Magic At will: daze, psychokinetic hand
1/day: detect thoughts
Feats and Abilities Theme THEME KNOWLEDGE (1ST) You are trained to seek out, identify, and interact with alien life-forms. 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. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Race DIMORPHIC
All lashuntas gain +2 Charisma at character creation.
Damaya lashuntas are typically clever and well-spoken (+2 Intelligence at character creation) but somewhat delicate (–2 Constitution at character creation).
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. (Bluff and Diplomacy)
Class 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.
Some envoy improvisations are language-dependent, mind-affecting, sense-dependent, or some combination of any or all of these.
You learn your first envoy improvisation at 1st level and an additional improvisation at 2nd level and every 2 levels thereafter. Many improvisations require you to have a minimum envoy level, and they are organized accordingly. Some improvisations have additional prerequisites, such as other improvisations.
Improvisation at 1st Level - CLEVER FEINT As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success.
Improvisation at 2nd Level - DON'T QUIT, (mind-affecting, sense-dependent) As a standard action, you can signal a single ally within 60 feet.
That ally ignores one condition of your choice until the start of your next turn, chosen from the following list: confused, fascinated, fatigued, shaken, sickened, and staggered.
While your ally doesn’t suffer the effects of the condition during that period, the condition is merely suppressed, not removed, and its effects resume at the start of your next turn. The condition can still be removed with spells, technology, and other effects as normal.
At 6th level, add the following conditions to the list: cowering, dazed, exhausted, frightened, nauseated, panicked, paralyzed, and stunned.
At 12th level, you can spend 1 Resolve Point to remove the condition with this ability instead of suppressing it. You can’t remove a condition with a permanent duration in this way; if you attempt to do so, your attempt fails but you don’t lose the Resolve Point.
Improvisation at 4th Level - INSPIRING BOOST, As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) 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.
EXPERTISE 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 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).
1st Level - Bluff
5th Level - Culture
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.
You gain an expertise talent at 3rd level and every 4 levels thereafter. 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.
3rd lvl - Additional Skill Expertise (Ex)
Choose another skill in which you have at least 1 rank from the list of skills you can choose with the expertise class feature; you can use expertise with that skill. You can choose this talent up to three times, choosing a different skill each time.
3rd level - Medicine
5th level - Culture
Weapon Specialization 3rd level (Basic Melee and Small Arms)
You know how to get the full damage out of a weapon type your class doesn’t normally use.
Benefit: Small arms and basic melee. You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Feats TOUGHNESS @ 1st
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.
Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.
Great Fortitude @ 3rd
You are resistant to diseases, poisons, and other maladies.
Benefit: You gain a +2 bonus to Fortitude saving throws.
Improved Great Fortitude @ 5th
You are resistant to diseases, poisons, and other maladies.
Benefit: You can spend 1 RP to reroll a failed Fortitude save.
