Female Human

Stell Zee-Linn's page

254 posts. Alias of Clebsch73.


Race

Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 |

Classes/Levels

Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Gender

Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' |

About Stell Zee-Linn

'Bot Instructions:
1) If Stell is injured and potentially under attack, she will take one of her serums of healing Mk I.

2) If anyone is eligible for getting back Stamina points from Stell's Inspiring Boost envoy improvisation (meaning they lost Stamina points within the past round, have not received a boost since they last rested to restore stamina, are within 30', and can hear her voice) Stell will provide the Inspiring Boost to the character who has the fewest Stamina points (if more than one is eligible).
This restores up to 7 points of stamina.

3) If in melee, she will attack with her semi-auto pistol, using a feint (move action) if she doesn't need to move.

[dice=Feint/bluff, skill expertise]1d20 + 8 + 1d6[/dice]
[dice=semi-auto pistol, range 30]1d20 + 4[/dice]
[dice=small arms round damage]1d6[/dice]
Copy and paste to save time.

4) Someone is in melee range and she can't step to get out of threat range to avoid the AOO for a ranged attack, she'll instead draw her survival knife and attack with that. If she already has her survival knife in hand, she'll try to feint as in (3) above.

[dice=Survival Knife]1d20 + 3[/dice]
[dice=small arms round damage]1d4[/dice]

5) If none of the above options seem viable, consider an attempt to intimidate (demoralize) an opponent in range (30 feet).

[dice=Intimidate]1d20 + 7[/dice]

Deep Background__GM's eyes only:
Linn de Silva was born in the Ring of Nations on Verces. She is the only daughter of Elanor Scarlanza and Parcer de Silva, itinerant opportunistic entrepreneurs who traveled the ring looking for ways to make money. Her mother was a con artist and her father was a mercenary. Both lived by their wits and their ability to deal with danger. Linn learned to shoot small arms from her father and she learned how to read people and manipulate them from her mother. They also showed her a bit about how to pilot a small starship when, for a while, they had acquired a space yacht and before it was lost in a poker game.

Linn took to these skills easily enough, having a nimble mind and body, but she had a natural talent for music, which her parents appreciated and encouraged. She learned the synth-violin and took lessons where her parents were settled long enough to locate and employ a good teacher. When she started to perform, she adopted a stage name of Stell Z-lin and played with a band, The Drifters, in night clubs and bars all around the Ring of Nations. Little by little, she began to become the center of attention during performances. She parted with the band when she started getting solo gigs. To help publicize herself, she made amateur music recordings and self-published them. An influential music critic came across some of these and praised them, which began to get her noticed and considered for other jobs besides bar room performances.

When she was 21, her parents joined the Starfinder Society as they felt freed from parenting duties to enjoy the opportunity to explore the galaxy on someone else's deci-credit. Stell got an opportunity to be an auxiliary performer for a mega-star of the pact world music scene, Gemma Argenta, a Lashunta singer whose music was known even beyond the pact world system. Stell provided mostly back-up synth-string music, but once in a while, she was given a short solo and her art was well-received. She also began to get informal lessons from Cars Pax, an old Kasatha who performed with two synth-instruments simultaneously. The tour gave her access to high quality recording technology and she began to make small music videos playing some of her own compositions or covers of other hits, usually with her dancing as she played, something she had been working on throughout her career.

Her star was rising, but fate redirected her life when she got news of the Scoured Stars incident. She knew her parents were on a mission outside of the system for the Starfinders, but when she heard about the tragic disappearance of some 80% of the Starfinders, she went to the Absalom Station Starfinder lodge complex to inquire about her parents' fate. When she was told that they had been part of the group that was now lost, she grieved for a time, holed up in rented lodging. She channeled her feelings into a composition that she recorded and self-published called Eulogy for Fallen Stars. The piece earned her some potentially lucretive contracts to do more, but by that time, she had resolved to join the Starfinders in hopes of perhaps helping to discover what happened and maybe help locate and free her parents from the Godshield. While she has not given up her aspiration for stardom in the music field, she has put that dream on hold, or at least on a back burner to be pursued when she's not on Starfinder missions.

