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About BailaBAILA’s DAY:
• 6 SP ; 8 HP ; 4 RP
• Ammunition: 12 rounds of explosive darts loaded (10 normal dart clip ; +38 explosive darts) Notes for this scenario: Spoiler: — STATISTICS:
CN Halfling Space-Pirate Envoy
Small ; Humanoid, Halfling subtype Follower of the Black Butterfly (and Desna) 9 Str ; 16 Dex ; 10 Con ; 10 Int ; 14 Wis ; 16 Cha (Key) +3 Initiative ; 30 feet speed (land) 6 SP ; 8 HP ; 4 RP 14 EAC ; 15 KAC SAVES:
+1 Fortitude (+0 +0 Con +1 Racial)
[dice= Fortitude]1d20+1[/dice] +6 Reflex (+2 +3 Dex +1 Racial) [dice= Reflex]1d20+6[/dice] +5 Will (+2 +2 Wis +1 Racial) +2 vs. Fear Effects [dice= Will]1d20+5[/dice] LANGUAGES:
Common, Halfling ; Drow SKILLS:
(* class ; ° trained only ; ¢ ACP ; 8+int/level) +7 *Acrobatics (Dex) ¢ : 1 rank +3 Dex +3 Class [dice=Acrobatics]1d20+7[/dice] +3 *Athletics (Str) ¢ : 1 rank -1 Str +3 Class [dice=Athletics]1d20+3[/dice] +10+1d6 *Bluff (Cha) : 1 rank +3 Cha +3 Class +1 Theme +2 Racial +1d6 Insight (if 1 RP remaining) [dice=Bluff w. Expertise]1d20+10+1d6[/dice] ° *Computers (Int) — ° *Culture (Int) — -5 DC to Culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates +7 (+9) *Diplomacy (Cha) : 1 rank +3 Cha +3 Class (+2 Racial vs. Indifferent) [dice=Diplomacy]1d20+7[/dice] +2 vs. Indifferent +3 *Disguise (Cha) : +3 Cha [dice=Disguise]1d20+3[/dice] ° *Engineering (Int) — +3 *Intimidate (Cha) : +3 Cha [dice=Intimidate]1d20+3[/dice] ° *Life Science (Int) — ° *Medicine (Int) — ° Mysticism (Wis) — +8 *Perception (Wis) : 1 rank +2 Wis +3 Class +2 Racial [dice=Perception]1d20+8[/dice] ° Physical Science (Int) — +7 *Piloting (Dex) : 1 rank +3 Dex +3 Class [dice=Piloting]1d20+7[/dice] +11 (+12) *Profession, Dancer (Cha) : 1 rank +3 Cha +3 Class +4 Tools (+1 Earn a Living) [dice=Profession, Dancer]1d20+11[/dice] +1 to Earn a Living +6+1d6 *Sense Motive (Wis) : 1 rank +2 Wis +3 Class +1d6 Insight (if 1 RP remaining) [dice=Sense Motive w. Expertise]1d20+6+1d6[/dice] ° *Sleight of Hand (Dex) ¢ — +5 *Stealth (Dex) ¢ : +3 Dex +2 Racial -5 to penalty for moving & -10 penalty for sniping [dice=Stealth]1d20+5[/dice] +2 Survival (Wis) : +2 Wis [dice=Survival]1d20+2[/dice] FEATS & CLASS ABILITIES:
FEATS Light Armor ; Basic Melee Weapons, Grenades, & Small Arms 1st level: Long Arm Proficiency CLASS ABILITIES
GET ‘EM (Ex) Language-Dependent, Mind-Affecting, Sense-Dependent:
Move action to choose one enemy within 60 feet and give self & allies +1 morale bonus to attack enemy until start of my next turn (even if enemy moves away, out of LOS, or hearing) +1 morale bonus to Hit for all attacks till start of my next turn ”Get ‘em!” COMBAT:
BAB +0
[dice=Dart Rifle w. Get ‘Em vs. KAC]1d20+0+3+1[/dice] 80 ft. range
[dice=Survival Knife w. Get ‘Em vs. KAC]1d20+0+3+1[/dice]
EQUIPMENT 1 B & 6 L / 4 Bulk (9 Max’):
Professional Dancer Clothes & Tools
Spoiler:
• Clothes: Level 1; Price 5 ; Bulk L
+1 circumstance bonus to Profession checks to earn a living • Tools: Level 1 ; Price 20 ; Hands — ; Bulk L +4 bonus to Profession checks Second Skin
Spoiler:
Level 1 ; Price 250; Category Light ; EAC Bonus +1 ; KAC Bonus +2 ; Max. Dex Bonus +5
Armor Check Penalty — ; Speed Adjustment — ; Upgrade Slots 1; Bulk L • This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a second skin matches the wearer’s skin tone, this type of light armor can be difficult to detect. • Environmental Protections 1 day environmental field (a minor force field specially attuned to pressure and temperature). Activating or deactivating takes a standard action. Expended in 1-hour increments. Recharging takes 1 minute. Facilitates self-contained breathing, protecting against vacuums, smoke, and thick, thin, and toxic atmospheres (including any airborne poison or disease). Self-contained breathing functions underwater and in similar liquid environments. This protection allows you to breathe in a corrosive atmosphere to prevent suffocation, but it isn’t strong enough to prevent a corrosive atmosphere from dealing acid damage to both you and your armor. Armor protects you against low levels of radiation and grants a +4 circumstance bonus to saving throws against higher levels of radiation. Armor’s environmental protections reasonably protect you against both cold (temperatures below –20° F) and heat (air temperatures over 140° F). This prevents you from having to attempt Fortitude saving throws to avoid damage from the environment, and it prevents you from taking any damage listed for breathing in the environment. • Soles can latch on. • Comm’ unit, light etc.. Underwater Tactical Acid Dart Rifle
Spoiler:
Nonreactive polymer reservoir filled w. acid. Automatic loading process fills the rifle darts with acid as they are moved into the chamber.
