Init +1 (Dex +1)
Stamina 10/10 (2x[Class 6 + Con -1])
Hit Points 16/16 (Race 4 + 2xClass 6)
Resolve 5/5 (Cha +4)
EAC 13 (Armor +2, Dex +1)
Fort -1 (Base +0, Con -1)
Melee +1 (BAB +1, Str +0)
Arc Pistol, Static +2 for 1d6 E (lethal/nonlethal selectable) over 50' 2/20 charges Arc 2
Skills and Languages Known:
8 Class + 2 Int for 10 Skill Ranks per Envoy Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)
+ 1-Acrobatics 1+0+0(+ AC Penalty) (class)
+ 0-Athletics 0+0+0(+ AC Penalty) (class)
+ 9 Bluff 4+2+3
----Computers 2+0+0 (class)
+ 8 Culture 2+2+3+1 Icon
+11+Diplomacy 4+2+3+2 Student+ Expertise
+ 4 Disguise 4+0+0 (class)
----Engineering 2+0+0 (class)
+ 4 Intimidate 4+0+0 (class)
+ 3 Life Science 2+1+0
+10 Medicine 2+2+3+3 Skill Focus
+ 5 Perception 0+2+3
+ 3 Physical Science 2+1+0
+ 1 Piloting 1+0+0 (class)
+ 6 Profession (Chef) 0+2+3+1 Icon
+ 7+Sense Motive 0+2+3+2 Student+ Expertise
+ 6-Sleight of Hand 1+2+3(+ AC Penalty)
+ 6-Stealth 1+2+3(+ AC Penalty)
+ 0 Survival 0+0+0
AC Penalty -0
+5 to Culture/Profession (Chef) to recall knowledge relevant to iconic profession
Languages known Common, Castrovelian (Lashunta), Aklo, Akitonian, Eoxian, Shirren
Feats & Class Feature selections:
Skill Focus (Medicine)
Skill Expertise Add 1d6 to skill rolls while have at least 1 Resolve
2200 Credit budget
100 Medkit, Basic Tech 1 Bulk 1, DC 25 Treat Deadly Wounds
x25 Backpack, Industrial Tech 1 Bulk 1, does not count against bulk while worn, extands carrying capacity 2 bulk
x50 Tent, Mobile Hotelier, 2 man Tech 1 Bulk 1, 1charge/8 hours to provide armor environmentla protection to occupant(s)
xx3 Hygiene Kit Tech 1 Bulk 1
x20 Tool Kit, Profession (Chef) Tech 1 Bulk L
xx7 Comm Unit, Personal Tech 1 Bulk L holds 80 charges uses 1/hour
750 Freebooter Armor, I Tech 2 Bulk L EAC +2 KAC +3 Max Dex +4 AC -0 Upgrade slots 0
750 Arc Pistol, Static Tech 2 Bulk L 1d6 E 50' Arc 2 20 charges 2/shot nonlethal/lethal selectable
x60 Battery Tech 1 Bulk - 20 charges
x50 Medpatch Tech 1 Bulk L allows untrained Medicine with +10 circumstance bonus to first aid, long-term stability, treat disease, treat drugs/poison
105 3x Frag Grenade, Mk 1 Tech 1 Bulk L 20' explode (1d6 P; 15') Used 1
1920 for 4.8 total bulk (1.8 vs normal carrying capacity with worn pack)
Thanks to interstellar transmissions and Drift travel, the galaxy is smaller than ever, and this connectivity has facilitated your ascension to celebrity status. You might be a famous performer or a celebrated scientist, but either way, you get recognized on the Pact Worlds and in associated systems. Your reason for traveling to unknown worlds might be to further spread your acclaim or to escape the limelight.
Theme Knowledge (1st Level) Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, increase the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes 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 Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Celebrity (6th Level) You are famous enough that pretty much everyone has either heard of you or can quickly find information about you (it’s a DC 10 Culture check to recognize your name and a DC 20 Culture check for someone to recognize you out of context from your appearance alone). Among those who follow your iconic profession, you’ve built up both fans and detractors due to your celebrity. If you’re looking for a generic person like “a doctor who can treat this disease,” you can almost always find one who’s a fan and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM’s discretion, fans might give you services (although not goods) for a discount or even for free.