Possible NPC ideas: Stell might draw the attention of any number of people hoping to lure her back to the music scene full time. The rules for the Icon theme imply that by 5th level, the character is "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." So I'm assuming that in between adventures, she is continuing to record and/or perform music. Perhaps her Starfinder status is enhancing her appeal as someone who is not just a spoiled rich brat but someone who is living a life many might find romantic.

But her parents were shady people who worked at the edge of the law and might have made enemies who might try get Stell to pay for her parents' past indiscretions. These might be gangster types from Verces or the Diaspora. Unbeknownst to Stell, her father sometimes worked as a hit-man, so perhaps someone figured out he was responsible for someone's death. This might be someone seeking to capture him to try him for murder or a family member of someone killed by him seeking revenge.


Background info available to PCs:
There is a chance other PCs may have heard of Stell. I'd suggest making a Culture check with a DC of 15 to 20, depending on how interested the PC is in music. A DC 12 computer check will turn up the following information or if asked, Stell will share this information about herself.

Stell Z-Linn was born to working class parents in the Iron Hills region of the Ring of Nations on Verces, 25 years ago. "My parents traveled the ring," Stell told PWET Pact Worlds Entertainment Tonight reporter Perktee Findlemore. "We never stayed in one place too long, so it was hard for me to make friends. One day I saw a used synth-violin in a pawn shop and I begged and whined until my father bought it for me. When I was 12, I would work odd jobs to make some money so we could afford lessons when credits were tight. When we had to keep to the night side of Verces, as we sometimes did when dad worked as a door-to-door battery salesman in the more remote dark side communities, I would practice and pretend the aurora lights were dancing to my music. That was the inspiration for my first violin performance, Lights Dance at Midnight.

Stell helped form the dance band The Drifters when she was just 15 and the band began to play night clubs and bars up and down the Grimorium Corridor. "Those were fun times, Stell told Perktee, And sometimes scary. While some of the clubs we played catered to the upscale software developers, we also played some ... shall we say lower on the social scale. I survived mostly by applying what my mother taught me about how to influence and persuade--she was a real people person. When that didn't work, I pulled the persuader my dad taught me to use." Here Stell showed the interviewer her Gammadon Semi-automatic pistol.

Stell eventually outshown her fellow drifters and left the band and began to do solo gigs in the City of Light corporate district where she did not need her pistol as much. By this time her parents had joined the Starfinders, so she was a young adult trying to get noticed by music movers and shakers, not an easy thing on a world like Verces. She learned how to operate and program a DS-2738 Dynamaster video recording drone and began to self-record her own compositions and post them on the PWN Pact World Network, the Internet. Once Olitelph Cinikraster, the acclaimed music critic, came across her work and praised them in his blog, her reputation began to grow beyond the trendy music scene on Verces. Soon people from Aballon to Aucturn were tapping toes and other appendages to her Tip Top inspired performances. "I love the rhythms of Tip Top, but I learned to play from a very eclectic group of musicians--everything from android driven hard asteroid rock to the lyrical ballads of the Castrovel highlands. I even learned covers of The Ungrateful Undead, the music that is so popular on Eox."

When the Lashunta pop sensation Gemma Argenta asked Stell to provide backup instrumental music on her eight world tour, Stell began to move to a new level of fame. Argenta gave her some solo opportunities and Stell learned more technique from Cars Pax, the Kasathan who delights audiences with his use of multiple instruments at the same time. She was rumored to be on the verge of being offered some plum performance venues as a soloist when fate dealt her a blow from which she is only just recovering.

Her parents had been on many missions for the Starfinder Society by this point. When news that 80% of the Society had been lost in the Scoured Stars incident, Stell took the first ship to Absalom Station when she could not get information from the Society about the fate of her parents. When her worst fears were realized--both her parents had been on the mission and were not expected to return, Stell dropped out from the tour, rented a cheap flat in The Puddles and grieved. She composed, recorded, and published, Eulogy for Falling Stars. As the song was climbing up the Tricepick 1000 charts, Stell joined the Starfinders. She did not speak to any reporters but she left a message on her Path-Chart home thanking her fans for their support and promising to continue to make music when her missions for the Starfinders allowed. "My parents reminded me that I need to do more than make music and dance for people. I hope I can help the remaining Starfinders discover what happened to the fallen stars of our better nature and help bring closure for the many who like myself lost loved ones in the tragedy. As Quintananda said, A starship is safe in port, but that is not what starships were made for. I have arranged for any proceeds from my music to be automatically donated to the Star-Pact Fund to help the families of lost Starfinders. Please contribute what you can and pray for us as we venture from safe ports into the unknown.
Love, Stell."

