About Silas Aubergine
SFS # 1904-706
Wealth 81,000 Credits
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Name Silas Aubergine
Space Pirate Envoy 9
CN Medium humanoid (Brenneri)
Init +4; Senses Perc +12; darkvision 60'
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Defense
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EAC 25, KAC25
SP 72 HP 58 RP 8
Fort +5, Ref +10, Will +8
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Offense
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Speed 30 ft. Swim 20 ft.
Melee Buzzblade Duelling Sword +6 (2d6+9 S)
Ranged Yellow Jacket Sting Pistol +11 (2d8+4 A&B, crit corrode 2d6) or Advanced Semi-Auto Pistol +11 (2d6+4 P)
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities
BAB +6
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Statistics
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Str 10, Dex 18, Con 14 Int 15, Wis 10, Cha 18
Skills 10 skills: Bluff +16, Culture +14, Diplomacy +18, Disguise +14, Medicine +14, Perception +12, Piloting +16, Sense Motive +14, Sleight of Hand +16, Stealth +16
Feats Iron Will, Weapon Focus (small arms), Double Tap (As a standard action, you can take a single attack action to make a double-tap attack with a small arm. This attack gains a +1 bonus to the attack roll, and your bonus to damage from Weapon Specialization is equal to your character level (rather than half your character level). The small arm used cannot have the blast, explode, flexible line, line, unwieldy, or wide line weapon special properties, or any other property that allows it to attack multiple targets or an area in a single attack. This attack cannot benefit from the boost, guided, or variant boost weapon special properties, or any other ability or effect that is a move action and alters the effect of your attack or damage. This expends ammunition equal to two attack rolls, and if you cannot expend that ammunition, you cannot use this ability), Extra Resolve, Laugh at Danger (As a reaction when you take Hit Point damage from a significant enemy that doesn’t reduce you to 0 Hit Points, you can grant allies within 30 feet a +2 morale bonus to AC until the end of your next turn. This is a sense-dependent effect. Once you’ve used this ability, you can’t use it again until you take a 10-minute rest to regain Stamina.)
Languages Common, Brenneri, Akitonian, Aklo, Castrovelian, Eoxian, Triaxian, Vercite, Vesk, Abyssal, Celestial, Infernal, Kalo
Other Abilities
Theme Knowledge: You have a distinct advantage over others when operating in the shadows of society. Reduce the DC of Culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates by 5. Bluff 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 your Bluff checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation; Smuggler: You know how and when to move illicit goods and how to get in and out of tight situations that might spell doom for a less seasoned smuggler. Once per day when you attempt a Stealth check to hide, you can roll twice and take the higher result. Additionally, whenever someone attempts a Perception check to search your body for objects you have hidden on your person using the hide object task of the Sleight of Hand skill, the searcher receives only a +2 bonus to the check, instead of a +4 bonus.
Combat Gear Zeizerer Diffractor III (12,500 cr, L bulk, 2 upgrade slots), Yellow Jacket Sting Pistol (18,500 cr, L bulk, 20 charges, 4/shot), Advanced Semi-Auto Pistol (5,500 cr, L bulk, 12 rounds, analog), Buzzblade Duelling Sword (9,500 cr, L bulk, powered), 4 Mk3 Incendiary Grenades (11,200 cr, 3d6 F, 1d6 burn, 10'), Armor Upgrade: Haste circuit (9,250 cr; 10 charges; You can activate the haste circuit as a swift action to gain the benefits of a haste spell until you spend another swift action to deactivate it or it runs out of charges. A haste circuit’s charges replenish each day.), Armor Upgrade: Jetpack (3,100 cr, You gain a fly speed of 30 feet (average maneuverability). You can use this for “cruising flight” at a usage of only 1 charge per minute, but you are flat-footed and off-target while doing so. Changing from normal flight to cruising flight or vice versa is a standard action. A jetpack can’t lift you if you’re encumbered.)
Other Gear 2 Mk3 Serums of Healing (3900 cr, 6d8 HP); Ability Crystal Mk2 (6,500 cr; CHA +4); 1,050 credits on a credstick
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Special Abilities
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Astute: +2 racial bonus to Diplomacy and Sense Motive checks
Favored Object: Once per day, when a brenneri spends a Resolve Point and takes a 10 minute rest to regain Stamina Points, they can focus on a favored object during the rest and recover Hit Points equal to half their level (minimum 1)
Hold Breath: can hold breath for 10 minutes
Swimmer: swim speed of 20'.
Envoy Improvisations (5); Inspiring Boost (22 stamina, Spend 1 resolve to add level); 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.); Watch Out (As a reaction, when an enemy makes a ranged attack against an ally within 60 feet of you, you can warn that ally of the danger. You must spend your reaction when the enemy declares the attack but before it makes the attack roll. Your ally can spend a reaction to gain a +4 to AC against the triggering attack. Once the triggering attack is resolved, the ally falls prone. At 8th level, you can spend 1 Resolve Point to prevent your ally from falling prone after the attack.); Improved Get 'Em (Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll). As with get ’em, you can spend 1 Resolve Point to grant the benefits against all enemies within 60 feet. You must have the get ’em envoy improvisation to choose this improvisation.); Inspiring Oration (You can use inspiring boost as a full action. If you do, all allies within 60 feet of you regain a number of Stamina Points equal to twice your envoy level + your Charisma modifier (up to their maximum). Once an ally has benefited from your inspiring boost or inspiring oration, that ally can’t gain the benefits of either improvisation again until they recover Stamina Points following a 10-minute rest. As with the inspiring boost envoy improvisation, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained. You must have the inspiring boost improvisation to select this improvisation.)
Expertise (1d6+2; Skill Expertise (Sense Motive, Diplomacy, Medicine, Bluff)
Expertise Talents (Universal Diplomat: Your Diplomacy checks to change a creature’s attitude are not language-dependent. This allows you to use Diplomacy to change the attitude of a creature with whom you do not share a common language, as well as a creature with an Intelligence score of 1 or 2 (creatures with no Intelligence score can’t have their attitudes improved using the Diplomacy skill unless the GM says otherwise); Additional Skill Expertise (Bluff))
Weapon Specialization (basic melee, grenades, small arms)
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Boons Slotted this Adventure
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Ally:
Faction:
Personal:
Promotional:
Social:
Starship:
Slotless: