Anthropomorphized Cricket

Ehdd's page

293 posts. Organized Play character for Massee.


Full Name

Ehdd

Race

Shirren

Classes/Levels

| SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5

Gender

Male

Size

Medium

Alignment

CG

Location

Absalom Station Presently

Languages

Common, Shirren, Vercite, Ysoki, Ghibran

Occupation

Professional Dancer

Strength 10
Dexterity 13
Constitution 12
Intelligence 10
Wisdom 12
Charisma 16

About Ehdd

Ehdd - PFS # 202046-701
XP 3 | Fame 0 | Reputation 6 | Credits 1615c
Faction: Wayfinders
Male Shirren Envoy Icon
CG Medium
Senses: Init +1, Perception +5, 30' Blindsense
Movement: Speed 30 ft

LANGUAGES: Common, Shirren, Vercite, Ysoki, Ghibran

DEFENSE:
EAC: 14 KAC: 15
Base Atk +1
Stamina: 14 HP: 12
Fort +1, Ref +4, Will +4

OFFENSE:

Arc pistol, static 2 750 1d6 E 50 ft. Arc 2 20 charges 2 L Stun: +3 to hit, 1d6 (Extra 20 charge battery)

PROFICIENCIES
Light Armor
Basic Melee Weapons
Small Arms Weapons (Weapon Focus)
Grenades

FEATS:
Weapon Focus (Combat): You have increased training in a particular weapon type (Small Arms), making it easier to hit your target.
Prerequisites: Proficiency with selected weapon type.
Benefit: Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a drone), you gain a +2 bonus instead.

IMPROVISATIONS
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.

STATS:
Strength: 10
Dexterity: 13
Constitution: 12
Intellect: 10
Wisdom: 12
Charisma: 16

SKILLS:
(1)Acrobatics (Dex) +5 (+4 due to ACP)
(1)Athletics (Str) +4 (+3 due to ACP)
(2)Bluff (Cha) +8 (+1d6 Expertise)
(2)Culture (Int) +8 (+2 Racial)(+1 Theme)
(2)Diplomacy (Cha) +10 (+2 Racial)
(1)Disguise (Cha) +7
(1)Perception (Wis) +5
(1)Piloting (Dex) +5
(2)Profession Dance (Cha) +9 (+1 Theme)
(1)Sense Motive (Wis) +5 (+1d6 Expertise)
(1)Sleight of Hand +5 (+4 due to ACP)
(1)Stealth (Dex) +5 (+4 due to ACP)

Racial:

30' Blindsense
30' Limited Telepathy
+2 Culture +2 Diplomacy
1x/day Communalism: Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.

Class Abilities:

ENVOY IMPROVISATION 1st Level
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, mindaffecting, sense-dependent, or some combination of any or all of these. These terms are defined on page 270.

EXPERTISE (EX) 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. 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.

SKILL EXPERTISE (EX) 1st Level
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).

EXPERTISE TALENT 3rd Level
At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise. The list of expertise talents appears on pages 269–270.

WEAPON SPECIALIZATION (EX) 3rd Level
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

TRUE EXPERTISE (EX) 20th Level
You gain total mastery over one of your envoy improvisations and can use it with but a thought. When you gain this ability, choose one improvisation you know that has an effect when you spend 1 Resolve Point. As long as you have at least 1 Resolve Point remaining, you can gain the improvisation’s effect without spending the Resolve Point. This ability has no benefit if the improvisation requires more than 1 Resolve Point. In addition, when you roll your expertise die, you can add 2d8 rather than 1d8+4 to the result of your skill check. If, for some reason, your bonus gained from expertise isn’t 1d8+4, you can’t use this option.

Theme Abilities:

+1 Profession: Dance
+1 Culture

Equipment:

Carbon skin, graphite 3 1,220 +3 +4 +4 –1 — 1 1
Quick-release sheath 1 325 1 Any L
Arc pistol, static 2 750c 1d6 E 50 ft. Arc 2 20 charges 2 L Stun
Vocal Modulator 125c Level 1
Battery 1 60c 20

Augmentations:

VOCAL MODULATOR: SYSTEM: Throat PRICE 125 LEVEL 1
A vocal modulator includes a series of miniature actuators built specifically to reshape your voice box, along with miniature hyper-resonant chambers that dynamically close or open. This allows you to change the pitch, timbre, and tone of your voice. You can more easily imitate accents or pronounce alien languages. When using Disguise to change your appearance, you gain a +2 circumstance bonus if the change in your voice also helps your disguise (at the GM’s discretion).

