Weslen Gavirk

Prosperity "Prosper" Starr's page

223 posts. Alias of Cellion.


Full Name

Prosperity Starr

Race

Astrazoan

Classes/Levels

Envoy 4 | EAC 16 KAC 17 | HP 28/28 SP 24/24 RP 3/3 | F +2 R +8 W +5 | Init +4 | Perc +8 | Active Status:: -none-

Gender

Male

Size

Medium

Age

16 years

Alignment

CG

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

About Prosperity "Prosper" Starr

Prosperity Starr
<Real Name: Polypus Sparglefit>
Variable Astrazoan Envoy 4 (Xenoseeker, Skyfire Centurion)
CG Medium Aberration (Shapechanger)
Init +4; Senses darkvision 60ft; Perception +8
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Defense
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KAC 17, EAC 16
HP 28, SP 24, RP 3
Fort +1+1, Ref +8, Will +5
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Offense
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Base Atk +3
Speed 30 ft.
Melee
Survival Knife +7 (1d4+2 S; Critical N/A; analog, operative)
Ranged
Dazzler Flare Rifle +7 (2d4+4 F; Rng60ft; Cap 8/1; Critical Burn 1d6; analog, bright, harrying)
Special Attacks
Fire Support via Dazzler Flare Rifle +9 (Harrying fire + Covering Fire) (Next ally to attack foe gets a +2 circumstance bonus on attack roll; Next ally that foe attacks gets a +2 circumstance bonus to AC for that one attack. If ally is Bonded, bonuses increase to +4)
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Statistics
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Abilities:
Str 10 Dex 18 Con 10 Int 10 Wis 12 Cha 13

Feats:
Weapon Proficiency: Longarms
Versatile Specialization Longarms

Theme:
Xenoseeker (+1 CHA):
Theme Knowledge: Reduce the DC to identify a rare creature using Life Science by 5. Life Science 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 Life Science checks. {SFS CRB}

Skills:
(8+0 Skill points per level. ACP -0)
~Acrobatics +11 (||||)
~Athletics +4 (|)
~Bluff +8+d6 (||||)
~Computers +0
~Culture +6 (|||)
~Diplomacy +8 (||||)
~Disguise +7+10 (|||)
~Engineering --
~Intimidate +1
~Life Science +4 (|)
~Medicine --
Mysticism --
~Perception +8 (||||)
Physical Science --
~Piloting +11 (||||)
~Profession (?) --
~Sense Motive +5+d6 (|)
~Sleight of Hand +8 (|)
~Stealth +9 (||)
Survival +1

Languages:
Common, Astrazoan, Lashunta, Azlanti, Vesk


Racial Capabilities:
Change Form: As a standard action, an astrazoan can physically alter their form to look like any Medium creature, as long as they have seen a similar creature before. They can attempt to either mimic a specific creature or look like a general creature of the chosen type. The astrazoan gains a +10 bonus to Disguise checks to appear as a creature of the type and subtype of the new form. The DC of the astrazoan’s Disguise check is not modified as a result of altering major features or if they disguise themself as an aberration or a humanoid (though the DC is still modified if the astrazoan attempts to disguise themself as a different creature type). The astrazoan can remain in an alternate form indefinitely (or until they take another form).
Compression: An astrazoan can move through an area as small as one-quarter their space without squeezing or one-eighth their space when squeezing.
Darkvision: Astrazoans can see up to 60 feet in the dark.
Many Forms: For effects targeting creatures by type, astrazoans count as both aberrations and humanoids.
Rapid Revival: Once per day, when an astrazoan takes a 10-minute rest to regain Stamina Points, they can additionally recover Hit Points as though they had taken a full night’s rest.

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TRACKED RESOURCES
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See stat line above.
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Special Abilities
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Envoy Improvisations!
  • Fire Support: When you take a standard action to provide harrying fire and hit the AC of 15 required to do so, you also provide covering fire for the next ally attacked by the target of your harrying fire attacks before your next turn.
    Additionally, as a full action, you can make two ranged attack rolls against two different targets, taking a –4 penalty to each attack roll, to apply harrying fire to each target hit. For each target that you successfully apply harrying fire to, you also provide covering fire for the next ally that is attacked by either target before your next turn.
  • Get 'Em: As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.

