Gevalarsk Nor

Eddie!'s page

31 posts. Organized Play character for CptJames.


Full Name

Eddie!

Race

Elebrian

Classes/Levels

|SP: 42/42, HP: 28/32, RP: 6/7|EAC: 16, KAC: 16|Fort: +5, Ref: +5, Will: +4, +2 Insight Bonus vs Spells/Spell-Like Abilities|Init: +1|Perception: +9|Speed: 30ft Land, 20ft Climb|Senses: Low-Light Vision

Gender

Male Medium Elebrian Envoy (5)

Alignment

CN

Strength 10
Dexterity 12
Constitution 14
Intelligence 17
Wisdom 10
Charisma 20

About Eddie!

Eddie!
Male Elebrian Envoy 5
CN Medium Humanoid (Elebrian)
Init +1; Senses Perception +9, Low-Light Vision, Darkvision (60ft)

Defence

EAC 16, KAC 16, AC vs CM 24
SP: 42, HP: 32, RP: 7
Fort +5, Ref +5, Will +4, +2 Insight Bonus vs Spells/Spell-Like Abilities

Offense

Speed 30ft Land
Melee Austere Bone Cestus +3 vs KAC (1d6+5 P) Critical: Bleed 1d4, Analog
Ranged Neutriad Pistol +4 vs EAC (1d6+2 B) Critical: Pulse 1d6, Special: Force, Range 60ft, Ammo 20/Usage 1
Membrane Holdout Pistol +4 vs EAC (1d6+2 F) Critical: Burn 1d6, Range 80ft, Ammo 20/Usage 1

Statistics

Str 10, Dex 12, Con 14, Int 17, Wis 10, Cha 20
Base Atk +3; Melee Atk +3, Ranged Atk +4, Thrown Atk +3
Feats Skill Synergy (Life Science/Perception), Amplified Glitch, Weapon Specialisation, Craven Ploy
Envoy Improvisations Get ‘Em, Inspiring Boost, Hurry
Skills
Acrobatics +1,
Athletics +0,
Bluff +13 (5 ranks),
Computers +11 (5 ranks),
Culture +12 +1d6+1 (5 ranks),
Diplomacy +13 +1d6+1 (5 ranks),
Disguise +5,
Intimidate +13 (5 ranks),
Life Science +11 (5 ranks),
Medicine +11 (5 ranks),
Perception +9 (5 ranks) +4 from Broad Spectrum Scanning Kit,
Piloting +1,
Profession (Politician) +17 (5 ranks)
Sense Motive +8 +1d6+1 (5 ranks),
Stealth +1,
Survival +0;
Languages Common, Eoxian, sarcesian, Draconic, Azlanti, Celestial, Drow, Triaxian, Ghibrani, Morlamaw, Vesk, Castrovelian, Brethedan, Dwarven, Terran, Infernal
Other Gear Defrex Hide, Infrared Sensors, Membrane Holdout Pistol, Austere Bone Cestus, Neutriad Pistol, Radiation Badge, Battery (20 charges) x2, Mk 2 Ring of Resistance (Fort), Starfinder Backpack, Library Chip (Culture, Engineering, Life Science, Mysticism, Physical Science), Toolkits (Engineering, Hacking, Professionals, Trapsmiths, Broad-Spectrum Scanning, Mental Interpretation, Thieves).

Special Abilities/Feats/Racial Traits

Skill Synergy Feat (Life Science/Perception):
SKILL SYNERGY
Starfinder Core Rulebook p.161

You understand how two skills work well together.
BENEFIT
Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.

SPECIAL
You can take this feat multiple times. Its effects don't stack. Each time you take it, it applies to two different skills.

Amplified Glitch Feat:
AMPLIFIED GLITCH (COMBAT)
Starfinder Core Rulebook p.155

You can create sudden distractions with technological devices.

PREREQUISITES
Computers 3 ranks, Intimidate 3 ranks.

BENEFIT
As a standard action, you can wirelessly introduce a fast-acting virus into nearby technological devices to briefly cause them to malfunction in loud, surprising ways. You can use this ability on one target creature per character level, no two of which can be more than 30 feet apart. Each target must either be carrying technological devices or be within sight and hearing of such devices. While the locations of such devices are up to the GM, most public spaces (aside from technologically underdeveloped areas) contain enough technology for this feat to function. Your glitch causes alarms to go off, automated devices to spin and flail, readouts to flash brightly, and so on. With a successful Computers check (DC = 15 + 1 per target + 1-1/2 x the CR of the highest-CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC.
Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.