Appearance:
Stell is 5'3", with strawberry blond hair that she generally wears loose or secured in a ponytail when expecting anything athletic. She has expressive green eyes, bold dark eyebrows, a few freckles, and a heart-shaped fair-complected face. When not wearing her traveling gear, she likes to wear stylish clothes that allow her freedom of movement. She has a tattoo of a harp on her right shoulder.

HeroMachine Portrait of Stell

Religion:
Stell's parents were not very religious. She has found two pact religions helpful in making her way. Weyden inspires her to explore the physical universe, while she considers her music to be a path to mental perfection and transcendence in line with the ideals of Yareasa. She picked up the latter from her association with Gemma Argenta.

Stell Z-Lin
Female human icon envoy 2
NG Medium humanoid (human)
Init +2; Perception +5

Defense SP 12 HP 16 RP 4
EAC 14 KAC 15
Fort +0; Ref +5; Will +3
When wearing Iridescent Spindle Aeon Stone, has no need to breath, so presumably not affected by air born poisons or other toxins or lack of oxygen.

Offense
Speed 30 ft.
Melee Survival knife +3 (vs. KAC) (1d4 S; analog, operative)
Ranged Tactical Semi-auto pistol +4 (vs. KAC) (1d6 P, range 30', 9 rounds per clip) or Needler Pistol +4 (vs. KAC) (1d4 P, critical Injection DC +2, 30' range, 6 darts per clip, 1 dose Level 1 sedative medicinal loaded) or Laser Pistol +4 (vs EAC) (1d4 F, critical 1d4 burn, range 80', 20 shots per battery) or Mk I Incendiary Grenade +3 (vs. target location, AC 5) (Explode: 1d6 F, 1d4 burn, 5 ft.)

Statistics
Str 10 (+0); Dex 15 (+2); Con 10 (+0); Int 12 (+1); Wis 10 (+0); Cha 16 (+3)
BAB +1
Skills Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth +6
Default Skills Disguise +3, Survival +0
Feats Improved Feint, Weapon Focus (Small Arms)
Languages Common, Vercite, Kasastha, Lashunta
Other Abilities Inspiring Boost (7 SP), Expertise (Bluff, Sense Motive), Get 'em, Augmentations (Voice Amplfier)
Gear Serum of Appearance Change, Serum of Healing Mk 1 (3/3), Freebooter I, Survival knife, tactical Semi-auto pistol, 22 rounds ammo, Needler Pistol, 20 darts, Personal Comm Unit, Consumer Backpack, Clothing (everyday, formal, professional, travel, Environmental: cold, heat, dust), Hygiene Kit, Voice Amplifier Augmentation, Azimuth laser pistol, spotlight, spare battery, Mk I Incendiary Grenade (5), Radiation Badge,
Iridescent Spindle Aeon Stone
. Credits: 30

Economics:
Starting wealth: 1000
Starting gear Cost: 984
Credits: 16
Income (Wayfinder mission for Fitch on renovated starship): 82 credits
Spent 3 credits on efficiency motel room
Income (Ziggy mission): 66 credits
Income (Radazham mission): 66 credits
Income (Historia-7 mission): 33 credits
Spent: 0 on 30 semi-auto pistol rounds (bonus from GM)
Spent: 125 on Voice Amplifier Augmentation
Current credits: 135
Used 1 Serum of healing Mk I
Income: Laser pistol from vats
Income: 134
Spent: 150 for 3 Serums of Healing Mk I
Spent: 150 for Level 1 Sedative Medicinal for needler pistol injection.
Spent: 30 for environmental clothing (cold, heat, dust)
Spent: 25 for Spotlight
Spent: 60 for battery
Income: 751 (After battle with Lawblight)
Income: 25 (sells Second Skin Armor)
Spent: 750 for Freebooter I armor
Current credits: 30

Icon:
You are a popular and respected celebrity within the bounds of colonized space.

