Fey Creature

Omzig Iawgom's page

74 posts. Organized Play character for Caro Cogitatus.

Full Name

Omzig Iawgom


Acro +7 Athl +0 Bluff +7 Comp -1 Cult +3 Diplo +7+d6 Disg +3 Engg -1 Intim +3 LifeSci -1 Med -1 Mystic +0 Perc +4 PhysSci -1 Pilot +8 SM +0+d6 SoH +3 Stealth +7 Surv +0


Pilot +8 Engr -1 Sci -1 Gun +4 Capt I+3/D+7/B+7


Male Skittermander Ace Pilot Envoy/1 (SP 7/7 HP 8/8 RP 4/4 | EAC:14 KAC:15 | F:+1 R:+5 W:+2 | Init:+3 | Perc:+4 Low-light, Darkvision 60ft | Move:30ft) | Semi Auto Pistol +3 (d6)

About Omzig Iawgom

Small Male Humanoid (Skittermander) Ace Pilot:

A violently purple skittermander with purple highlights, he has the boundless energy and desire to please common of his species.


Omzig is the 13th child of 27 for his working-class parents on Vesk-3 (both accountants in the Ministry of Skittermander Population Control). He spent most of his life helping travellers get where they want to go as an unlicensed (and largely unpaid) taxiflitter pilot. He felt that he was not doing enough to help the people and, not wanting to be a disappointment to his family, requested career advice from his supervisor, a rogue Vesk named Karnac Duhmagnifissant. Karnac helpfully fired him on the spot with a vicious left uppercut and a sarcastic "Well, why don't you join the Starfinders? I hear they help people."

Armed with this very helpful advice, and an equally helpful lack of a current job taking up his time, Omzig immediately went to the nearest Starfinder Society recruiting office, where he was just as immediately ignored completely.

After three and a half days of patient waiting, Omzig took the opportunity of a clerk taking a coffee break to helpfully add himself to the Society.

He is here to help in any way possible.


Max SP 7 ((6+1)x1) Max HP 8 (2+(6)x1) Max RP 4 (1/2+3) Initiative +3 Vision Low-light Move 30ft BAB +0
Init=(Dex +3)

Classes/Alignment/Homeworld/Deity/XP/Fame/Infamy/Point Buy:

Classes Envoy/1 Alignment Chaotic Good Homeworld Vesk-3 Deity Weydan XP 1 Fame 2 Infamy 0 Point Buy 10

EAC 14 KAC 15:

(Base +10, EAC +1, KAC +2, Dex +3, Natural Armor +0, Dodge +0, Deflection +0)
Armor Check -0 Max Dex +5 SR 0% DR 0

Fort +1 Refl +5 Will +2:

Fortitude Base +0 Con +1 Magic +0
Reflex Base +2 Dex +3 Magic +0
Will Base +2 Wis +0 Magic +0


*Acrobatics +7 (DEX +3, Ranks +1, Class +3, Armor -0)
*Athletics +0 (STR +0, Ranks +0, Armor -0)
*Bluff +7 (CHA +3, Ranks +1, Class +3)
+*Computers -1 (INT -1, Ranks +0)
+*Culture +3 (INT -1, Ranks +1, Class +3) (-5DC starships, pilots, etc.)
*Diplomacy +7+d6 (CHA +3, Ranks +1, Class +3, Envoy Expertise +d6)
*Disguise +3 (CHA +3, Ranks +0)
+*Engineering -1 (INT -1, Ranks +0)
*Intimidate +3 (CHA +3, Ranks +0)
+ Life Science -1 (INT -1, Ranks +0)
+*Medicine -1 (INT -1, Ranks +0)
+ Mysticism +0 (WIS +0, Ranks +0)
*Perception +4 (WIS +0, Ranks +1, Class +3)
+ Physical Science -1 (INT -1, Ranks +0)
*Piloting +8 (DEX +3, Ranks +1, Class +3, Theme +1)
*Sense Motive +0+d6 (WIS +0, Ranks +0, Envoy Expertise +d6)
+*Sleight of Hand +3 (DEX +3, Ranks +0, Armor -0)
*Stealth +7 (DEX +3, Ranks +1, Class +3, Armor -0)
Survival +0 (WIS +0, Ranks +0)
(* = Class Skill, + = Trained Only)

Languages: Common, Skittermander, Vesk

=== Special Qualities ===
Feint Move action, Bluff vs. (10+SM) or (15+1.5*CR), Flatfooted (-2 AC, no reactions) 1 rd
Hyper 1/day extra Move action
Inspiring Boost 1/combat/person, +5 SP to an ally

