Skill notes:
-5 DC Culture or Profession for other Icons of profession or details of professional cultural aspects.
Trained for Trouble: 1/day roll Culture twice, take better result
+1 circumstance Profession: STEMM Pundit (professional clothing)
+4 Profession: STEMM Pundit (Professional toolkit: laser pointer, controller for displays, stock images)
+2 Circumstance Computers if access with Accelerated Datajack
+4 Circumstance Library Chips (Culture, Engineering, Life Science, Mysticism, Physical Science)
Starship-Combat Version of Skills
Gunnery +12
Computers +21
Engineering +20
Piloting +15
Feats Mobility, Fleet, Agile Casting, Shot on the Run, Weapon Focus (Sm Arms)
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Special Abilities
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Tattoo of the Starfinder
Starfinder Insignia
Trained for Trouble
Ready for Anything
Field Fix
Quick Scan
Quick Scan (Su): As a standard action, you can get a general sense of what information is stored on drives or other digital storage media. You must pass your hand in the air near the data source, but don't have to touch it or connect to it. The information you get is very general, such as “financial records,” “military records,” or “spells.” Getting detailed information requires interfacing with the data more directly. If you attempt a quick scan on a creature that stores its memories in a digital medium—to get a sense of the memories stored in a robot, for example—the target can attempt a Will save to negate the scan and prevent you from trying against it again for 24 hours.
Trained for Trouble (Ex): Once per day can roll Culture check twice and take the better result. You can attempt Survival skill checks to endure severe weather while moving at your full overland speed and receive the bonus you would normally receive for moving at half your overland speed. You can also attempt Survival checks to live off the land while moving at your full overland speed.
Ready for Anything (Ex):: When you are able to act in the surprise round of a combat, you gain a +2 bonus to your initiative check for that combat.
When you successfully identify a creature with a skill check, you learn one more useful piece of information than normal. When you reach 11th level in the class with which you took this archetype, you instead learn two more pieces of useful information than normal.
When you attempt a Culture check to decipher writing, there is no chance you will misconstrue the message (though you might still be unable to translate it), and you can take 20 on Culture checks to decipher writing even if you are not trained in Computers and don't have access to a computer or downloaded dataset.
Field Fix (Ex): You've spent enough time in strange lands, far from the safety of known civilization, to learn to patch up technology and vehicles— and even yourself and fellow travelers—using whatever is at hand. Once per day as a standard action, you can spend 1 Resolve Point to regain a number of Stamina Points equal to your class level (up to your maximum). Alternatively, you can take 10 minutes and spend 1 Resolve Point to restore Hit Points equal to your class level to one vehicle, piece of equipment, or creature. It is assumed you have gathered whatever materials you need to perform this action in your normal activities.
Fill Cache Capacitor with Unseen Servant each day.
Use Magic Missile to eliminate badly hurt opponents. He will usually attempt to do it as a full round casting in order to get all three missiles.
[dice=Magic Missle]2d4+2[/dice]
[dice=Magic Missle, full round]3d4+3[/dice]
Use Overheat with Agile Casting, can move into position and then move away.
[dice=Overheat Fire Damage]2d8[/dice] 15’ cone of fire, DC 19 Reflexives for half damage
Use Inject Nanobots when threatened and no way out or just before moving
[dice=Inject Nanobots]d20+5[/dice] vs. EAC
[dice=Damage]4d8[/dice] DC 18 Fort half Damage and not confused. May attempt DC 18 Will at beginning of turn to end the confusion
Use arcing surge to clear a hallway or reach out and hurt someone
[dice=Arcing Surge, Electrical damage]10d6[/dice] 120’ line shaped burst, DC 20 Reflex for half damage
Static Arc Pistol with Ominous and Trailblazer Fusion, by default is set to non-lethal damage.
[dice=Ominous Trailblazer Static Arc Pistol]d20+10[/dice] 50’ range, stun, 20/2 charges
[dice=Electrical non-lethal Damage]d6+4[/dice]
Crit choice of Arc 2 or Intimidation: A target affected by the intimidation critical hit effect is shaken for 1d4 rounds (Fortitude DC 13 save negates).
Monster Identification, Ready for Anything gives one extra piece of information on success (Starfinder Forerunner)
[dice=Life Science]d20+18[/dice] +4 if can use Library Chip
[dice=Mysticism]d20+15[/dice] +4 if can use Library Chip
[dice=Engineering]+20[/dice] +4 if can use Library Chip
Skills breakdown:
4+6 skill ranks per level
I need to put points into Acrobatics for skill in flying!
Acrobatics +6 = 2 ranks +4 Dex
Computers +21 = 9 ranks +3 class +6 Int +3 insight Tech Lore
Culture +18 = 9 ranks +3 class (Icon) +6 Int
Diplomacy +9 = 7 ranks +2 Cha
Engineering +20 = 9 ranks +3 class +6 Int +2 racial
Life Science +18 = 9 ranks +3 class +6 Int
Mysticism +15 = 9 ranks +3 class +3 insight Tech Lore
Physical Science +18 = 9 ranks +3 class +6 Int
Piloting +16 = +9 ranks +3 class +4 Dex
Profession (Science, Technology, Engineering, Math & Magic Pundit) +15 = +9 ranks +3 class +2 Cha +1 Icon
Stealth +6 = 0 ranks +4 Dex +2 racial
Survival +14 = 9 ranks +3 class (Forerunner) +2 racial
SFS # 701
Slotted Faction Wealth and Reputation See ITS