Thanks to interstellar transmissions and Hyperspace 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 are often recognized. Your reason for traveling to unknown worlds might be to further spread your acclaim or to escape the limelight.

Theme Knowledge (1st)
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 reduce 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.

Human:
Ambitious, creative, and endlessly curious, humans have shown more drive to explore their system and the universe beyond than any of their neighbor races—for better and for worse. They’ve helped usher in a new era of system-wide communication and organization and are admired for their passion and tenacity, but their tendency to shoot first and think about the consequences later can make them a liability for those races otherwise inclined to work with them.

Ability Adjustments +2 to any 1 Ability

Hit Points 4

Racial Traits
Size and Type
Humans are Medium humanoids and have the human subtype.

Bonus Feat
Humans select one extra feat at 1st level.

Skilled
Humans gain an additional skill rank at 1st level and each level thereafter.

Envoy:
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 + Constitution modifier

Key Ability Score 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 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 Ranks per Level 8 + Intelligence modifier

Proficiencies Armor-light; Weapons-basic melee weapons, grenades, small arms

Envoy Class Features

Envoy Improvisation:
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.
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.

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.

Get ’Em (Ex) [language-dependent, mind-affecting, sense-dependent]
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.

Skill Expertise:
Expertise (Ex) 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 (Ex) 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).


Feats:
Improved Feint
You are skilled at fooling your opponents in combat.
Benefit: You can use Bluff to feint in combat as a move action.

Standard Feint Rule: Feint
As a standard action, you can use Bluff to feint in combat, enabling you to treat your opponent as flat-footed for your next attack against it before the end of your next turn. The DC of this check is equal to either 10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. You can’t feint against a creature that doesn’t have an Intelligence score, and you cannot take 10 or take 20 on a Bluff check to feint.

WEAPON FOCUS (COMBAT)
You have increased training in a particular weapon type, making it easier to hit your target.
Prerequisites: Proficiency with selected weapon type.
Benefit: Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a Drone), you gain a +2 bonus instead.


Equipment:
Freebooter Armor (I)
Popularized by the Free Captains of the Diaspora, freebooter armor features an armored jacket or breastplate, heavy boots and gloves, numerous straps and hidden weapons, and a helmet. Novice explorers and mercenaries beginning their career sometimes choose freebooter armor for the air of rakish experience this light armor lends its wearer.
Level 2
Price 750
EAC Bonus +2
KAC Bonus +3
Maximum Dex Bonus +4
Armor Check Penalty -
Speed Adjustment -
Upgrade Slots 0
Bulk L

KNIFE (SURVIVAL)
These light blades can be used for both mundane tasks and combat. A typical survival knife has a fixed, single-edged, carbon-steel or ceramic blade and is treated against corrosion.
Level 1
Price 95
Damage 1d4 S
Critical -
Bulk L
Special Analog, Operative

SEMI-AUTO PISTOL (TACTICAL)
The semiautomatic mechanism of this pistol discharges spent cartridges and reloads fresh ones in the barrel, provided a cartridge remains in the magazine.
Level 1
Price 260
Damage 1d6 P
Range 30 ft.
Critical -
Capacity 9 rounds
Usage 1
Bulk L
Special Analog

NEEDLER PISTOL
A favorite of assassins and battlefield medics alike, the needler pistol uses magnetic fields or pressurized gas to launch darts that inject a substance into the target. This injection gun can be fitted with cartridges containing medicine or poison.
Level 1
Price 105
Damage 1d4 P
Range 30 ft.
Critical - Injection DC +2
Capacity 6 darts
Usage 1
Bulk L
Special Analog, Injection

Azimuth Laser Pistol
The laser pistol is possibly the most common small arm used by explorers, guards, mercenaries, and traders. Laser pistols are light and reliable, yet they still deal a respectable amount of damage.
Level 1
Price 350
Damage 1d4 F
Range 80 ft.
Critical - Burn 1d4 [Burning condition]
Capacity 20 charges
Usage 1
Bulk L

Static Arc Pistol
Arc pistols fire deadly, stunning blasts of electricity at ranged targets. They have a two-pronged emitter that directs the electrical blast and a bulky chamber that holds the capacitor.
Level 2
Price 750
Damage 1d6 E
Range 50 ft.
Critical Arc 2
Capacity 20
Usage 2
Bulk L

Comm Unit
A personal comm unit is pocket-sized device that combines a minor portable computer (treat as a tier-0 computer with no upgrades or modules) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range. A personal comm unit also includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres).

