Conrad Castamir Kerbouchard's page

656 posts. Organized Play character for Chris Marsh.


| SP 56/56, HP 46/46, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1


Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • Gender

    Male NG Human Icon Envoy 7


    Castrovelian, Common, Akitonian, Elven, Eoxian, Vesk

    Strength 10
    Dexterity 18
    Constitution 12
    Intelligence 16
    Wisdom 10
    Charisma 21

    About Conrad Castamir Kerbouchard

    SFS # 1824-701
    Slotted Faction Wayfinders
    Wealth TRACKER

    Reputation and Fame:

    Reputation xx Fame, 8 Global Reputation
    Reputation with Acquisitives:
    Reputation with Dataphiles: 1/1
    Reputation with Exoguardians:
    Reputation with Second Seekers (Luwazi Elsebo): 1/1
    Reputation with Second Seekers (Jadnura): 1/1
    Reputation with Wayfinders: 24/27

    A man of good looks and a confident comportment enters the dock area. He's quick with his smile, and acknowledges any who look his way. some people actively wave as if they know the man. It's likely true that they do, not as a Starfinder, but owner and operator of the Flaxseed Station cantina.

    He's slight of build, though the contours of his graphite suite show off a toned physique. While his azimuth pistol is pretty standard, his dueling sword looks more like fashion than function.


    Conrad "Castamir" Kerbouchard
    Envoy (Icon) 6
    N Medium humanoid (Human)

    EAC 17, KAC 18 V.CM 26 (Estex III)
    SP 63 HP 46 RP 8
    Fort +5, Ref +9, Will +5

    Estex III:

  • Infrared Sensors
  • Jetpack (Power Tracked in Tagline)
  • Deflective Reinforcement
  • Open Upgrade Slot

    Speed 30 ft.
    Melee Tactical Dueling Sword +5 (1d6 S)
    Ranged Advanced Skipshot Pistol +10 (2d4+3 (P)/Bleed d6) or
    Mk 2 Frag Grenade (x1) +9 (explode (2d6 P; 15 ft. DC 16)
    Space 5 ft.; Reach 5 ft.

    Class Abilities

  • Clever Improvisations: 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.
  • 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. Resolve Point Boost: treat a failure as a success.
  • Improved Get'em: 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 (+2) against that target (applying these effects before making the attack roll).The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. Use without an attack as a Move Action Resolve Point Boost: ALL enemies within 60'
  • 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 19 Stamina Points (up to his maximum.) 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. Resolve Point Boost: regain 26 Stamina instead.


  • 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). Resolve Point Boost: unlocked at level 9.
  • Cultural Savant

    Acrobatics: +12 (Ranks: 6, +3 Class, +4 DEX, -1 Armor)
    Acrobatics (Escape): +13 (Deflective Reinforcement[/url])
    Athletics: -1 (Ranks: 0, +3 Class, +0 STR, -1 Armor)
    Bluff: +15+1d6+1 (Convincing Liar) (Ranks: 7, +3 Class, +5 CHA, Skill Expertise)
    Computers: Trained Only (Ranks: 0, +3 Class, +3 INT)
    Culture: +7+1d6+1 (Cultural Savant) (Ranks: 1, +3 Class, +3 INT Skill Expertise)
    Diplomacy: +11 (Ranks: 3, +3 Class, +5 CHA)
    Disguise: +9 (Ranks: 1, +3 Class, +5 CHA)
    Engineering: Trained Only (Ranks: , +3 Class, +3 INT)
    Intimidate: (Ranks: , +3 Class, )
    Life Science: Trained Only (Ranks: , )
    Medicine: Trained Only (Ranks: , +3 Class, )
    Mysticism: Trained Only (Ranks: , )
    Perception:+10 (Ranks: 7, +3 Class, +0 WIS )
    Physical Science: Trained Only (Ranks: , )
    Piloting: +14 (Ranks: 7, +3 Class, +4 DEX )
    Profession (Bartender): (Ranks: 7, +3 Class, + 5 CHA)
    Sense Motive: +10+1d6+1 (Ranks: 7, +3 Class, WIS, Expertise)
    Sleight of Hand: +7 (Ranks: 1, +3 Class, +4 DEX, -1 Armor)
    Stealth: +7 (Ranks: 1, +3 Class, +4 DEX, -1 Armor)
    Survival: (Ranks: 1, +0 WIS)


