Garuda-Blooded Aasimar

Aldor Cygnaurius's page

No posts. Organized Play character for GM Harpwizard.


Classes/Levels

SP 6/6 HP 10/10 RP 5/5 | EAC 12 KAC 13 | F+0 R+3 W+2 | Init+1 | Perc+6, Dipl +11, SM +4

About Aldor Cygnaurius

SP 7/7 HP 10/10 RP 5/5 | EAC 12 KAC 13 | F+0 R+3 W+2 | Init+1 | Perc+5, Dipl +11, SM +4

Name: Aldor Cygnaurius
Race: Aasimar
Class: Envoy 1

Theme: Corporate Agent
Background: Old Hand
Alignment: Neutral

Init +1 ; Perc +5
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Defense
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EAC 12, KAC 13 [EAC: 10+1(Armor) +1(Dex), KAC: 10+2(Armor) +1(Dex)]
SP 6 [(6 Envoy + 0 Con) x Level 1) ]
HP 10 [4 Aasimar + (6 Envoy x Level 1) ]
RP 5 [.5 x Level + 4 Cha ]
Fort +0 ([0] + 0 Con)
Ref +3, ([2] + 1 Dex)
Will +2 ([2] 0 Wis)
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Offense
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Speed 30 ft.
+0 BAB

Ranged: Azimuth Laser Rifle, +1 [+0 BAB, +1 Dex ] (1d8 F, Range: 120 feet, Crit: 1d6 Burn) (4 batteries, 20 charges each, 1 per usage)

Melee: Club, +0 (1d6 B)

Space 5 ft.; Reach 5 ft.
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Statistics
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Str 10 (0)
Dex 12 (+1)
Con 10 (0)
Int 13 (+1)
Wis 10 (0)
Cha 18 (+4)

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Starship
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Gunnery +2 = Piloting Ranks(1) + Dex(1) + Computers

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Skills
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• Acrobatics +1 ([0]+3 Class, +1 Dex)
• Athletics +0 ([0]+3 Class, +0 Str)
• Bluff +8 ([1]+3 Class, +4 Cha)
• Computers +5 ([1] +3 Class, + 1 Int)
• Culture +1 ([0]+3 Class, +1 Int)
• Diplomacy* +11 ([1]+3 Class, +4 Cha, +2 Racial, +1 Theme)
• Disguise +4 ([0]+3 Class, +4 Cha)
• Engineering +5 ([1]+3 Class, +1 Int)
• Intimidate +8 ([1]+3 Class, +4 Cha)
Life Science +1(+1 Int)
• Medicine +1 ([0]+3 Class, +1 Int)
Mysticism +0 (0 Wis)
• Perception +6 ([1]+3 Class, 0 Wis, +2 Racial)
Physical Science + 1 (+1 Int)
• Piloting +5 ([1] +3 Class +1 Dex)
• Profession, Accountant +5 ([1]+3 Class +1 Int)
• Sense Motive* +4 ([1]+3 Class, 0 Wis)
• Sleight of Hand + 1 ([0]+3 Class +1 Dex)
• Stealth +1 ([0]+3 Class +1 Dex)
Survival 0 (0 Wis)

[skill ranks per level = 8 + 1(Int)]
* Indicates Skill Expertise
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Feats
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Long-Arm Proficiency (1st Level):

Source Starfinder Core Rulebook pg. 159
You know how to use longarms.

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
You know how to get the full damage out of a weapon type your class doesn’t normally use.

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.

Toughness (3rd Level):

Source Starfinder Core Rulebook pg. 163
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.

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 (5th Level):

Source Starfinder Core Rulebook pg. 158
Your quick reflexes allow you to react rapidly to danger.

Benefit: You gain a +4 bonus to initiative checks.

Great Fortitude (9th Level):

Source Starfinder Core Rulebook pg. 157
You are resistant to diseases, poisons, and other maladies.

Benefit: You gain a +2 bonus to Fortitude saving throws.

