Female Human Envoy 2 HP 26/26 AC 16 Fort 5 Ref 6 Will 8 Perception +6 Speed 25 | Action Points _ ◆◇↺
About Hoshi Izarra
Hoshi Izarra
# 105836-2703
Human Female Envoy 2
Class DC 18
Envoy Leadership Style: Through Desperate Times
Background: Icon
Human Heritage: Versatile Human
Appearance and Personality:
Hoshi's ancestry gave her a mix of physical features: light brown skin, almond shaped eyes, thick straight black hair. It all comes together in an attractive package that she has used to help her become semi-famous as an entertainer and influencer.
She is talented at music, dance, singing, and acting. She has a personality that puts people at ease at times but keeps them on their toes at other times, with pleasing compliments followed by gently teasing burns. She is very supportive of her fellow Starfinders. In battle, she tries to help with warnings and other useful information. When she has to use a weapon, she plays her electric violin and directs the resonant energy down a wave guide that channels electricity in a line.
Raised on Bretheda, in Trillidiem and Silversail, Hoshi was drawn into entertaining, enjoying acting, music, dance, and oratory. While she was beginning to get noticed, her star ignited when she formed a duo with Jock Burtan, a Pahtra soldier returning to where he began his training once the Vesk were driven from his homeworld. The two combined their talents to provide spectacular combinations of music, dance, and holographic displays. Both joined the Starfinders as a way to earn money and see the Pact Worlds on someone else's dime, while performing on various planets and building their fandom.
Port of call: Silversail, Bretheda.
Attributes Str 0 Dex 0 Con 1 Int 2 Wis 2 Cha 4
Defenses AC: 16 Quilted Armor
Shield: +1 When baton is held in a defensive position. Hardness 2 Max HP 4 BT 2
Fort 5 Ref 6 Will 8
HP 26
Perception +6
Darkvision
Speed 25
Ranged Strikes Semi-auto pistol +4 (1d6 p) Hands 1 Range 30 ft. Reload 1 Magazine 9 projectiles Expend 1
analog
Dicebots:
[dice=Baton]1d20 + 4[/dice]
[dice=Damage B]1d6[/dice]
[dice=Semi-auto Pistol]1d20 + 4[/dice]
[dice=Damage P]1d6[/dice] (range 30 ft.)(9 projectiles left in magazine)
[dice=Semi-auto Pistol, Get 'em]1d20 + 3 + 1[/dice]
[dice=Damage P, Get 'em Lead by Example]1d6 + 4[/dice] (range 30 ft.)(7 projectiles left in magazine)
All gain +1 status bonus to attacks against and +1 status bonus to damage on subsequent Strikes made against the same target until the start of Hoshi's next turn.
Gear Quilted Armor, Darkvison Visor Armor upgrade, Baton, Semi-auto Pistol, projectile ammo (18), Comm unit, Flashlight, Medkit, Battery, holoskin, holospark, musical instrument, 4 medpatches.
Cash: 174
Bulk Quilted Armor 1, Darkvison Visor Armor upgrade L, Baton L, Semi-auto Pistol L, projectile ammo (18) 0, Comm unit L, Flashlight L, Medkit 1, Battery 0, holoskin L, holospark L, musical instrument L, 4 medpatches 4L.
Bulk: 3.2
Max Bulk: 5
Gear:
Quilted Armor Traits Comfort, Tech
Comfort This armor is so comfortable that you can rest normally while wearing it.
Source Player Core pg. 248
Price 15 credits
AC Bonus +2 Dex Cap +2 Check Penalty — Speed Penalty — Strength +1 Bulk 1
Category Light Group Cloth Upgrades 1
This armor is made of layered fabrics stitched together and is popular with scavengers. On Akiton, some suits of quilted armor are actually constructed of heirloom blankets and garments repurposed for protection.
Darkvision Visor Traits Tech
Source Player Core pg. 269
Price 150 credits
Usage installed in armor
Bulk L Item 1
This visor wraps around your visual organs, enhancing your natural senses. You gain darkvision.
Baton
Traits: Analog, Finesse, Nonlethal, Parry
Parry: This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
Source Player Core pg. 264
Price 2 credits
Damage 1d6 B Bulk L Hands 1
Type Melee Category Simple Group Club
Upgrades 1
This reinforced rod is commonly made from metal alloys and designed to strike and parry incoming blows.
Semi-Auto Pistol
Traits: Analog
Source Player Core pg. 265
Price 30 credits
Damage 1d6 P Bulk L Hands 1 Range 60 ft. Reload 1
Type Ranged Category Simple Group Projectile
Upgrades 1 Magazine 10 projectiles Expend 1
This pistol automatically ejects used cartridges and loads new ammunition after every shot fired.