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)
Skills
1st lvl - skills per level 9 = 8 + 1
5th lvl - skills per level 10 = 8 + 2
Ranks + Class Bonus + Ability Mod + Misc Mod
Acrobatics: [/dice]1d20+5+3+3+0[/dice]
Athletics: [/dice]1d20+0+0+0+0[/dice]
Bluff: [/dice]1d20+5+3+4+2+[1d6][/dice]
Computer: [/dice]1d20+1+3+1+0[/dice]
Culture: [/dice]1d20+5+3+2+0+1d6[/dice]
Diplomacy: [/dice]1d20+4+3+4+2[/dice]
Disguise: [/dice]1d20+4+3+4+0[/dice]
Engineering: [/dice]1d20+0+0+1+0[/dice] - not skilled
Intimidate: [/dice]1d20+1+3+4+0[/dice]
Life Science: [/dice]1d20+5+3+2+0[/dice]
Medicine: [/dice]1d20+5+3+2+0+1d6[/dice]
Mysticism: [/dice]1d20+0+0+1+0[/dice] not skilled
Perception: [/dice]1d20+5+3+1+0[/dice]
Physical Science: [/dice]1d20+1+0+2+0[/dice]
Piloting: [/dice]1d20+0+0+3+0[/dice] not skilled
[dice=Profession(?????):]1d20+0+0+1+0[/dice]
Sense Motive: [/dice]1d20+5+3+1+0+1d6[/dice]
Sleight of Hand: [/dice]1d20+4+3+3+0[/dice]
Stealth: [/dice]1d20+0+0+3+0[/dice]
Survival: [/dice]1d20+0+0+1+0[/dice]
1st level - Acrobatics, Bluff, Computer, Culture, Diplomacy, Life Science, Perception, Sense Motive, Sleight of Hand. (5th lvl ability increase - Medicine)
2nd level - Acrobatics, Bluff, Culture, Diplomacy, Disguise, Life Science, Perception, Sense Motive, Sleight of Hand. (5th lvl ability increase - Medicine)
3rd level - Acrobatics, Bluff, Culture, Disguise, Intimidate, Life Science, Medicine, Perception, Sense Motive. (5th lvl ability increase - Physical Science)
4th level - Acrobatics, Bluff, Culture, Diplomacy, Disguise, Life Science, Medicine, Sense Motive, Sleight of Hand. (5th lvl ability increase - Perception)
5th level - Acrobatics, Bluff, Culture, Diplomacy, Disguise, Life Science, Medicine, Perception, Sense Motive, Sleight of Hand.
Equipment: Combat (including armour)
Tactical Baton (90), Pulsecaster Pistol (250), Second Skin (250), Smoke Grenade(40)
Other Medipatch x2 (100), Restraint(Binders) x2 (10: DC22 Acrobatics to escape), Toolkit-Hacking Kit(20), Comms Unit-Personal (7), Fire Extinguisher (15), Starstone Compass (3), Backpack=consumer (3), Travel Clothes (10), Serum of Healing x2 (100), Hygine Kit (3), Lantern (10), Field Rations x14 (14)
Spent 915 Credits
Pocket 1085 Credits,
Saves - class 1st Level BAB +0 Fort +0 Ref +2 Will +2
2nd Level BAB +1 Fort +0 Ref +3 Will +3
3rd Level BAB +2 Fort +1 Ref +3 Will +3
4th Level BAB +3 Fort +1 Ref +4 Will +4
5th Level BAB +3 Fort +1 Ref +4 Will +4
Abilities 1st Level Str 10, Dex 14, Con 8, Int 12, Wis 12, Cha 17
5th Level Str 10, Dex 16, Con 10, Int 14, Wis 12, Cha 18
Stamina and Hit Points
1 06 10
2 12 16
3 18 22
4 24 28
5 35 34
Spell Descriptions:
[0-Level]
Daze School enchantment (compulsion, mind-affecting) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one humanoid creature of CR 3 or lower Duration 1 round Saving Throw Will negates; Spell Resistance yes This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute.
[/spoiler=Bluff-Feint]
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.
[/spoiler]
10 minute background:
The Ten-Minute Background
In an attempt to get all the information I need to create stuff from character backgrounds without having to continually push for information, I am asking that you create backgrounds the following way:
Step 1:write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
Optimistic, Whats to discover the worlds and creatures outside Castovel, skilled liar, it's how she got to Absalom Station, poor but happy, wants to be a starfinder. Avoid violence through wits. Young and innocent.
Step 2:List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.
Make first contact with a new species or planet.
Step 3:List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
Step 4:Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Step 5:Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Reading Mervic Comics about the vast universe and its heroes.
Using the VitruoPod in the school library to feel what space is like.
Convincing her school friend, Chanmi, that she had stowed away on a space freighter and travelled to ...... when she was off school being ill for a few days.