=== Weapons === BAB +0 Str +0 Dex +3
Semi-auto pistol, Tactical +3 (1d6 P/—) 30ft 9 rounds 1 L Analog
Frag grenade +0 I Explode (1d6 P, 15 ft.) 20ft Drawn L
Club +0 (1d6 B/—) L Analog, archaic
Unarmed Strike +0 (1d3+0 B) archaic, nonlethal

Ability Scores: STR 10 (+0) DEX 16 (+3) CON 12 (+1) INT 8 (-1) WIS 11 (+0) CHA 16 (+3)


L01 250 Second Skin (+1, +2, +5, -, -, 1, L)
L01 200 Infrared sensors (1, Any, L)
L00 0 Club (1d6 B/—) L Analog, archaic
L01 260 Semi-auto pistol, Tactical (1d6 P/—) 30ft 9 rounds 1 L Analog
L01 35 Frag grenade I Explode (1d6 P, 15 ft.) 20ft Drawn L
L01 35 Frag grenade I Explode (1d6 P, 15 ft.) 20ft Drawn L
L01 35 Frag grenade I Explode (1d6 P, 15 ft.) 20ft Drawn L
L01 50 Serum of healing, mk 1 L 1d8 Hit Points
L01 50 Serum of healing, mk 1 L 1d8 Hit Points
L01 3 Starstone compass L This small, clockwork navigational device hones in on mystical signals emitted by a Starstone, calculating the compass’s precise distance from and direction relative to the enigmatic font. While you are in the Core system, this device lets you automatically know which direction Central Station is in relation to your current location, and it grants you a +2 insight bonus to Piloting checks when astrogating throughout the Core system.
L01 50 Cable line, 100ft titanium alloy (Hands —, Bulk L/10 ft., Capacity —, Usage —)
credits 752

=== Feats ===
Improved Feint (Combat) You can use Bluff to feint in combat as a move action.

=== Envoy Class === HP 6; SP 6+CON; CHA; light armor, basic melee, grenades, small arms
Skills (8+INT/level) Acrobatics, Athletics, Bluff, Computers, Culture, Diplomacy, Disguise, Engineering, Intimidate, Medicine, Perception, Piloting, Profession, Sense Motive, Sleight Of Hand, Stealth
Envoy Improvisation 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. 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.
Expertise (Ex) 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 (Ex) 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 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. With the exception of additional skill expertise, these talents require you to have expertise in the skills they affect, as indicated in parentheses after the talent’s name.


Level 3 Weapon Specialization (Ex) You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
Level 20 True Expertise (Ex) 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.

=== Envoy Improvisations ===
Inspiring Boost (Ex) [language-dependent, mind-affecting, sense-dependent] As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy 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.

=== Augmentations ===

=== Species Qualities ===
Skittermander Small Humanoid (Skittermander); DEX +2, INT -2, CHA +2; 2HP
Grappler Skittermanders gain a +2 racial bonus to grapple combat maneuvers.
Hyper Once per day, a skittermander can take an extra move action.
Low-Light Vision A skittermander can see in dim light as if it were normal light.
Six-Armed Skittermanders have six arms, which allows them to wield and hold up to six hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.

=== Theme (Ace Pilot) ===
Theme Knowledge +1 DEX; +1 Piloting (class skill); +5 Culture (starships, pilots, etc.)

=== Boon Slots ===

=== Starship Combat ===
Captain Intimidate +3 Diplomacy +7 Bluff +7
Pilot Piloting +8
Engineer Engineering -1
Science Computers -1
Gunner Gunnery +4 ((BAB +0 or Piloting Ranks +1) + Dex +3)

=== Meta ===

Bot me if:
If you're motivated enough to find this and I'm holding up the game, go ahead and bot me. Feel free to use any consumables (serums, spells, daily abilities, etc.) that you feel are necessary to get the job done.

Levelup History:

1 Envoy SP 6+1=7 HP 2+6=8 ST 10 (0 pts) DX 13+2+1 (3 pts) CN 12 (2 pts) IN 10-2 (0 pts) WS 11 (1 pts) CH 14+2 (4 pts)
Skills (8-1): Acrobatics, Bluff, Culture, Diplomacy, Perception, Piloting, Stealth
Feat: Improved Feint

Starfinder Society:

Player: Caro Cogitatus
Character: Omzig Iawgom
SFS#: 106336-709
Faction: Wayfinders
Day Job: None
Homeworld: Vesk-3
Wayfinders Reputation: 2
Skittermander Promo Boon +0XP, +0 Fame, Skittermander character available
Dreaming of the Future #686641 +1XP, +2 Fame, +720cr, Wayfinders +2
Dream Whispers (Ally) Once per adventure, on a non-natural-1 d20 fail, call upon the Whisperer of Solar Winds' cryptic message for +2.
Private Vault (Slotless; Vanity) Communion Vault 20x20 chamber with Nondetection (lvl 10) for personal treasures.