Comm Unit
Item 1
Source Player Core pg. 241
Price 7 credits Hands 1 Bulk L
A personal comm unit is a pocket-sized device that combines a minor portable computer and a cellular communications device, allowing instantaneous wireless communication with other comm units in both audio- and text- based formats at planetary range. A personal comm unit also includes a calculator, a flashlight (emits bright light in a 5-foot radius around you and dim light in the next 5 feet), a browser that accesses any local infospheres, and several entertainment options (including games).
Personal comm units integrated into armor have some voice-activated capabilities; you can communicate with other comm units in audio-based formats and receive responses without needing a free hand, but typing a message, browsing the infosphere, or using an app requires the use of at least one hand.
Comm units that function at longer ranges aren't as portable; they include built-in generators that provide the necessary amount of power and rely on active Drift beacons to communicate. Short-term use of these units can be purchased in most major settlements.
Flashlight (Commercial)
Item 0
Source Player Core pg. 241
Price 1 credits Hands 1 Bulk L
A flashlight sheds bright light. A commercial flashlight emits light in a 30-foot emanation (and dim light in the next 30 feet).
Medkit (Commercial)
Item 1
Source Player Core pg. 241
Price 50 credits Hands 1 Bulk L
These contain analgesics, bandages, sterile gauze, and suturing tools necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds.
Battery, Commercial
Price: 10 Credits
Magazine 10
Holoskin (Commericial)
Item 0
Source Player Core pg. 241
Price 20 credits Bulk L
A holographic projector mounted to a belt or limb strap can be activated as an Interact action. It can be programmed to project the appearance of another creature of the same size category as yourself, hiding your true appearance. A holoskin doesn't change your voice, scent, or mannerisms. The appearance of held and worn items aren't affected. You usually need a holoskin to set up a disguise in order to Impersonate someone using the Deception skill.
Holospark
Item 0
Source Player Core pg. 241
Price 3 credits Bulk L
This tiny holoprojector is often disguised as an earring, lapel pin, or pendant, It stores a simple visual projection of personal flair, such as a halo or wings, accompanied by short audio, such as a clip of a popular song or a sound effect. Your holospark can be programmed with a computer, such as the one in your comm unit.
Musical Instrument
Item 0
Source Player Core pg. 241
Price 8 credits Hands 2 Bulk 1
All but the most traditional instruments use modern technology to amplify their sound, provide musical accompaniment, or connect wirelessly to other instruments. Handheld instruments include autohorns, guitars, psychoactive wave plates, digital synth decks, holoflutes, and more.
Medpatch (Commercial)
Item 1
Source Player Core pg. 241
Price 30 credits Hands 1 Bulk L
The medpatch heals 1d6 Hit Points, and the bonus is +1. Medpatches accelerate the body's natural healing. You regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes.
Special Actions WATCH OUT ↺
Traits: Concentrate Envoy
Trigger A creature targets an ally within 60 feet with an attack, and you can see both the attacker and your ally.
You signal a warning to your ally, granting them a +2 circumstance bonus to AC against the triggering attack.
QUIP ↺
Traits Envoy
Prerequisites trained in Intimidation
Trigger A creature within 30 feet is damaged by an ally’s Strike.
You follow up on your ally’s success by hurling a cunning, well-timed taunt at a foe they wounded. Attempt to Demoralize the triggering creature.
GET ’EM! ◆ TO ◆◆
Traits: Directive, Envoy
You single out an enemy for you and your allies to focus your attacks on. Select an enemy within 60 feet that you can see. You and your allies gain a +1 status bonus to attacks against that target until the beginning of your next turn.
Lead by Example If you used two actions, Strike the target. You gain a status bonus to the damage roll equal to your Charisma modifier. Regardless of whether the Strike hits, you and your allies gain a +1 status bonus to damage on subsequent Strikes made against the enemy until the start of your next turn. Increase the damage by 1 at 5th, 10th, 15th, and 20th levels.
KEEP ON KEEPING ON! ◆ TO ◆◆
Traits: DIRECTIVE ENVOY
You push your allies to continue fighting despite their injuries. Select an ally within 30 feet. Until the start of your next turn, that ally increases the next healing they receive by an amount equal to your Charisma modifier plus half your level.
Lead by Example If you used two actions, you Battle Medicine the target, and the target only becomes immune to Battle Medicine for the next 10 minutes instead of 1 day.