Level 2 ; Price 485 ; Hands 2 ; Proficiency Longarms ; Damage 1d8 A & P ; Range 80 ft. ; Critical: corrode 1d4 ; Capacity 10 darts; Usage 1 ; Bulk 1; Special: analog • normal 10 capacity magazine w. normal darts • 1 x Zeizerer Munition longframe 12 capacity magazines w. explosive darts • explosive darts (38 left) Level 2 ; Price 50 ; Capacity 25 ; Bulk L; Special: fiery A weapon firing explosive ammo deals its normal amount of damage, but half of this damage is fire damage and grants the weapon the knockdown critical hit effect. If the weapon already has a critical hit effect, the knockdown critical hit effect is added and considered part of the weapon’s normal critical hit effect. Fiery ammunition bursts into glowing embers when fired. Any extra damage from a critical hit is considered fire damage. The weapon deals half damage to targets that take half damage from energy attacks but no damage from kinetic attacks (such as incorporeal creatures). Counts as a weapon with the explode special property against creatures with swarm defenses. At the GM’s discretion, fiery ammunition can set extremely flammable materials on fire, such as oil-soaked rags or dry tinder. Underwater Survival Knife
Spoiler: Level 1 ; Price 95 ; Hands 1 ; Damage 1d4 S ; Critical — Bulk L; Special: analog, operative DESCRIPTION:
A dainty diminutive Halfling at 2 1/2 feet for 25 pounds (75 cms & 11 kgs) Baila looks younger than barely 20 years old, like a human pre-teen… with a lot of makeup!
Dressed in the latest purple Apostae Drow noble-house fashion, her clothes fit her well, and are cut for dancing— with weights to make the hem twirl, a hard nose in the sandal to do points… Spending time with her, you finally notice the discreet armored body-stocking she wears. Ready for adventure Baila has clipped a knife and a dart magazine on her belt, and slung an acid-dart gun, with an extended House Zeizerer magazine, over her shoulder. During the adventure Baila will try to find her own spaces—even an area as small as a corner of a cargo bay—and pin up some dried flowers from Apostae, scraps of metal from the Diaspora, and other keepsakes that remind her of her family… BACKGROUND:
Baila was born in slavery to a high-ranking noble Drow family on Apostae. She was chosen to be an entertainer, and trained as a dancer, to perform during the family’s receptions and dinners in Nightarch.
Baila started to do this at a young age, and lived with her family and siblings in relative happiness. The major change in his life happened when she was a teen, on board the Drow family’s leisure ship. Attacked by pirates, Baila was part of the bounty seized by the crew of the attacking ship, run by a Free Captain. Dextrous and charming, Baila became a member of the pirate crew, living with them in the Diaspora. After a few years, she had paid her life-debt, and was thus free. Though she disliked the harsh and sometimes cruel pirate rules, it was all better than being a slave of the Drow, and she was able to save good money, hoping to one day buy her family’s freedom. Then, a joint operation led by the Stewards and the Starfinder Society captured the ship Baila was on. Given the choice of incarceration or joining the Society, Baila chose to enlist, and, after her training is very proud to try and gather information for the Dataphiles— and find a way to get her family out. SFS INFORMATION:
• SFS# 101218-715
• 0 Fame • 0 Reputation BOONS SLOTTED:
• Faction Boon
Dataphiles Champion Spoiler:
You’ve declared your allegiance to the Dataphiles and dedicate your missions to furthering the goals of that faction.
Prerequisites: Dataphiles Tier 0 Cost: Benefit: This Faction boon allows character to gain Reputation with the Dataphiles faction at the end of a successfully completed scenario • Personal Boon
Spoiler: From Chronicle #12 of Sparks (101218-711) SFS 1-10 The Half Alive Streets
Apply this Boon to existing Halfling to increase one ability lower than 12 by 2. PURCHASE LIST:
• 1000 Credit @Creation
-250 Second Skin -485 Acid Rifle -48 Underwater Rifle -26 Longframe Magazine -50 Explosive Darts -95 Knife -9 Underwater Knife -5 Dance Clothes -20 Dance Kit 12 Cr. left before adventure 1 Cr. from adventure 1 SPACESHIP ROLE:
• Captain
- Taunt w. Bluff [dice=Taunt, Bluff w. Expertise]1d20+10+1d6[/dice] - Encourage w. Diplomacy [dice=Encourage, Diplomacy]1d20+7[/dice] - Intimidate [dice=Intimidate]1d20+3[/dice] • Gunner [dice=Gunnery]1d20+3+1[/dice] • Pilot [dice=Piloting]1d20+7[/dice] |