Backpack
Backpacks have numerous pockets for storing items that you might need while adventuring and include industrial-strength straps for attaching additional items for easy access. Padded bands strap across the wearer’s chest and waist to evenly distribute the backpack’s weight, and it can carry roughly 2 bulk of items. When fitted properly and worn, the bulk of the backpack itself does not count against your bulk carried (though it does if you carry it in your hands), but the bulk of any items within it does.

Consumer
When wearing a properly fitted consumer backpack, you treat your Strength score as 1 higher for the purpose of determining your carrying capacity.

Clothing
Clothing is often worn both under and over armor, and its benefits apply in nearly all situations. Clothing comes in several varieties based upon its intended purpose, as described below.

Everyday
Clothes designed for everyday wear come in a dazzling array of colors and styles, many of which are tailored to specific cultures or planets. Most characters choose their everyday wear based on their personal preferences.

Formal
Formal wear is designed for a specific social function, such as a wedding or funeral, and commonly differs from planet to planet and even from culture to culture. Lacking the proper formal wear at a social event can cause you to take a penalty of up to –4 to Bluff, Diplomacy, and Disguise checks at the function, as determined by the GM.

Professional
Each set of professional wear is tailored to the tasks of a specific Profession skill and accommodates the needs of its wearer while also conveying an air of expertise and professionalism. You gain a +1 circumstance bonus to Profession checks to earn a living while wearing an appropriate professional outfit.

Travel
A travel outfit offers additional comfort and support during overland travel. You add 2 miles per 8-hour day of overland movement while wearing a traveling outfit. You also gain a +1 circumstance bonus to Constitution checks to avoid taking nonlethal damage resulting from a forced march. See Overland Movement for more details.

Environmental: Cold
Environmental: Heat
Environmental: Dust

Hygiene Kit
This kit contains all of the tools and products needed to practice good grooming and hygiene. Kits designed for specific races include supplies (such as scale-care products for vesk or antennae grooming for lashuntas or shirrens) that are of less use to other creatures.

SEDATIVE, Medicinal
Numerous mild sedatives commonly available for purchase have legitimate medical uses, but they are also popular among some bounty hunters to help capture their quarries alive. If you take or are injected with a sedative, you take nonlethal damage. A tier 1 sedative deals 1d4 nonlethal damage, a tier 2 sedative deals 2d4 nonlethal damage, a tier 3 sedative deals 4d4 nonlethal damage, and a tier 4 sedative deals 8d4 nonlethal damage. When suffering from an emotion or fear effect that allows a saving throw to negate it, you can take or be injected with a sedative that permits you to immediately attempt a new saving throw with a bonus equal to the sedative’s tier to end the effect, as long as it’s not a permanent or instantaneous effect.

Serum of Healing
This vial of medical serum quickly sets bones and repairs other physical damage. It restores Hit Points when administered to a living creature. Mk 1: 1d8 Hit Points.

Serum of Appearance Change
Upon drinking this elixir, your coloration and the general form of your features instantly and permanently changes. Within the range that is normal for your race and sex, you can select any skin tone, hair and eye color, and alter the nature of such things as the shape or your nose or chin, the length of your fingers, broadness of your frame, and so on. You are still recognizable as yourself unless you attempt a Disguise check to alter your features enough to conceal your identity (comparing the result of this Disguise check to any effort to determine if you are the same person as your original appearance). In no case can you take on the exact appearance of another creature (even with a Disguise check; the level of control is not that fine).

Spotlight

Iridescent Spindle Aeon Stone: Aeon stones are magic gemstones that orbit your head (or the nearest equivalent of a head, for species that lack heads) and grant you a constant magic effect. They do not count toward your worn magic item limit, and there’s no limit to the number you can have orbiting you. They are most common in the Azlanti Star Empire, which also has unique ways of using such stones, but the most common types of aeon stones can be found in magic shops in many major settlements. Aeon stones are categorized by their shape and color, with all stones of the same shape and color having the same magic abilities.