Get in There ◆ or ◆◆
Traits Directive, Envoy, Traversal
Source Player Core pg. 109
You urge your allies to hustle into the fight or to get out of the way. Until the beginning of your next turn, you and your allies within 100 feet who can sense you gain a +5-foot status bonus to Speed. As your envoy level increases, increase the bonus by an additional 5 feet at 7th level, 12th level, and 17th level.
Lead by Example If you used two actions, Step or Stride. Each of your allies within 100 feet who can sense you can immediately Step or Stride up to half their Speed (rounded down to the nearest 5 feet) as a reaction.
No Cause for Alarm ◆◆◆
Traits Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill
Source Player Core pg. 224
Prerequisites trained in Diplomacy
You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour.
Critical Success Reduce the creature's frightened value by 2.
Success Reduce the creature's frightened value by 1.
BATTLE MEDICINE ◆
FEAT 1
Traits General, Healing, Manipulate, Skill
Prerequisites trained in Medicine
Requirements You’re holding or wearing a medkit (page 241).
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Treat Wounds (10 min)
Traits Exploration, Healing, Manipulate
Skill Medicine
Requirements You’re wearing or holding a medkit.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).
The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds.
If you succeed at your check, you can continue treating the target to grant additional healing. If you treat it for a total of 1 hour, double the Hit Points it regains from Treat Wounds.
Critical Success The target regains 4d8 Hit Points and loses the wounded condition.
Success The target regains 2d8 Hit Points, and loses the wounded condition.
Critical Failure The target takes 1d8 damage.
Human Ancestry:
Size Medium
HP: 8
Speed: 25
Languages: Common
Traits: human, humanoid
Heritage VERSATILE HUMAN
Humans were the most common ancestry on Golarion before that world disappeared, and they’ve since spread to the stars thanks to their versatility. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
General Feat 1 ADOPTED ANCESTRY FEAT 1 (Pahtra)
Trait: General
You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through a rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry or another ancestry to which you have access. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.
Ancestry Feat 1 NATURAL AMBITION FEAT 1
Trait: Human
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
Bonus Class Feat 1 WATCH OUT FEAT 1 (See above)
Background Icon:
Everybody wants their 15 minutes of fame, but for you, it’s somehow become a lifestyle. Whether by luck or dedication, you’re a star performer, celebrity, or popular influencer. Your face, voice, and style are commodities across known space, but for every adoring fan, there’s a hater spreading gossip or paparazzi looking to capture your flaws.
Choose two attribute boosts. One must be to Constitution or Charisma, and one is a free attribute boost.
You’re trained in the Performance skill and the Media Lore skill.
You gain the Impressive Performance skill feat.
Impressive Performance
Feat 1
Traits General, Skill
Source Player Core pg. 222
Prerequisites trained in Performance
Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy. If you spend at least 10 minutes performing in front of an audience, you can Make an Impression targeting up to 10 members of the audience who were there for the whole performance, without taking the normal penalty. The number of targets increases to 20 for a 1-hour performance and 50 for a 2-hour performance.
Envoy Class:
Key Attribute: Charisma (Boost)
HP: 8 + Con Mod
Initial Proficiencies
Perception
Trained in Perception
Saving Throws
Trained in Fortitude
Expert in Reflex
Expert in Will
Skills
Trained in one of the following skills of your choice: Deception, Diplomacy, Intimidation
Trained in one skill based on your leadership style
Trained in a number of additional skills equal to 6 plus your Intelligence modifier
Attacks
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks
Defenses
Trained in light armor
Trained in unarmored defense
Class DC
Trained in envoy class DC
ENVOY DIRECTIVES
Envoys encourage their allies with directives. A directive is an order that benefits allies who follow it. Envoy directives include a way for the envoy to lead by example by spending more actions for increased effects. Directives have the auditory or visual trait depending on how you inspire your allies.
You begin with one envoy directive. You can learn more directives through the envoy class, envoy class feats, and your leadership style. You can issue one directive a round. Unless otherwise stated, an envoy’s directive and the benefits it grants last until the beginning of your next turn.
You gain the Get ’Em! envoy directive.
GET ’EM! (See above)
LEADERSHIP STYLE
Whether it comes naturally, or you trained for it, you’ve developed a personal style of leading others. At 1st level, select a leadership style. You become trained in the indicated leadership skill, you gain the indicated leadership perk, and know the associated leadership directive.
Through Desperate Times
You step up to lead during difficult times. You might have experienced a traumatic event, perhaps escaping a pirate ship during a mutiny, or you fought in some notorious battle. Your allies trust your instincts, knowing you’ll keep them safe.
Leadership Skill Medicine
Leadership Perk You gain Battle Medicine as a bonus feat.
Leadership Directive Keep On Keeping On!