her daughter, you pulled a few double shifts to help out. She's reliable and trustworthy, and maybe one of the few friends you can count on. Theme: Corporate Agent:
SFS Legal Corporate Agent (+1 Cha)
Source Pact Worlds pg. 47
Theme Knowlege (1st Level)
Networking (6th Level)
Strong-Arm Tactics (12th Level)
Seal the Deal (18th Level)
Free Trader Archetype:
A free trader is an independent contractor who buys, sells, and makes a living hauling freight. Most free traders own or work on a starship, buying surplus commodities on the cheap and traveling to distant worlds where those same commodities command good prices. Free traders sometimes band together into a small merchant company, with members acting as guards, engineers, and other specialists organized under a single manager. Everyone shares the profits. If they are lucky, one good cargo run make them rich, but for most, it’s a hardknock life that means barely scraping by. ALTERNATE CLASS FEATURE
Merchant Savvy (Ex) 2nd Level
• Culture checks to recall knowledge about mercantile laws,
Starting at 9th level, your experience with shipping cargo has
On a success, emergency precautions allow you to rescue half the lost cargo. At 14th level, if you succeed at this saving throw, your precautions save the entire cargo. When you reach 18th level, you have a reputation as an
Radiant Cathedral:
A massive, ancient building located at the core of the central Burning Archipelago bubble of Dawnshore, the Radiant Cathedral needed no renovations to become a Sarenite cathedral when the Burning Archipelago, then-deserted, was discovered; for this reason, many of Sarenrae's devotees believe that the goddess herself created it. Its stained-glass windows are inscribed with strange, undecipherable symbols, which are believed to be either Sarenrae's secret language, or the story of the Cathedral's true builders; adherents to the latter theory point out some similarities to obscure deities of ash and flame.[1][2]
Nearly five million people visit the Radiant Cathedral each year, and thousands of Sarenrae's faithful view it as their home and site of worship. The priests residing in the Cathedral dwell on questions of spiritual matters, which get disseminated throughout the galaxy. Grand Cleric Imryll Novaheart, the first settler of the Burning Archipelago, was responsible for discovering and naming the Radiant Cathedral, and has presided over it since then, never leaving.[1]
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Captain Actions:
• Demand (Any Phase)
•Encourage (Any Phase)
•Taunt (Any Phase, Push)
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