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Envoy
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Envoy:

Source Starfinder Core Rulebook pg. 60
You make your way in the universe with a charming smile, quick wit, and keen sense of self-preservation, and excel at getting others to do what you want. You might be a trickster, hustler, or con artist, or you might serve as an actor, ambassador, or businessperson, paving the way for negotiation through kind words or the occasional dirty trick. You are often the group’s strategist, using your quick wit and tactical acumen to push your friends to greater heights. You may also be skilled in diplomacy, serving as the face for a starship crew, talking your way into restricted systems or gaining audiences with local politicians or warlords.

Hit Points: 6
Stamina Points: 6
Key Ability Score - Cha
Your Charisma helps you succeed in many social situations and makes a number of your improvisations more effective, so Charisma is your key ability score. A high Dexterity score can make you a better ranged combatant, while a high Intelligence score improves all of your skills.
Class Skills
The Envoy's class skills are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex).

Skill Points at each Level: 8 + Int modifier.
Proficiencies
Armor
Light armor
Weapons
Basic melee weapons, grenades, small arms

Progression:

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Envoy improvisation, expertise (1d6), skill expertise
2nd +1 +0 +3 +3 Envoy improvisation
3rd +2 +1 +3 +3 Expertise talent, weapon specialization
4th +3 +1 +4 +4 Envoy improvisation
5th +3 +1 +4 +4 Expertise (1d6+1), skill expertise
6th +4 +2 +5 +5 Envoy improvisation
7th +5 +2 +5 +5 Expertise talent
8th +6 +2 +6 +6 Envoy improvisation
9th +6 +3 +6 +6 Expertise (1d6+2), skill expertise
10th +7 +3 +7 +7 Envoy improvisation
11th +8 +3 +7 +7 Expertise talent
12th +9 +4 +8 +8 Envoy improvisation
13th +9 +4 +8 +8 Expertise (1d8+2), skill expertise
14th +10 +4 +9 +9 Envoy improvisation
15th +11 +5 +9 +9 Expertise talent
16th +12 +5 +10 +10 Envoy improvisation
17th +12 +5 +10 +10 Expertise (1d8+3), skill expertise
18th +13 +6 +11 +11 Envoy improvisation
19th +14 +6 +11 +11 Expertise talent
20th +15 +6 +12 +12 Envoy improvisation, expertise (1d8+4), true expertise

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)
• Diplomacy (Level 1)
• Computers (Level 5)
• Engineering (Level 9)
• Bluff (Level 13)
• Intimidate (Level 17)


Merchant Savvy (Ex) (2nd Level):

You know how to find cargo that needs hauling, buy it cheap,
identify good markets, then sell for a profit. Three times per
day when you attempt one of the following skill checks, you
can reroll the d20 before the outcome is revealed.
• Culture checks to recall knowledge about mercantile laws,
customs, corporations, or other merchants
• Diplomacy checks to gather information about merchants,
markets, and merchandise
• Profession checks using the accountant, corporate
professional, manager, merchant, or smuggler skills, or any
other Profession skills the GM approves
• Bluff, Diplomacy, or Sense Motive checks to negotiate the
price for goods and services

Expertise Talent: Slick Customer (3rd Level):

Source Starfinder Core Rulebook pg. 65
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.

Expertise Talent - 3rd Level
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 here.

Slick Customer (Level 3)
Computer Whiz (Level 7)
Saving Expertise (Level 11)
Miracle Worker (Level 15)

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Envoy Improvisations
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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.

Get'Em (4th Level):

Source Starfinder Core Rulebook pg. 62
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.

Inspiring Oration (6th Level):

Source Character Operations Manual pg. 70
Level Required 6
You can use inspiring boost as a full action. If you do, all allies within 60 feet of you regain a number of Stamina Points equal to twice your envoy level + your Charisma modifier (up to their maximum); at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost or inspiring oration, that ally can’t gain the benefits of either improvisation again until they recover Stamina Points following a 10-minute rest.
As with the inspiring boost envoy improvisation, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained. You must have the inspiring boost improvisation to select this improvisation.

Improved Get 'Em (8th Level):

Source Starfinder Core Rulebook pg. 63
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). If you spend 1 Resolve Point when using this ability, you grant a +2 morale bonus to attack and damage rolls against all enemies who are within 60 feet. You must have the get ’em envoy improvisation to choose this improvisation.