Solaria's story:
Solaria born under the sounds of the drone and grind of the space frieghters and carriers that land in the great space port at Castrovel's most powerful city Qabarat. Her early life was spent with he neck strained looking up at the stars, watching the spacers ascend and descend to the port and wondering what adventures might exist beyond her home planet. She read and borrowed all she could from her academy's VirtuLibrary, spending time in the VR learning pods, experiencing the sights aand sounds of various worlds, from the red dust desert's to lush green waterfalls. What amazing creatures there must be, known and as yet undiscovered. A childhood made of itchy feet, wanting to travel.
Working in various parts of the RecroMotel Glizzi, a middle of the road hotel for visitors to Castovel, Solaria has heard many tales of adventure. One group that seemed to come up a lot in the conversations of the visitors, always in relation to the most exciting adventures was the Starfinders. A group always looking for brave and skilled adventuruers to go beyond and discover new worlds, creatures and objects. Hearing that they had their centre in Absalom Station, an idea was born, a desire to be fulfilled.
Solaria, had always had the gift of the gab, even in her academy she convinced her friend, Riahti that she had once stowed away aboard a space freighter and traveled into the dark unknowns. When in fact she had been at home ill for a week or so. So a plan had formulated, letters written, introductions made and now she was on her way to Absalom Station, to make her dream of becoming a Starfinder true.
3rd Level:
Name : Solaria
Race : Dalaya Lashuntas
Theme : Xenoseeker
Class : Envoy
Health and Resolve Stamina : 18 Current : 18
Hit Points : 22 Current : 22
Resolve : 4 Current : 4
Defence Second Skin Level 1 Cred250 EAC Bonus+1 KAC Bonus+2 Max Dex Bonus +5 Armour Check Penalty — Speed Adjustment — Upgrade Slots 1 Bulk L
Energy Armour Class 13 10+ArmourBonus+1+DexMod2+MiscMod0
Kinetic Armour Class 14 10+ArmourBonus+2+DexMod2+MiscMod0
AC vs Combat Maneuvers 19 8+KAC DR: - Resistances: -
SavesBase + Ability Mod + Misc Mod
Fort [/dice]1d20+1-1+2[/dice] also see Toughness feat for misc mods
Reflex [/dice] 1d20+3+2+0[/dice]
Will [/dice] 1d20+3+1+0[/dice]
Magic At will: daze, psychokinetic hand
1/day: detect thoughts
Feats and Abilities Theme THEME KNOWLEDGE (1ST) You are trained to seek out, identify, and interact with alien life-forms. 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. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Race DIMORPHIC
All lashuntas gain +2 Charisma at character creation.
Damaya lashuntas are typically clever and well-spoken (+2 Intelligence at character creation) but somewhat delicate (–2 Constitution at character creation).
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. (Bluff and Diplomacy)
Class 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.
Some envoy improvisations are language-dependent, mind-affecting, sense-dependent, or some combination of any or all of these.
You learn your first envoy improvisation at 1st level and an additional improvisation at 2nd level and every 2 levels thereafter. Many improvisations require you to have a minimum envoy level, and they are organized accordingly. Some improvisations have additional prerequisites, such as other improvisations.
Improvisation at 1st Level - CLEVER FEINT As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success.
Improvisation at 2nd Level - DON'T QUIT, (mind-affecting, sense-dependent) As a standard action, you can signal a single ally within 60 feet.
That ally ignores one condition of your choice until the start of your next turn, chosen from the following list: confused, fascinated, fatigued, shaken, sickened, and staggered.
While your ally doesn’t suffer the effects of the condition during that period, the condition is merely suppressed, not removed, and its effects resume at the start of your next turn. The condition can still be removed with spells, technology, and other effects as normal.
At 6th level, add the following conditions to the list: cowering, dazed, exhausted, frightened, nauseated, panicked, paralyzed, and stunned.
At 12th level, you can spend 1 Resolve Point to remove the condition with this ability instead of suppressing it. You can’t remove a condition with a permanent duration in this way; if you attempt to do so, your attempt fails but you don’t lose the Resolve Point.
