Green Dragon

Baskoro's page

107 posts. Organized Play character for Magabeus.


SP 14/14; HP 20/20 | RP 4/4 |


EAC 13; KAC 14 | Fort +1; Ref +3; Will +3 (+2 vs fear) | Init: +0 | Perc: +5; SM: +5+1d6


LG Vesk Envoy 2 |

Strength 12
Dexterity 11
Constitution 12
Intelligence 12
Wisdom 10
Charisma 16

About Baskoro

Starfinder Society:

Player Name: Gerard
Character Name: Baskoro
Class &Levels: Envoy 2
Faction: Second Seekers (Luwazi Elsebo)
Day Job: [dice=Profession (Musician, Cha) (2 rank)] 1d20 + 9[/dice]

Global Reputation: 9, Tier 1
Reputation with Second Seekers (Luwazi Elsebo) 8, Tier 1
Reputation with Dataphiles 1, Tier 0

1: #1-01 - The Commencement - GM credit:
XP 0 + 1 = 1
Fame 0 + 2 = 2
Credits 1000 + 753 + 36 day job - 50 spent = 1739
Reputation Second Seekers (Luwazi Elsebo) 0 + 2 = 2

2: #1-02 - Fugitive on the Red Planet - GM credit:
XP 1 + 1 = 2
Fame 2 + 2 = 4
Credits 1739 + 719 + 36 day job - 2064 spent = 430
Reputation Second Seekers (Luwazi Elsebo) 2 + 2 = 4

3: #Quest - Into the Unknown:
XP 2 + 1 = 3
Fame 4 + 2 = 6
Credits 430 + 720 + 32 day job - 990 spent = 192
Reputation Second Seekers (Luwazi Elsebo) 4 + 2 = 6

4: #1-07 – The Solar Sortie - GM credit:
XP 3 + 1 = 4
Fame 6 + 2 - 2 (Instructor) = 6
Credits 192 + 727 + 38 day job = 957
Reputation Second Seekers (Luwazi Elsebo) 6 + 2 = 8
Reputation Dataphiles 0 + 1 = 1

5: Outpost I: Back to the Future [2018] Boon #4:

Character Sheet:

LG Vesk Icon Envoy 2
Init +0; Senses Perc +5, SM +5+1d6, low-light vision

EAC 14 (+1 racial, +3 armor)
KAC 15 (+1 racial, +4 armor)
SP 14
HP 20
RP 4
Fort +0, Ref +0, Will +2

Speed 30 ft.; Space 5 ft.; Reach 5 ft.
Base Attack Bonus: +!
[dice=Unarmed]1d20 +2[/dice]
[dice=Damage (B)]1d3 +1[/dice]
[dice=Arc Pistol, Static]1d20 + 1[/dice]
[dice=Damage (E)]1d4[/dice]
special: Stun
critical effect: Arc 2
charges: 20/20
range increment: 50 ft

[dice=Lazer Pistol, Azimuth]1d20 + 1[/dice]
[dice=Damage (F)]1d4[/dice]
special: -
critical effect: Burn 1d4
charges: 20/20
range increment: 80 ft

[dice=Semi-auto Pistol]1d20 + 1[/dice]
[dice=Damage (P)]1d6 [/dice]
special: Analog
critical effect:
charges: 9 rounds
range increment: 30 ft

Additional Ammunition
Standard battery: 20/20
Rounds, small arm: 60

Str 12, Dex 11, Con 12, Int 12, Wis 10, Cha 16

Skill name (ranks): modifier as prepared die roll
Armor Check Penalty: -1
[dice=Bluff (2 rank)] 1d20 + 8[/dice]
[dice=Culture (2 rank)] 1d20 + 6[/dice]
[dice=Computers (2 rank)] 1d20 + 6 [/dice]
[dice=Diplomacy (2 rank)] 1d20 + 8[/dice]
[dice=Intimidate (2 rank)] 1d20 + 8 + 1d6[/dice]
[dice=Medicine (2 rank)] 1d20 + 5[/dice]
[dice=Perception (2 rank)] 1d20 + 5[/dice]
[dice=Profession (Musician, Cha) (2 rank)] 1d20 + 9[/dice]
[dice=Sense Motive (2 rank)] 1d20 + 5 + 1d6[/dice]

Veiled Threat When you successfully use the Intimidate skill to bully a creature, after the duration of its helpful attitude ends, its attitude toward you becomes indifferent rather than hostile.

