Count Lucinean Galdana

Jaxom Sandstrom's page

387 posts. Organized Play character for Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).

Full Name





Operative SP 7/7 | HP 10/10 | RP 5/5 | EAC 16 KAC 17 | Fort +1 Ref +6, Will +2 | init +5






Common, Akitonian, Aklo

Strength 10
Dexterity 18
Constitution 13
Intelligence 12
Wisdom 10
Charisma 10

About Jaxom Sandstrom

Race: Human
Class: Operative (Ghost)
Theme: Bounty Hunter
Homeworld: Absalom Station
Faction: Exo-Guardians
Age: 28
Alignment: CG

Str 10, Dex 18, Con 13, Int 12, Wis 10, Cha 10

EAC 16, KAC 17, CMD: 25

HP: 10
Stamina: 7
Resolve: 5

Armor Proficiency: Light Armor
Weapon Proficiency: Basic Melee Weapons, Small Arms, Sniper Weapons


BAB: +0 Init: +5
Fort: +1 Ref: +6 Will: +2
Melee: +0 Thrown: +4 Ranged: +4


Combat Rolls:


[dice=Trick Attack vs DC 20+CR]1d20+15[/dice]
[dice=Azimuth Laser Pistol]1d20+4;1d4+1d4[/dice] Fire, Burn 1d4

[dice=Trick Attack vs DC 20+CR]1d20+15[/dice]
[dice=Tactical Baton]1d20+4;1d4+1d4[/dice] Bludgeon, Analog, Operative


[dice=Acrobatics (C+)(1)]1d20+4+3+1+3[/dice]
[dice=Athletics (C+)(1)]1d20+0+1+1+3[/dice]
[dice=Bluff (C)]1d20+0+1[/dice]
[dice=Computers (C)(1)]1d20+1+1+1+3[/dice]
[dice=Culture (C)(1)]1d20+1+1+1+3[/dice] -5 DC regarding my mark, law enforcement individuals or practices
[dice=Disguise (C)(1)]1d20+0+1+1+3[/dice]
[dice=Engineering (C)(1)]1d20+1+1+1+3[/dice]
[dice=Intimidate (C)]1d20+0+1[/dice]
[dice=Medicine (C)]1d20+1+1[/dice]
[dice=Perception (C)(1)]1d20+0+1+1+3[/dice]
[dice=Piloting (C)(1)]1d20+4+1+1+3[/dice]
[dice=Profession (Bounty Hunter)(C)(1)]1d20+0+1+1+3[/dice] -5 DC regarding my mark, law enforcement individuals or practices
[dice=Sense Motive (C)]1d20+0+1[/dice]
[dice=Sleight of Hand (C)(1)]1d20+4+1+1+3[/dice]
[dice=Stealth (C)(1)]1d20+4+3+1+3[/dice] +4 When making a trick attack
[dice=Survival (C)(1)]1d20+0+1+1+3+1[/dice]

Languages: Common, Akitonian, Aklo

Gear: Freebooter Armor I (750), azimuth laser pistol with 1 battery (20 charges) (350), extra 20 charge battery, tactical baton (90), everyday clothing (1), hygiene kit (3), credstick(149)

Size: Medium
Type: Humanoid (human)
Feats: Skill Focus (Acrobatics), Skill Focus (Stealth), Fleet, Mobility

THEME KNOWLEDGE (1ST): Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias, or specific identity to be your mark. Reduce the DC of Culture or Profession (bounty hunter) checks to recall knowledge about your mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5. If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark. You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week. Survival 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 Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

OPERATIVE'S EDGE: Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.

SPECIALIZATION (GHOST): Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the Skill Focus feat (see page 161) in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).

TRICK ATTACK: You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

HEALING TOUCH (SU):Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

WALK THE VOID (SU): You are immune to the harmful environmental effects of outer space and vacuum. You also gain a fly speed of 20 feet while in space. In addition, whenever you can see the stars, you can determine your precise location. Finally, add Piloting to your list of class skills.

Society Subdermal Graft:

Model: Single
Level: 1
Price: 150

This implant rests beneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in a species that lacks hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder's 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.