Consumables:

*Elixir of Renewal (Slotless Boon)
Serum of Healing mk1 x4

Purchases:

Carbon skin, graphite 3 1,220 +3 +4 +4 –1 — 1 1
Quick-release sheath 1 325 1 Any L
Arc pistol, static 2 750c 1d6 E 50 ft. Arc 2 20 charges 2 L Stun
Vocal Modulator 125c Level 1
Battery 1 60c 20
Wayfinders 0 Faction 2 Champion the Champion faction Boon (-2Fame)
Serum of Healing mk1 x4: 200c
ExoGuardians 0 Faction 2 Champion the Champion faction Boon (-2Fame)
Second Seekers 0 Faction 2 Champion the Champion faction Boon (-2Fame)

Chronicles:

Starting Cash (1000c)
The Commencement 1-01 (543c 2F)
Star Sugar Heartlove Boon (+200c)
Fugitive on the Red Planet: 1-02 (743c 2F)
Yesteryear's Truth: 1-03 (797c 2F)
Cries from the Drift: 1-04 (768c 2F)

Active Boons:

Ally:
Faction: Second Seekers
Personal:
Promotional:
Social: Faction's Friend
Starship:
Slotless: Elixir of Renewal

Earned Boons:

*Acquisitives 0 Faction 2 Champion the Champion faction
*Wayfinders 0 Faction 2 Champion the Champion faction Boon (-2Fame)
*ExoGuardians 0 Faction 2 Champion the Champion faction Boon (-2Fame)

Elixir of Renewal: You gain a special elixir that you can consume as if it were a serum in order to restore 2d8 Hit Points as well as 1d4 points of one type of ability damage. You can use this elixir only once, even if you have an ability or effect that would allow you to benefit from the serum multiple times. Check the box that precedes this boon when you use this elixir. Only you can use this elixir and it has effective market price of 0 credits if sold. While every character can purchase a serum of healing, this free gift is more potent than a typical starting serum. The elixir is also good at curing ability damage, which often accompanies poison, disease, and other afflictions. Consider this option if you cannot cast healing spells and want a powerful way to heal yourself in an emergency.

(0/3)Faction's Friend (Social Boon; Limited Use): By assisting various factions of the Starfinder Society, you have proven yourself as a dependable asset. By slotting this boon, if you 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.

Star Sugar Heartlove!! (Slotless Boon; 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.

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 Respect)

(0/5)True Savior of Tasch (Slotless Boon; Limited Use): 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.

Honorbound Allies (Ally or Starship Boon): During your mission to salvage information from the Struggle’s Scholar, you engaged in an honorable starship duel with a vesk transport, the Honorbound. By following the strictures of the duel, you impressed the captain of the Honorbound, Captain Yuluzak. This boon might have repercussions in future scenarios, which you will be told prior to slotting your boons. Future scenarios calling on this boon will specify if you must slot it as an Ally or Starship boon.

IDARAN FORCE TRAINING BATON
An Idaran force training baton is a 2nd-level uncategorized basic melee weapon that deals 1d4 bludgeoning damage. The damage from this weapon counts as a force effect when wielded by a character with at least 12 Strength. Note, this does not mean the weapon deals force damage, only that it counts as a force effect for overcoming certain defenses such as incorporeal. It has the operative and powered (capacity 20, usage 1) special properties, it is light bulk, and it costs 400 credits

Purchasable Loot:

Basic Iridishell (755; item level 2)
Flight Suit Stationwear (95; item level 1)
Frostbite-class Zero Rifle (2330; item level 4)
Graphite Carbon Skin (1,220; item level 3)
Incendiary Grenade I (375; item level 2)
MK 1 Ring of Resistance (735; item level 2)
Pulsecaster Pistol (250; item level 1)
Standard Datajack (625; item level 2)
------
Azimuth Laser Pistol (350; item level 1)
Basic Medkit (100; item level 1)
Battle Staff (80; item level 1)
Brown Force Field Armor Upgrade (1,600; item level 3)
Engineering Specialty Tool Kit (445; item level 2)
Freebooter Armor I (750; item level 2)
Golemforged Plating I (250; item level 1)
Hunting Rifle (240; item level 1)
Longsword (375; item level 1)
MK 1 Ring of Resistance (735; item level 2)
Second Skin (250; item level 1)
Spell Gem of Remove Condition (450; item level 5; limit 1)
Static Arc Pistol (750; item level 2)
Stickybomb Grenade I (170; item level 1; limit 4)
Survival Knife (95; item level 1)
Tactical Semi-auto Pistol (260; item level 1)
----
All Subtier Items
basic medkit (100; item level 1)
carbonedge shuriken (85; item level 1)
cestus battleglove (100; item level 1)
golemforged plating II (1,610; item level 3)
Idaran force training baton (400; item level 2)
least photon crystal (2,950; item level 5)
mk 1 serum of healing (50; item level: 1; limit 2)
purple force field armor upgrade (4,550; item level 6)
red star plasma pistol (7,200; item level 7)
serum of enhancement (commando) (475; item
level 5; limit 2)
squad machine gun (2,060; item level 4)
tactical baton (90; item level 1)

Arc Pistol Stats:

Arc pistol, static 2 750 1d6 E 50 ft. Arc 2 20 charges 2 L Stun

Arc
The attack’s energy leaps to a second creature. This secondary
target must be within 10 feet of your original target and must be
the creature closest to the original target (you choose if multiple
creatures are equidistant). Roll the amount of damage listed in
the weapon’s arc—the secondary target takes this damage (not
multiplied by the critical hit), of whatever type the weapon deals.

Stun
You can set a weapon with the stun special property to stun mode
(or reset it to normal mode) as a move action. While in stun mode,
all the weapon’s attacks are nonlethal. See page 252 for more
about how nonlethal damage works.