Languages: Common, Kasatha, Vesk,

Class Abilities - Envoy
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.

Get ’Em (Ex) 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 Boost (Ex) 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.

Skill Expertise (Intimidate) 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).

Racial Abilities - Vesk
Armor Savant Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.

Fearless Vesk receive a +2 racial bonus to saving throws against fear effects.

Natural Weapons Vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Vesk gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

Theme Abilities - Icon
Theme Knowledge Choose a Profession skill (Musician). You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural spects, increase the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes a class skill for you, hough if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.


Total Bulk: 3, excluding backpack

Arc Pistol, Static: 750 (chronicle 2)
Battery 20/20: 60 (chronicle 2)
Lazer Pistol, Azimuth: 350 (chronicle 3)
Semi-auto pistol, tactical: 260 (chronicle 3)
Rounds, small arm (30): 40 (chronicle 3)
Rounds, small arm (30): 40 (chronicle 3)

Carbon skin, graphite: 1220 (chronicle 2)
Infrared sensors: 200 (chronicle 3)

Society Subdermal Graft
System: Hand
Model: Single
Level: 1
Cost: 150 (free on chronicle 1)
This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder Society’s symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.

Other purchases
Backpack (Industrial): 25 (chronicle 2)
Clothing (Professional): 5 (chronicle 2)
Clothing (Everyday): 1 (chronicle 2)
Hygiene Kit: 3 (chronicle 2)
Star Sugar Heartlove!!!: 50 (chronicle 1
Starfinder Insignia (Datapad tier 1): 0 (chronicle 3)
Serum of Healing Mk 1: 50 (chronicle 3)
Serum of Healing Mk 1: 50 (chronicle 3)


Slotted Boons this scenario
Faction: Second Seekers (Luwazi Elsebo) Champion
Promotional: Promotional Record Keeper - Starfinder Player Character Folio
Social: Instructor
Starship: Hero of the Stars

All Boons
Ally Boons
Envar’s Attention: During your mission to the space station Brilliance, you managed to impress Arch Energy’s notorious chief procurement officer, Envar Tamm. How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with Envar Tamm—for good or for ill. You will be told if this boon is important to a future scenario prior to slotting your boons.

Faction Boons
Second Seekers (Luwazi Elsebo) Champion: You’ve declared your allegiance to the Second Seekers (Luwazi Elsebo) and dedicate your missions to furthering the goals of that faction. This Faction boon allows the character to gain Reputation with the Second Seekers (Luwazi Elsebo) faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario.

Social Boons
AbadarCorp Acquaintance (Social Boon): During your hunt for a renegade Starfinder on Akiton, you interacted with a representative of AbadarCorp. Depending on this interaction, you may have earned the ire or respect of the Pact World corporation. Both outcomes for this boon could have positive repercussions in future scenarios, which you will be told of prior to slotting your boons. Your GM will cross out the affiliation you failed to earn.
- AbadarCorp Annoyance
- AbadarCorp Respect

Faction’s Friend (Limited Use - 3 open boxes): By assisting various factions of the Starfinder Society, you have proven yourself as a dependable asset. By slotting this boon, if you would fail to earn Fame at the end of an adventure by failing to fulfill a success condition, you can check one of the boxes on this boon. Doing so reminds your current championed faction of your past exploits, and you still earn 1 Reputation (but no Fame) with that faction as if you had successfully fulfilled the condition. You can use this boon only if you would also gain at least 1 XP for completing the adventure.
Free Captains Affiliation (Social Boon): You have come to the attention of one of the elected pirate lords of the Free Captains. This group of intrepid star pirates operates firmly outside of Pact Worlds law, and few Starfinders willingly deal with them. Based in the Diaspora, the Free Captains make alliances of convenience with outside organizations. The pirate lords refuse to tolerate weakness, immediately severing all ties with allies who become perceived as such by other Free Captains.
Benefit: When you have this boon slotted, you gain a +2 insight bonus on all skill checks made to influence members of the Free Captains (Starfinder Core Rulebook 476). You also gain a +2 circumstance bonus on Intimidate checks made to demoralize a foe, or when using Intimidate as part of a demand or taunt a starship captain action. This bonus increases by 1 for each Infamy you possess. If you ever reduce your Infamy while this boon is slotted, cross this boon off your Chronicle sheet.