EXPERTISE 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 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).
1st Level - Bluff
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.
You gain an expertise talent at 3rd level and every 4 levels thereafter. 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.
Additional Skill Expertise (Ex)
Choose another skill in which you have at least 1 rank from the list of skills you can choose with the expertise class feature; you can use expertise with that skill. You can choose this talent up to three times, choosing a different skill each time.
3rd level - Medicine
Weapon Specialization 3rd level (Basic Melee and Small Arms)
You know how to get the full damage out of a weapon type your class doesn’t normally use.
Benefit: Small arms and basic melee. You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Feats TOUGHNESS @ 1st
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.
Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.
Great Fortitude @ 3rd
You are resistant to diseases, poisons, and other maladies.
Benefit: You gain a +2 bonus to Fortitude saving throws.
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)
Skills Skills per level 9 = 8 + 1
Ranks + Class Bonus + Ability Mod + Misc Mod
+8 [dice=Acrobatics:]1d20+3+3+2+0[/dice]
+0 [dice=Athletics:]1d20+0+0+0+0[/dice]
+11 [dice=Bluff:]1d20+3+3+3+2+[1d6][/dice]
+5 [dice=Computer:]1d20+1+3+1+0[/dice]
+7 [dice=Culture:]1d20+3+3+1+0[/dice]
+10 [dice=Diplomacy:]1d20+2+3+3+2[/dice]
+8 [dice=Disguise:]1d20+2+3+3+0[/dice]
+1 [dice=Engineering:]1d20+0+0+1+0[/dice] - not skilled
+7 [dice=Intimidate:]1d20+1+3+3+0[/dice]
+7 [dice=Life Science:]1d20+3+3+1+0[/dice]
+5 [dice=Medicine:]1d20+1+3+1+0+1d6[/dice]
+1 [dice=Mysticism:]1d20+0+0+1+0[/dice] not skilled
+7 [dice=Perception:]1d20+3+3+1+0[/dice]
+1 [dice=Physical Science:]1d20+0+0+1+0[/dice] not skilled
+2 [dice=Piloting:]1d20+0+0+2+0[/dice] not skilled
[dice=Profession(?????):]1d20+0+0+1+0[/dice]
+7 [dice=Sense Motive:]1d20+3+3+1+0+1d6[/dice]
+7 [dice=Sleight of Hand:]1d20+2+3+2+0[/dice]
+2 [dice=Stealth:]1d20+0+0+2+0[/dice]
+1 [dice=Survival:]1d20+0+0+1+0[/dice]
1st level - Acrobatics, Bluff, Computer, Culture, Diplomacy, Life Science, Perception, Sense Motive, Sleight of Hand.
2nd level - Acrobatics, Bluff, Culture, Diplomacy, Disguise, Life Science, Perception, Sense Motive, Sleight of Hand.
3rd level - Acrobatics, Bluff, Culture, Disguise, Intimidate, Life Science, Medicine, Perception, Sense Motive.
