About EhddEhdd - PFS # 202046-701
LANGUAGES: Common, Shirren, Vercite, Ysoki, Ghibran DEFENSE:
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
FEATS:
IMPROVISATIONS
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:
SKILLS:
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
SKILL EXPERTISE (EX) 1st Level
EXPERTISE TALENT 3rd Level
WEAPON SPECIALIZATION (EX) 3rd Level
TRUE EXPERTISE (EX) 20th Level
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.
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
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
Stun
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