Placing an aeon stone in orbit around your head is a standard action, and removing it is a move action. An aeon stone must be in orbit for you to benefit from its abilities. The stone orbits at a distance of 3 inches to 3 feet, as you prefer, but always outside any armor or helmet you wear. An orbiting aeon stone has an Armor Class equal to 12 + your character level, and it can be attacked directly or even grappled (a successful grapple check plucks the stone out of its orbit and into the attacker’s hand).

Most aeon stones (including all those presented here) are capable of glowing with a bright light. As a standard action, you can activate or deactivate the illumination of an aeon stone, which glows brightly enough to increase the light level in your square by one step (see Vision and Light).

Each aeon stone also has at least one other power that comes into effect when in orbit around you, detailed in the individual descriptions below.
This aeon stone sustains you by negating the need to breathe.

Augmentations:
Voice Amplfier (Source: Alien Archive p. 11)
Cybernetic Augmentation Level 1 Price 125
A voice amplifer greatly increases the volume of your voice. You can switch a voice amplifier on or off as a swift action. When activated, a voice amplifier grants a +2 circumstance bonus to Intimidate checks and lowers the DCs of other creatures' perception checks to hear you speaking by 5.

Religion:
WEYDAN
The Endless Horizon
CG god of discovery, equality, exploration, freedom
Centers of Worship
: Absalom Station, the Diaspora, Idari, Verces
Symbol: A starship heading into the unknown

While gods like Iomedae and Urgathoa started out as mortals and ascended to godhood, Weydan did the opposite—and continues to.

As the god of discovery and exploration, the deity called Weydan regularly breaks off shards of his divine self and crafts them into avatars—mortal versions of himself in every gender, shape, and species—that can walk unseen among the countless cultures of the Material Plane, free from the responsibilities of godhood and able to experience those aspects of existence denied to omniscient deities. In this way he also teaches the fundamental equality of all creatures—even gods—and encourages his congregation to treat all people well, for even the most grotesque sinner or alien monstrosity might be a secret messiah. While these avatars of the divine occasionally reveal themselves to protect the innocent or lead the faithful in times of crisis, more often they simply travel, exploring the multiverse to the best of their mortal abilities, until death folds their spark back into the divine flame.

While Desna advocates travel for travel’s sake, Weydan expounds the virtues of voyaging with an end goal in mind, even if the goal is simply discovery. Exploring the unknown is a sacred process that reveals as much about the explorer as about the star system or world being explored. The universe contains a wealth of wonders just waiting to be discovered, and Weydan takes joy in every discovery his followers make, no matter how small or how significant. He and Desna share a love of liberty, and Weydan believes in every sentient species’ right to freedom, unfettered by restrictive laws. He regards equality for people from all walks of life as the foundation of that freedom and an essential requirement for a thriving society. As such, he opposes slavery and any system that advances one being’s privileges by causing another’s oppression, which often puts him at odds with Abadar’s capitalist teachings.

Envoys, explorers, gnostics, socialists, Starfinders (see page 479), and colonists heading to new homes on recently discovered planets make up the majority of Weydan’s followers and priests. Many humans and androids, especially those fighting against oppression, venerate Weydan, as do young kasathas rebelling against the strict traditions of their culture, or shirrens appreciating his succor of the downtrodden. Befitting the egalitarian nature of his faith, Weydan’s church does not have much of a hierarchy. Temples to Weydan are commonly housed within starships, both active craft and decommissioned hulks.

YARAESA
Lady of Wisdom
NG goddess of knowledge, mental perfection, scholarship, science
Centers of Worship
: Aballon, Absalom Station, Bretheda, Castrovel
Symbol: An atom with a brain as its nucleus

Yaraesa teaches that the core of sentience is the search for knowledge and meaning—the striving to advance one’s society through education, experimentation, and learning. Yaraesa is the goddess of this struggle—the constant endeavor to develop one’s mind and reach a state of intellectual and spiritual perfection. Lashuntas attribute many of their race’s early scientific advancements to Yaraesa, claiming that she was once a living scientist who learned everything that could be learned on the mortal plane. In mastering her own mind, she ascended to godhood to study all the wisdom and lore of the Great Beyond.