  • Toughness Human
  • Improved InitiativeLevel 1
  • Weapon Focus (Small Arms) Level 3
  • Weapon Specialization (Small Arms) Class, level 3
  • Great Fortitude level 5
  • Improved Great Fortitude level 7


  • Synaptic Accelerator Mk 2 (CHA)
  • Synaptic Accelerator Mk 1 (DEX)
  • Ring of Resistance Mk 2
  • Tetrad Certified Translator
  • Personal Comm Unit
  • Basic Hygiene Kit
  • Advanced Medkit
  • Serum of Healing Mk 1
  • Serum of Healing Mk 1
  • Serum of Healing Mk 1

    Boons Slotted this Adventure
    Ally: Gun Runner
    Faction: Improved Wayfinder Champion
    Social: Faction's Friend
    Starship: Solar Powered Weapons System
    Slotless: Various (see Character Sheet)

    All My Boons:

    Envar’s Attention: (#5) Use Per Scenario
    Gun Runner: (#7) While slotted grenades have a 10% discount, or cross off for a single weapon purchase 20% off.
    Iteration-177’s Attention (Sanguine): (#8) Use per Scenario
    Spirits of a Doomed People: (#11) Uses:①② . If reduced to 0 HP immediately gain 1 HP and 2d8 temporary HP.
    First Seeker’s Intuition: (#13) c
    Improved Wayfinder Champion: (#0) Earn Reputation and Fame within the Faction. 1/Scenario regain 1 Resolve after a Diplomacy or Survival check
    Factions Friend: (#3) (Limited Use) Gain missing Reputation if mission failed.
    AbadarCorp: (#4) AbadarCorp Respect. Use per scenario
    Athaeum Insight: (#8) Always trained in Culture. 1/Scenario reroll any check to recall knowledge.
    Victory over Authority: (#
    Savior of the Scoured Stars: (#2) 1/Session reroll a skill check to portray the Starfinder Society in a positive light.
    Hero of the Stars: (#2) (Limited Use) If starship is reduced to 0 HP, regain Tier x 5 (max 30) HP
    Solar Powered Weapons System: (#5) Give a “laser” weapon a +1 to damage, spend a resolve to make it +4 for 1 round.
    Automated Defenses: (#6) 1/Combat reduce speed of tracking weapon by 50% for 1 round. Science officer can spend a resolve to reactivate.
    Tattoo of the Starfinder: (#0) Single Use. Immediate action after taking 15 points of damage to gain 10 temporary HP for 1 minute.
    Claimant to Salvation: (#1) Special rewards when exploring Salvation’s End. Universal to all 1824 Agents
    Society Contract: (#1) Gain a reroll any time playing a pre-gen. Universal to all 1824 Agents
    Starfinder Insignia: (#2) Pin that is really a tier 1 datapad. DC 20 Perception or Sense Motive to notice it.
    Marked Field Agent: (#3) Society subdermal graft. Can increase light by 1 level within 5’
    Star Sugar Heartlove!!!: (#3) (Limited Use) Hold on to item for future use.
    True Savior of Tasch: (#4) (Limited Use) forgo Day Job to earn UPBs (See Chronicle 4)
    Friend of the Ghibrani: (#6) (Husk Ghibrani) TBD
    Ghibrani Linguist: (#6) Ghibran available to learn. Universal to all 1824 Agents
    Mobile Translator: (#6) Gain Tetrad Certified Translator
    Worldwide Explorer: (#6) Gain an extra Fame and Reputation if the game is played in a region other than the NE.
    Kadrical Rises: (#12) All Agents 1824 have access to Kadrical as a patron deity.
    Overcome the Past: (#12) Gain 4 fame.
    Furry Friend: (#14) Access to the Squox Companion Feat
    Journey to the Scoured Stars: Segment 2: (#8) TBD
    Morlamaw Admittance: (#9) Legal character to play.
    Morlamaw Linguist: (#9) Legal Language. All agents
    Journey to the Scoured Stars: Segment 6: (#10) TBD

    Bot Me!:

    Conrad is a team player and leader first and foremost. His goal is to make everyone shine and keep them alive.

    In ship combat, Conrad will typically taunt first, targeting the ship that poses the greatest threat. After that, he'll encourage the gunner.