Combat Gear:
Tactical Semi-Auto Pistol
Tactical baton
Survival knife
Vampire Voice Mk 1, Necrografts [200c]
Azimuth laser pistol
Vesk Brigandine, II (Upgrade Slots: Infrared Sensor, Jetpack; Slots 2; Bulk L, 2,650 c)
Other Gear:
Personal comm unit
Flashlight
Basic medkit
Starstone compass
Starfinder backpack
Travel clothing
Field rations (3 weeks)
Hygiene kit
4 x Healing Serum Mk 1
Ability Crystal +2 Cha, MK 1 [1400 c]
Jetpack [3,100 c]
Infrared Sensor [200c]
Grim Trophies (Magic) [150c]
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CREDITS: 159
THEME: Gladiator (+1 Con):
You are a veteran of the public blood sport industry—a survivor of countless battles to earn a shiny credstick of winnings, the adulation of your fans, or both. You might be a veteran of Akiton’s fighting pits, a student of the ritualized styles of Triaxus’s battleflowers, or the sort of masochist who can’t help but return to Eox’s Halls of the Living. You’re likely to die before your habits do, though, as you find few things more exciting than the rush of battle and the pounding cheers of a thousand fans.
Theme Knowledge (1st Level): Your experience in the arenas has exposed you to countless warrior cultures, and you both recognize strange martial arts and know how to impress others with your own unique style. Reduce the DC of Culture checks to recall knowledge about entertainment combat, fighting styles, and gladiatorial traditions by 5. Intimidate 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 Intimidate checks.
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SPECIAL ABILITIES:
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.
Skill Expertise - 1st Level:
(Bluff chosen) At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill.
Envoy Improvisation - 1st Level:
Spell Gem Understanding (Su): You can use spell gems as if you were a spellcaster. For purposes of using spell gems, you treat all spells on the mystic, technomancer, and witchwarper spell lists as your class’s spell list, and you use Charisma as your key ability score for your spellcasting. Your effective caster level for any spell gems you use is equal to your envoy level
Envoy Improvisation - 2nd Level:
Clever Faint (Ex) [Sense-Dependent]: 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.
Expertise talent - 3rd Level:
Convincing Liar (Ex; Bluff): 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. At 9th level, you can spend 1 Resolve Point to reroll the check and add the result of your expertise die.
Envoy improvisation - 4th Level:
Clever Attack (Ex): You can make an attack that throws your enemy off-balance. As a standard action, you can make a single attack against a target within 60 feet and gain the benefits of clever feint (attempting a Bluff check against the target as normal). Apply the effects of clever feint before resolving your attack. You must have the clever feint envoy improvisation to choose this improvisation.
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RACIAL TRAITS:
Hunter legacy: This lineages stretch back to legendary lashunta hunters from centuries before the Gap. Hunter legacy lashuntas have leaner, tougher frames. A hunter legacy damaya’s racial ability adjustments are +2 Dexterity, +2 Charisma, and –2 Strength.
Lashunta Magic: Lashuntas gain the following spell-like abilities: At will: daze, psychokinetic hand 1/day: detect thoughts. See Spell-like Abilities on page 262. The caster level for these effects is equal to the lashunta’s level.
Limited Telepathy: Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.
Student Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice [Bluff, Intimidate].
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Reputation 0 Fame, 0 Global Reputation
Reputation with Acquisitives:
Reputation with Dataphiles:
Reputation with Exoguardians:
Reputation with Second Seekers:
Reputation with Wayfinders:
Starfinder Society Subdermal Graft 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.