Instructor: This boon represents time spent outside of adventuring that you’re taking to train a potential new Starfinder. At the end of every adventure you have this boon slotted, record the total amount of Fame you earned. You can expend your Downtime at the end of an adventure to increase the amount of Fame recorded for this boon by 1. Once you have accrued 40 Fame with this boon, your student has come into his or her own and is ready to become a full-fledged Starfinder (a new character). Have your GM mark the Chronicle sheet where you accomplished this, and keep a copy with your new character.
When your new character reaches 5th level, instead of choosing four ability scores to increase, you can choose five. Otherwise you follow all other rules for leveling up. This bonus only applies at 5th level.

Promotional Boons
Promotional Record Keeper - Starfinder Player Character Folio
You can use this boon, once per session, in one of two ways.
The first option is to reduce the Resolve Point cost of resting to regain Stamina by 1 (down to 0 RP).
The second option is to reduce the DC of any single starship combat check (including a gunnery check) by 4; this decision must be made before making the check.

Promotional Reroll - t-shirt
You can reroll a single d20 roll you make during the course of the scenario. You must follow all the reroll rules as listed on page 243 of the Starfinder Core Rulebook when using this reroll.
Special: When a player uses a free reroll, she may present her Organized Play membership card (available on their My Organized Play page) and receive an additional +1 for every GM nova she has earned, for a maximum of a +5. Note, this bonus applies to the higher result of the reroll, not just the second roll.

Slotless Boons
Marked Field Agent: Having met the amalgam of intelligences known as Guidance, you have successfully completed your induction into the Starfinder Society. The Society offered you a subdermal implant as part of your commencement. You receive this augmentation for free. If you declined to receive the augmentation, cross this boon off your Chronicle sheet.

Star Sugar Heartlove!!! (Limited Use): During your commencement missions, you had the chance to pick up your own copy of the latest album from sugar-pop sensation Strawberry Machine Cake. This album is already a Pact Worlds hit and has quadrupled in price. You can resell the album for 200 credits prior to the start of your next adventure. If you sell the album, cross this boon off your Chronicle sheet. Alternatively, you can decide to keep the album, which might somehow prove useful in the future.

Starfinder Insignia: Venture-Captain Arvin presented you with a commemorative insignia in gratitude for your services to the Starfinder Society. Although it appears to be an ordinary medal showing the symbol of the Starfinder Society, this insignia can store as much information as a common tier-1 datapad. Unless told about this secret, a non-Starfinder must succeed at a DC 20 Perception or Sense Motive check to realize the insignia is a storage device. This insignia is worth 0 credits and cannot be sold.

True Savior of Tasch (Slotless Boon; (Limited Use - 5 open boxes)): You helped ensure a measure of prosperity for the Akitonian town of Tasch by enticing AbadarCorp to set up a shipping outpost in the town. You can forgo making a day job roll to instead devote time to assist with the growth of Tasch. Any time you opt to do so, check a box on this boon and make a note on the Chronicle sheet associated with that scenario, indicating you partook in this endeavor. Once all five boxes on this boon are marked, you receive 500 UPBs as recompense from the people of Tasch for helping to develop their now-thriving town. These UPBs cannot be converted to credits and must be used to craft some form of equipment.

Starship Boons
Hero of the Stars (Limited Use): You defeated the dreaded Besmaran pirate ship, Lawblight, showcasing your determination during an intense starship combat. This boon activates anytime your starship is reduced to 0 or fewer Hull Points. Your starship immediately regains a number of Hull Points equal to its tier × 5. A starship can never regain more than 30 Hull Points in this manner. A starship can never have more than one of these boons attached to it. When this boon activates, cross it off your Chronicle sheet.

Solar Powered Weapon System: The files you retrieved from Brilliance also included blueprints for experimental innovations by the Arch Energy Consortium. When you slot this starship boon, select a single weapon on your starship with the word “laser” in its title; you gain a +1 bonus to damage rolls with that weapon. A gunner can spend a Resolve Point prior to firing the selected weapon to increase the bonus to 4 for 1 round. A starship weapon can be improved only by a single copy of this boon, but copies of this boon can be applied to different weapons.