Megacelebrity (12th Level) Your reputation grows to the point that your name is ubiquitous. The DC of Culture checks to recognize you is reduced to 5 (or 10 to recognize you out of context from your appearance alone) and it takes only 1d4 hours to find a fan who meets a generic description. In addition, fans give you a 10% discount on purchased goods.
Master Icon (18th Level) Up to twice per day, you can interact with the public about your profession (usually during a performance, such as a concert, but sometimes in a press conference afterward if your profession requires no audience) for a total of at least 10 minutes to recover 1 Resolve Point.
You make your way in the universe with a charming smile, quick wit, and keen sense of self-preservation, and excel at getting others to do what you want. You might be a trickster, hustler, or con artist, or you might serve as an actor, ambassador, or businessperson, paving the way for negotiation through kind words or the occasional dirty trick. You are often the group’s strategist, using your quick wit and tactical acumen to push your friends to greater heights. You may also be skilled in diplomacy, serving as the face for a starship crew, talking your way into restricted systems or gaining audiences with local politicians or warlords.
Hit Points 6
Stamina Points 6
Key Ability Score Cha Your Charisma helps you succeed in many social situations and makes a number of your improvisations more effective, so Charisma is your key ability score. A high Dexterity score can make you a better ranged combatant, while a high Intelligence score improves all of your skills.
Class Skills The Envoy's class skills are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex).
Skill Points at each Level 8 + Int modifier.
Proficiencies Armor Light armor
Weapons Basic melee weapons, grenades, small arms
Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Envoy improvisation, expertise (1d6), skill expertise
2nd +1 +0 +3 +3 Envoy improvisation
3rd +2 +1 +3 +3 Expertise talent, weapon specialization
4th +3 +1 +4 +4 Envoy improvisation
5th +3 +1 +4 +4 Expertise (1d6+1), skill expertise
6th +4 +2 +5 +5 Envoy improvisation
7th +5 +2 +5 +5 Expertise talent
8th +6 +2 +6 +6 Envoy improvisation
9th +6 +3 +6 +6 Expertise (1d6+2), skill expertise
10th +7 +3 +7 +7 Envoy improvisation
11th +8 +3 +7 +7 Expertise talent
12th +9 +4 +8 +8 Envoy improvisation
13th +9 +4 +8 +8 Expertise (1d8+2), skill expertise
14th +10 +4 +9 +9 Envoy improvisation
15th +11 +5 +9 +9 Expertise talent
16th +12 +5 +10 +10 Envoy improvisation
17th +12 +5 +10 +10 Expertise (1d8+3), skill expertise
18th +13 +6 +11 +11 Envoy improvisation
19th +14 +6 +11 +11 Expertise talent
20th +15 +6 +12 +12 Envoy improvisation, expertise (1d8+4), true expertise
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, mind-affecting, sense-dependent, or some combination of any or all of these. These terms are defined on page 270.
Expertise - 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 - 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 - 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 - 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.
Idealized by many other humanoid races and gifted with innate psychic abilities, lashuntas are at once consummate scholars and enlightened warriors, naturally divided into two specialized subraces with different abilities and societal roles.
Ability Modifiers +2 Cha, +2 Int, -2 Con
Hit Points 4
Size and Type Lashuntas are Medium humanoids with the lashunta subtype.
Lashunta Magic Lashuntas gain the following spell-like abilities: At will: daze, psychokinetic hand 1/day: detect thoughts. See Spell-like Abilities on page 262. The caster level for these effects is equal to the lashunta’s level.
Limited Telepathy Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.
Student Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice.
Icon, Damya Lashunta
Start Race Theme Point Start
10 +0 10 +0 10 +0 S 10 +0
10 +0 10 +0 10 +2 D 12 +1
10 -2 8 +0 8 +1 C 9 -1
10 +2 12 +0 12 +2 I 14 +2
10 +0 10 +0 10 +0 W 10 +0
10 +2 12 +1 13 +5 H 18 +4