Clever Improvisations (10th Level):

Source Starfinder Core Rulebook pg. 63
The first time you would spend Resolve Points on one of your envoy improvisations, reduce the cost by 1 Resolve Point (minimum 0). This ability refreshes whenever you take a 10-minute rest to recover Stamina Points and after an 8-hour rest to recover Resolve Points, reducing the Resolve Point cost of your next envoy improvisation after the rest.

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Equipment
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Second Skin (Light Armor) (250 cr.)
Azimuth Laser Rifle (425 cr.)
(4 batteries, 20 charges) (240 cr.)
Club
Personal Comm Unit (7 cr.)
1 healing serum mk 1 (50 cr.)
Industrial backpack (25 cr.)

Credstick (3 credits)

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Aasimar Special Abilities
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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
A creature with resistance to energy has the ability to ignore some energy damage of a certain type (acid, cold, electricity, fire, or sonic) per attack. Each resistance ability is defined by what energy type it resists and how much damage is resisted. It doesn’t matter whether the damage is from a mundane or magical source. If an attack deals both kinetic damage and energy damage (such as dealing 3d6 bludgeoning and 1d6 fire damage), energy resistance applies to the energy damage but doesn’t reduce the kinetic damage.

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 Blood of Angels pg. 23
Their shimmering avian features make plumekith instantly recognizable. Though they can act rashly, plumekith never shirk their duty after making a commitment.

Source Alien Archive 2 pg. 99
Many kinds of extraplanar beings can infuse humanoids’ bloodlines, whether as a side effect of powerful magic or the result of a tryst; those in whom extraplanar traits surface strongly are known as planar scions. Aasimars and tieflings, the mortal offspring of celestials and fiends, respectively, are the most common of these. Though planar scions resemble their humanoid kin, their appearance and demeanor bear supernatural touches. Tieflings might have horns, vestigial wings, or cloven hooves, while aasimars may have glowing eyes or a metallic sheen to their hair and skin.

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
Hit Points 4

Size and Type
Planar scions are often Medium, and all are outsiders with the native subtype.

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Background
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Languages:

Common, (Homeworld), Celestial, 1 other

Description:

Description
If you haven’t already, write a short description of your character.
Home World
This is where your character was raised, whether it’s a planet, a space station, or even an asteroid. (See Chapter 12 for inspiration.)
Initiative
Your character’s initiative modifier is added to her initiative checks to determine the order in which she acts in combat. It’s equal to her Dexterity modifier plus modifiers from feats or other abilities that affect initiative.
Languages
Your character begins play speaking and reading Common, her racial tongue (if any), and the language of her home world (if any). If she has a positive Intelligence modifier, she knows a number of additional languages equal to that value. See pages 40–41 for more on languages and a list of languages to choose from.

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: Fly Free or Die Guide p. 5
You’re a businessperson. When your crew needs to negotiate a legitimate deal, you handle the talking. You know EJ Corp’s policies and applicable laws, as well as how to skirt them. Another one of your specialties involves getting something done with help from others further up the corporate chain. If you can’t do something yourself, you probably know who in the Company to ask. As the (probable) highest-ranking Company rep on the starship, you’re well suited to serve as the vessel’s captain.

Source Pact Worlds pg. 47
Corporations control much of the modern world, from the food each person eats to the weapons a soldier deploys on the field of battle. You are an agent of one such corporation, which relies on your negotiation, deal-making, and your natural cunning to advance its agendas. Whether you are making proposals to agents of other corporations to split the mining rights for a valuable asteroid or establishing your corporation’s presence on a newly discovered world, you are the company’s eyes, ears, and hands.

Theme Knowlege (1st Level)
You are deeply connected to the world of corporate culture, and know all the movers and shakers. When attempting a Profession or Culture check to recall knowledge about corporations and their executives, reduce the DC by 5. Diplomacy 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 Diplomacy checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Networking (6th Level)
If your corporate database doesn’t have a piece of information you are searching for, you probably know someone who does. It takes you only 10 minutes to attempt a Diplomacy check to gather information, as long as you have connection to a local infosphere or a quick way to communicate with contacts in a settlement that is at least technologically average (see Starfinder Core Rulebook 406). Additionally if you have access to a local infosphere, you can take 20 on a skill check to recall knowledge in half the normal time (typically 1 minute).