    Expertise + Skill Expertise (Ex) At 1st level, when attempting a Sense Motive of Bluff 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.

    Expertise Talent: Convincing Liar (Ex) When you attempt a Bluff check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add the result to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to reroll the check and add the result of your expertise die.

    Combat Bond: You can train together with an ally whose Intelligence score is at least 1, forming a combat bond between you and the target creature. This training process takes 1 hour, and you can have only one bonded ally at a time. If you form a new combat bond with a creature, any previously formed combat bond is lost. No creature can be the bonded ally of two centurions.

    At 10th level, you can spend 1 Resolve Point to form a combat bond with an ally who can see or hear you as a standard action.

    Whenever you gain a bonus from covering fire or harrying fire provided by your bonded ally (or vice versa), the bonus increases to +4. When you are the captain of a ship and successfully use the encourage action on your bonded ally (or vice versa), the bonus granted increases to +4.

    Character Fluff:
    Appearance: Luscious mahogany locks, chiseled features, and a charming, easy smile to make the ladies swoon - all paired with the social awkwardness of a kid way younger than he looks.

    Personality: Prosper is the kind of kid who thought 'Prosperity Starr' was a good human name, and now it's on his immigration documents to Absalom Station and he can't change it. But he's also the kind of kid who figures if he can't change it he might as well make the most of it! Naive and awkward sometimes, but courageous and flamboyant at other times, he's still full of ideals and dreams for the future. He's not yet entirely comfortable with truly life-or-death fighting.

    For all his enthusiasm (or perhaps because of it), Prosper often misunderstands situations he's been thrust into and people in them.

    Background: After watching one too many archival vid recordings of Absalom Station's Most Eligible Bachelor and Vesk-Prime's Next Top Model, a four year old Prosper got a lifelong dream. To become the most beautiful thing in the universe! Luckily as an Astrazoan, all that would take is finding the most beautiful thing and copying its appearance down to the last molecule. And so, years later, he set out on a journey to explore the universe and find beauty in all its forms.

    His journey first led him to Absalom Station, where (after an embarassing few days where he realized you needed 'credits' to travel the universe) he joined as a recruit in the Skyfire Legion, idolizing the beautiful synchronization and teamwork that their order created. The higher ups in the Legion found him not much of a fighter, but he had a real knack for working together with others... perhaps because he was so adept at imitating them. His enthusiasm and natural talents for shapeshifting got him reassigned to the organization's nascent spy service, where a brief few months of training taught him how he could use his shapeshifting to infiltrate and reconnoiter.

    It was during his training that he first met Cedona (at what he thought was a squad mixer for his Legion training team, but was actually a gang recruiting event). She'd pulled him away from accidentally committing himself to working for the Black Butchers, and for Prosper it was love at fight sight. The next time the two met (by total chance, of course), he'd decided to impress her by imitating her appearance down to the exact pattern of circuitry on her crimson skin. How was he supposed to know she'd be freaked out and run away? According to everything he'd read, androids were supposed to be really relaxed sorts!
    Guilty over scaring her away, Prosper wanted to make amends and start anew with the android, but by the time he managed to get her infosphere contact info and talk to her again, she'd already moved off to the distant world of Nakondis. Hoping to see her again, and with a gap-year available before his first official spy missions for the Skyfire Legion, he decided to head to Nakondis himself on a working vacation.


    Bot Me!:
    If possible, Prosper uses her Fire Suppression ability on the most dangerous enemy, providing both harrying and covering fire to her allies. She avoids making direct attacks unless her allies aren't in the position to capitalize on her aid.

    [dice=Fire Support vs. DC15]d20+9[/dice] [ooc ](If successful, next ally to attack foe gets a +2 circumstance bonus on attack roll; Next ally that foe attacks gets a +2 circumstance bonus to AC for that one attack. If ally is bonded, bonuses increase to +4)[/ooc]

    Otherwise she attacks with her Flare dazzler:
    [dice=Dazzler Flare Rifle; vs EAC]d20+7[/dice]
    [dice=Flare rifle damage (F)]2d4+4[/dice]

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    In space combat, Prosper takes a gunnery seat.
    [spoiler=Gunnery ][dice=Gunnery]d20+8[/dice]
    [dice=Coilgun damage]4d4[/dice][ /spoiler]