About DarioxSFS # 60325-704
Reputation 6 Fame, 11 Global Reputation
Female Half-Orc Xenoarcheologist Envoy
DEFENSE
OFFENSE
STATISTICS
Languages: Abyssal, Common, Drow, Goblin, Orc
Height: 6'1"
. Darkvision:
Half-orcs can see up to 60 feet in the dark. Envoy Improvisations:
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 on page 62.
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 or requires an enemy to attempt a skill check, 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.
Envoy Improvisations Chosen:
Get 'Em: 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.
Expertise (1d6):
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.
Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.
Feats:
Barricade: As a move action, you can stack and reinforce objects that are too small or too fragile to provide cover into a single square of adjacent cover. The GM has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built. The barricade grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover. The barricade is temporary and not particularly durable. When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (minimum 1st level). Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn’t normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the GM).
Intimidating:
Half-orcs receive a +2 racial bonus to Intimidate skill checks.
Orc Ferocity:
Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious.
Self-Sufficient:
Half-orcs receive a +2 racial bonus to Survival skill checks.
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).
Skill Expertise Chosen:
Intimidate
Theme Knowledge:
You have trained yourself to have few presuppositions about the foreign devices you uncover. Reduce the DC to identify rare, ancient, or alien tech by 5. Engineering 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 Engineering checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
. List of Boons Ally:
High Society Influence (Ally Boon): During the course of Luwazi Elsebo’s gala to announce the future of the Starfinder Society, you impressed one or more of the guests in attendance. How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with a number of influential people. You will be told if this boon is important to a future scenario prior to slotting your boons. Your GM will cross out the attendees your failed to influence. [] Iteration-177 [] Royo [] Ykris Publicist: When slotting this boon, select either Culture, Diplomacy, or Profession. You gain a circumstance bonus to that skill check equal to your half your current Acquisitives Reputation Tier (rounding up). If you gain any Infamy while this boon is slotted, you can choose to forgo gaining Reputation at the end of the adventure to avoid gaining any Infamy. If you choose to do this, mark this boon as being permanently expended.
Faction:
Acquisitives Champion: This Faction boon allows the character to gain Reputation with the Acquisitives 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. Personal:
Nu-Friend Skittermander Promotional::
Promotional Record Keeper: 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. Social:
Contractors Respect (AbadarCorp) 0/3 Honorary Spider (Social Boon): You have made inroads with Radaszam’s personal mercenary outfit, the Obsidian Spiders. While not a formal member, you still carry some of the organization’s clout while adventuring. When slotting this boon, select Intimidate or Sense Motive. You gain a circumstance bonus to that skill check equal to your half your current Acquisitives Reputation Tier (rounding up). This bonus increases by +1 for each point of Infamy your character currently has. Slotless:
Protector of the Future (Slotless Boon): You have saved the elected First Seeker from a notorious assassin and facilitated her announcing the future of the Starfinder Society. As a token of gratitude, you can immediately cross this boon off your Chronicle sheet to gain the Second Seekers (Luwazi Elsebo) Champion boon (as detailed in the Starfinder Society Roleplaying Guild Guide). If you already have this boon, you can instead cross this boon off your Chronicle sheet at any time to gain any Second Seeker (Luwazi Elsebo) boon that you meet the minimum Reputation Tier requirement for and has a cost of 2 or less. Starship:
Abundant Amunition: When this boon is slotted, select one starship weapon with the limited fire special property on the group’s starship. The selected weapon increases the value of the limited fire value by half (rounded down). For example, a limited fire 5 weapon would become limited fire 7. This boon can be used to improve weapons gained as a result of other Starship boons. Star Monster Slayer Unidentified:
Journey to the Scoured Stars: Segment 1 (Unidentified Boon): You were present at Luwazi Elsebo’s announcement declaring the Starfinder Society would continue investigating the Scoured Stars system. This boon represents your character’s involvement in this historic first step toward solving the Scoured Stars mystery. Other boons representing future steps towards unraveling the mystery of the Scoured Stars will appear in future scenarios, and collecting these boons will result in a unique bonus, to be detailed in a future Chronicle sheet. |