Yaraesa’s followers seek to emulate their goddess, hoping to eventually transcend their mortal forms. The path one takes toward this perfection is an individual choice—education, physical exercise, scientific scholarship, and spiritual meditation are all valid enterprises. The simple act of reading—whether on a computer screen, an actual printed volume, or direct eye-projection—can be an act of homage to Yaraesa, and each piece of knowledge or insight gained brings one a step closer to the goddess. Yaraesa bridges the divide between science and spirituality, teaching that the more you learn about the underlying laws of the universe, the more you understand about yourself.

A majority of Yaraesa’s worshipers and priests are lashuntas, but her faith is popular throughout the Pact Worlds, particularly among shirrens. Educators, mechanics, psychics, scientists, scholars, and technomancers venerate the Lady of Wisdom as they explore the boundaries of both mortal knowledge and their own minds. Yaraesa’s temples resemble ancient libraries filled with books—even if the volumes on display are just holographic props—and always include small, quiet rooms where worshipers can read or meditate in peace. Many universities, especially those on Castrovel or funded by lashuntas, contain chapels to Yaraesa.

One unusual quirk of Yaraesa’s worshipers is their vocal rejection of faith—or rather, some conventional understandings of it. Yaraesa teaches that the scientific process and knowledge gained through controlled, replicable, and verifiable experiments are the best way to understand the universe. Where some gods offer knowledge and power as a reward for allegiance, Yaraesa demands that her people figure things out for themselves as best they can. This doesn’t mean that she refuses to grant her followers magical power; rather, she generally does so in consistent and predictable ways that can be taught like a science, and she’s more likely to nudge someone toward a discovery than hand them the answer. For members of her church, faith isn’t blind trust but a healthy and skeptical relationship between an esteemed teacher and her pupils.

Faction Wayfinders:
Members of the Wayfinders are some of the Society’s foremost experts in first contact scenarios. An organization dedicated to fully pursuing the Starfinder Society’s mission statement of exploration, the Wayfinders are at the forefront of each expedition to scan a planet, set foot on an asteroid, or greet a previously unknown species. Wayfinders have a natural passion for exploration, be it through social situations with new species or discovering ancient alien ruins.
Faction Leader: Fitch (CN female ysoki technomancer)
Motto: First into the unknown.
Objectives: The Wayfinders are paragons of the greater Starfinder Society’s drive to explore the innumerable worlds accessible with the advent of the Drift. They, more than any other group within the Society, focus their efforts outside of the Pact Worlds. Traveling through Near Space and the Vast, the Wayfinders live for the thrill of discovery, bringing their findings back to the Lorespire Complex for proper cataloguing and dissemination.
Season 1 Goal: Many organizations outside of the Starfinder Society decry the events of the Scoured Stars as a sign that the Society’s rampant exploration could be more trouble than it’s worth. The Wayfinders strive to continue their mission, regardless of outside doubt and derision. They hope to make an important discovery that will prove the value of the Starfinder Society’s expeditions, something all the Pact Worlds can see and appreciate.

Level up:
SP: 6 + 6
HP: 4 + 6 + 6
RP: 3 + 1 + 0

Fort: 0 + 0 + 0
Ref: 2 + 2 + 1
Will: 0 + 2 + 1

BAB: 0 + 1

Skills Levels
Ability Class 1 2
6 Acrobatics c 2 3 1
4 Athletics c 0 3 1
8 Bluff c 3 3 1 1
6 Computers c 1 3 1 1
5 Culture c 1 3 1
7 Diplomacy c 3 3 1
0 Disguise c
5 Engineering c 1 3 1
7 Intimidate c 3 3 1
Life Science
5 Medicine c 1 3 1
Mysticism
5 Perception c 0 3 1 1
Physical Science
6 Piloting c 2 3 1
8 Profession c 3 3 1 1
5 Sense Motive c 0 3 1 1
6 Sleight of Hand c 2 3 1
6 Stealth c 2 3 1
0 Survival