Equipment: Combat (including armour)
Tactical Baton (90), Pulsecaster Pistol (250), Second Skin (250), Smoke Grenade(40)
Other Medipatch x2 (100), Restraint(Binders) x2 (10: DC22 Acrobatics to escape), Toolkit-Hacking Kit(20), Comms Unit-Personal (7), Fire Extinguisher (15), Starstone Compass (3), Backpack=consumer (3), Travel Clothes (10), Serum of Healing x2 (100), Hygine Kit (3), Lantern (10), Field Rations x14 (14)
Spent 915 Credits
Pocket 1085 Credits,
1st Level BAB +0 Fort +0 Ref +2 Will +2
2nd Level BAB +1 Fort +0 Ref +3 Will +3
1st Level BAB +2 Fort +1 Ref +3 Will +3
2nd level:
Name : Solaria
Race : Dalaya Lashuntas
Theme : Xenoseeker
Class : Envoy
Health and Resolve Stamina : 12 Current : 12
Hit Points : 16 Current : 16
Resolve : 4 Current : 4
Defence Second Skin Level 1 Cred250 EAC Bonus+1 KAC Bonus+2 Max Dex Bonus +5 Armour Check Penalty — Speed Adjustment — Upgrade Slots 1 Bulk L
Lashunta Tempweave Level 4 Cred1950 EAC Bonus+4 KAC Bonus+4 Max Dex Bonus +5 Armour Check Penalty — Speed Adjustment — Upgrade Slots 1 Bulk L
Energy Armour Class 13 10+ArmourBonus+1+DexMod4+MiscMod0
Kinetic Armour Class 14 10+ArmourBonus+2+DexMod4+MiscMod0
AC vs Combat Maneuvers 19 8+KAC DR: - Resistances: -
SavesBase + Ability Mod + Misc Mod
Fort [/dice]1d20+0-1+0[/dice] also see Toughness feat for misc mods
Reflex [/dice] 1d20+2+2+0[/dice]
Will [/dice] 1d20+2+1+0[/dice]
Magic At will: daze, psychokinetic hand
1/day: detect thoughts
Feats and Abilities Theme THEME KNOWLEDGE (1ST) You are trained to seek out, identify, and interact with alien life-forms. 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. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Race DIMORPHIC
All lashuntas gain +2 Charisma at character creation.
Damaya lashuntas are typically clever and well-spoken (+2 Intelligence at character creation) but somewhat delicate (–2 Constitution at character creation).
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. (Bluff and Diplomacy)
Class 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.
Some envoy improvisations are language-dependent, mind-affecting, sense-dependent, or some combination of any or all of these.
You learn your first envoy improvisation at 1st level and an additional improvisation at 2nd level and every 2 levels thereafter. Many improvisations require you to have a minimum envoy level, and they are organized accordingly. Some improvisations have additional prerequisites, such as other improvisations.
Improvisation at 1st Level - CLEVER FEINT As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success.
Improvisation at 2nd Level - DON'T QUIT, (mind-affecting, sense-dependent) As a standard action, you can signal a single ally within 60 feet.
That ally ignores one condition of your choice until the start of your next turn, chosen from the following list: confused, fascinated, fatigued, shaken, sickened, and staggered.
While your ally doesn’t suffer the effects of the condition during that period, the condition is merely suppressed, not removed, and its effects resume at the start of your next turn. The condition can still be removed with spells, technology, and other effects as normal.
At 6th level, add the following conditions to the list: cowering, dazed, exhausted, frightened, nauseated, panicked, paralyzed, and stunned.
At 12th level, you can spend 1 Resolve Point to remove the condition with this ability instead of suppressing it. You can’t remove a condition with a permanent duration in this way; if you attempt to do so, your attempt fails but you don’t lose the Resolve Point.
EXPERTISE 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 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).
1st Level - Bluff
Feats TOUGHNESS @ 1st
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.
Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.