Craven Ploy Feat:
CRAVEN PLOY (COMBAT)
Starfinder Adventure Path #10: The Diaspora Strain (Signal of Screams 1 of 3) p.52

When the going gets tough, you hide behind allies.
PREREQUISITES
Cha 13.
BENEFIT
As a reaction when you are attacked while adjacent to an ally, if that ally is willing to take a -2 penalty to her Armor Class until the beginning of her next turn, you gain a +2 circumstance bonus to your AC against that attack.

Weapon Specialisation Feat:
WEAPON SPECIALIZATION (COMBAT)
Starfinder Core Rulebook p.163

You know how to get the full damage out of a weapon type your class doesn't normally use.

PREREQUISITES
Character level 3rd, proficiency with selected weapon type.

BENEFIT
Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

Get ‘Em Improvisation:
GET 'EM (EX) Language Mind Sense
Starfinder Core Rulebook p.62

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.

Does the envoy's improved get 'em ability (page 63) also grant the increased morale bonus to damage if you spend 1 Resolve Point to grant the benefits against all enemies within 60 feet?
Yes. If you spend 1 Resolve Point when using this ability, you grant +2 morale bonus to attack and damage rolls against all enemies who are within 60 feet.

Inspiring Boost Improvisation:
INSPIRING BOOST (EX) Language Mind Sense
Starfinder Core Rulebook p.62

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.

Hurry Improvisation:
HURRY (EX) Mind Sense 4th Level
Starfinder Core Rulebook p.63

As a standard action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to take a guarded step, move up to her speed, or draw or sheathe a weapon. The ally can use her extra move action in between her other actions, and she can even use it before or after a full action. A character can use no more than one extra action from hurry in a single round.

Find Weakness, Intellectual Knack, Low-Light Vision - Elebrian Racial Abilities:
FIND WEAKNESS
Elebrians can instinctively find and take advantage of other creatures weak points. An elebrian can make a single melee or ranged attack as a full action, and if she hits, she can add half her level to the damage dealt (minimum +1 damage). Whether successful or not, once an elebrian has used this ability on a creature, that creature is immune to it for 24 hours.

INTELLECTUAL KNACK
Elebrians can easily comprehend complex issues and remember minutia. An elebrian can attempt a skill check to recall knowledge untrained, regardless of the DC, and can always take 20 to do so (though this takes 2 minutes), even without access to an information network or data set.

LOW-LIGHT VISION
Elebrians can see in dim light as if it were normal light.

Tempered Pilgrim Theme:
TEMPERED PILGRIM +1 CHA
Starfinder Pact Worlds p.77

In their adolescence, kasathas undertake a yearlong walkabout known as the Tempering, in which they are encouraged to experience other cultures. You have examined this practice (or perhaps undergone it yourself) and have concluded that a year is not enough time to learn from the countless other civilizations. In any case, you don't need to be a kasatha to consider yourself a student of the universe. Many tempered pilgrims are also followers of the philosophy of the Cycle.

THEME KNOWLEDGE 1st
You have read and studied much in your eagerness to learn about and experience new cultures, and you often know about them before you encounter them. Reduce the DC of Culture checks to recall knowledge about a culture's customs and related topics by 5. In addition, whenever you take a rank in Culture, you learn to speak and read two new languages instead of one. Culture 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 Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

COMPELLING INFLUENCE 6th
You understand a variety of social cues and are quick to take advantage of them when you interact with others. When you exceed the DC of a Diplomacy check to improve a creature's attitude by 5 or more, you need to spend only 1 extra minute interacting with the creature to improve its attitude by one additional category. In addition, you worsen a creature's attitude only if you fail the Diplomacy check to improve its attitude by 10 or more.

BREADTH OF KNOWLEDGE 12th
In your many travels, you have accumulated a wide base of knowledge about all manner of subjects. You can always take 10 on skill checks to recall knowledge, no matter the circumstances. In addition, once per day when attempting a skill check with a skill you have no ranks in, you can roll twice and take the better result.

DIVERSE EXPERIENCES 18th
The Tempering is about learning something of your own culture by experiencing others. Up to twice per day, when you participate in an established cultural tradition that takes at least 10 minutes and is significantly different from a tradition of your own culture, you can reflect on those differences to recover 1 Resolve Point. What constitutes a cultural tradition is subject to the GM's discretion, but it usually involves a formal or festive ceremony such as a dance, a feast, a parade, or even ritual meditation.