Strong-Arm Tactics (12th Level)
When you throw the name of your company around, you can usually get what you want, though acting in such a way never wins you any friends. When you successfully use Intimidate to bully a creature, its change in attitude lasts three times as long. At the GM’s discretion, this ability might not work on creatures that haven’t heard of your corporation.

Seal the Deal (18th Level)
Nothing is more thrilling to you than engaging in spirited discussion to pursue your employer’s interests. It is why you were hired, and it’s why you venture out into the wider cosmos. Up to twice per day, after you spend at least 10 minutes bargaining and negotiating (this doesn’t count as resting to regain Stamina Points) or using an infosphere to research details relevant to a deal that is significantly advantageous to your company, you regain 1 Resolve Point.

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
The free trader archetype grants an alternate class feature at
2nd level, but this feature improves over multiple class levels.
Merchant Savvy (Ex) 2nd Level
You know how to find cargo that needs hauling, buy it cheap,
identify good markets, then sell for a profit. Three times per
day when you attempt one of the following skill checks, you
can reroll the d20 before the outcome is revealed.
D Culture checks to recall knowledge about mercantile laws,
customs, corporations, or other merchants
D Diplomacy checks to gather information about merchants,
markets, and merchandise
D Profession checks using the accountant, corporate
professional, manager, merchant, or smuggler skills, or any
other Profession skills the GM approves
D Bluff, Diplomacy, or Sense Motive checks to negotiate the
price for goods and services
Starting at 9th level, your experience with shipping cargo has
made you an expert at packing large lots into small spaces. You
can fit 20% more cargo into a cargo container
or cargo hold of any vehicle, starship,
or pack animal. For example, a typical
cargo hold in a starship’s expansion
bay can hold 25 tons, but you can fit
30 tons of goods in that space. At 14th
level, the amount of additional cargo
you can fit into a vehicle or starship,
or on a pack animal increases to 50%.
In addition, whenever you would
lose cargo for any reason—such
as a cargo hold being struck by
weapon fire or cargo containers
being stolen by thieves—you
can attempt a Reflex saving
throw. The DC of this saving
throw is equal to that for a trap
of the same CR as the threat
that caused you to lose your
cargo (see Table 11–14: Trap
Statistics on page 412 of
the Starfinder Core Rulebook). 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
experienced trader among other merchants of all stripes. You
can bring the weight of your experience and reputation down
upon anyone who dares to refuse you contract terms you desire.
Whenever you are negotiating with someone over a price, you
can expend 1 Resolve Point to force that individual to give you
the best price that character could be convinced to give under
the normal circumstances. For example, if a successful skill
check could convince an NPC to give you 50%
off a particular purchase, your Resolve
Point secures you that deal. If the best
price is equivalent to the original price
and your use of this ability would
not earn you a discount, your
Resolve Point is not expended.

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]
The Radiant Cathedral features several open plazas and a central spire that reaches up to nearly the top of Dawnshore. Several aeries have been installed near the top for the storage and maintenance of the church's sunskimmer vessels. Attached to the small hangars is Aurora, an unofficial bar where pilots hang out when waiting for their ships to be repaired.[1][2]
Inhabitants

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]
The Radiant Cathedral is also home to hundreds of doves, Sarenrae's sacred animals, which were transplanted to the Burning Archipelago decades ago and cared for by the priests, and are a constant draw for tourists and pilgrims. Many of the Radiant Cathedral's plazas serve as a public meeting spaces for citizens of Dawnshore.[1]
Many of Sarenrae's followers seek to make at least one pilgrimage to the Radiant Cathedral during their lifetime to behold its wonder and muse on Sarenrae's plans. Most pilgrims return with a renewed devotion and inspire others to follow their steps. Due to the effectiveness of the church's public relations, even those living outside the Pact Worlds know about the Radiant Cathedral's significance and majesty.[1]

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Starship
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Captain Actions:

• 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.