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)
Skills Skills per level 9 = 8 + 1
Ranks + Class Bonus + Ability Mod + Misc Mod
+7 [dice=Acrobatics:]1d20+2+3+2+0[/dice]
+0 [dice=Athletics:]1d20+0+0+0+0[/dice]
+10 [dice=Bluff:]1d20+2+3+3+2+[1d6][/dice]
+5 [dice=Computer:]1d20+1+3+1+0[/dice]
+6 [dice=Culture:]1d20+2+3+1+0[/dice]
+10 [dice=Diplomacy:]1d20+2+3+3+2[/dice]
+7 [dice=Disguise:]1d20+1+3+3+0[/dice]
+1 [dice=Engineering:]1d20+0+0+1+0[/dice] - not skilled
+3 [dice=Intimidate:]1d20+0+0+3+0[/dice]
+6 [dice=Life Science:]1d20+2+3+1+0[/dice]
+1 [dice=Medicine:]1d20+0+0+1+0[/dice] not skilled
+1 [dice=Mysticism:]1d20+0+0+1+0[/dice] not skilled
+6 [dice=Perception:]1d20+2+3+1+0[/dice]
+1 [dice=Physical Science:]1d20+0+0+1+0[/dice] not skilled
+2 [dice=Piloting:]1d20+0+0+2+0[/dice] not skilled
[dice=Profession(?????):]1d20+0+0+1+0[/dice]
+6 [dice=Sense Motive:]1d20+2+3+1+0+[1d6][/dice]
+7 [dice=Sleight of Hand:]1d20+2+3+2+0[/dice]
+2 [dice=Stealth:]1d20+0+0+2+0[/dice]
+1 [dice=Survival:]1d20+0+0+1+0[/dice]
2nd level - Acrobatics, Bluff, Culture, Diplomacy, Disguise, Life Science, Perception, Sense Motive, Sleight of Hand.
Equipment: Combat (including armour)
Tactical Baton (90), Pulsecaster Pistol (250), Second Skin (250), Smoke Grenade(40)
Other Medipatch x2 (100), Restraint(Binders) x2 (10: DC22 Acrobatics to escape), Toolkit-Hacking Kit(20), Comms Unit-Personal (7), Fire Extinguisher (15), Starstone Compass (3), Backpack=consumer (3), Travel Clothes (10), Serum of Healing x2 (100), Hygine Kit (3), Lantern (10), Field Rations x14 (14)
Spent 915 Credits
Pocket 1085 Credits,
Spell Descriptions:
[0-Level]
Daze School enchantment (compulsion, mind-affecting) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one humanoid creature of CR 3 or lower Duration 1 round Saving Throw Will negates; Spell Resistance yes This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute.
[/spoiler=Bluff-Feint]
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.
[/spoiler]
10 minute background:
The Ten-Minute Background
In an attempt to get all the information I need to create stuff from character backgrounds without having to continually push for information, I am asking that you create backgrounds the following way:
Step 1:write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
Optimistic, Whats to discover the worlds and creatures outside Castovel, skilled liar, it's how she got to Absalom Station, poor but happy, wants to be a starfinder. Avoid violence through wits. Young and innocent.
Step 2:List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.
Make first contact with a new species or planet.
Step 3:List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
Step 4:Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Step 5:Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Reading Mervic Comics about the vast universe and its heroes.
Using the VitruoPod in the school library to feel what space is like.
Convincing her school friend, Chanmi, that she had stowed away on a space freighter and travelled to ...... when she was off school being ill for a few days.
Solaria's story:
Solaria born under the sounds of the drone and grind of the space frieghters and carriers that land in the great space port at Castrovel's most powerful city Qabarat. Her early life was spent with he neck strained looking up at the stars, watching the spacers ascend and descend to the port and wondering what adventures might exist beyond her home planet. She read and borrowed all she could from her academy's VirtuLibrary, spending time in the VR learning pods, experiencing the sights aand sounds of various worlds, from the red dust desert's to lush green waterfalls. What amazing creatures there must be, known and as yet undiscovered. A childhood made of itchy feet, wanting to travel.
Working in various parts of the RecroMotel Glizzi, a middle of the road hotel for visitors to Castovel, Solaria has heard many tales of adventure. One group that seemed to come up a lot in the conversations of the visitors, always in relation to the most exciting adventures was the Starfinders. A group always looking for brave and skilled adventuruers to go beyond and discover new worlds, creatures and objects. Hearing that they had their centre in Absalom Station, an idea was born, a desire to be fulfilled.
Solaria, had always had the gift of the gab, even in her academy she convinced her friend, Riahti that she had once stowed away aboard a space freighter and traveled into the dark unknowns. When in fact she had been at home ill for a week or so. So a plan had formulated, letters written, introductions made and now she was on her way to Absalom Station, to make her dream of becoming a Starfinder true.