Theme: Reduce the DC by 5 for Culture, Life Science, or Mysticism checks to identify creatures or opponents with psychic or magical abilities, from the Swarm with their hive mind to necrovites with their mighty spellcasting.
Starship-Combat Version of Skills
Omitting Class features and items that do not affect Crew Actions
Captain: Diplomacy +7 +d6, Bluff + 7
Gunner: +3
Magic Officer: +5
Feats: Weapon Focus (Small Arms)
Proficiencies: Small Arms, Basic Melee Weapons, Light Armour Proficiency, grenades
Languages Common, Skittermander, Vesk,
Combat Gear Freebooter Armour I, Skipshot Pistol, Tactical, Serum of Healing Mk1 x2, 4x Mk1 Grenades
Other Gear Standard Battery x1, Cold Iron Bullets x20, Silver Bullets x20, Profession outfit, profession Kit, Hot/Cold Environment clothing, Mess Kit, Gear Maintenance Kit, Grooming Kit,
Credits:
--------------------
Special Abilities
--------------------
Skitterpunk Some skittermanders have grown skeptical of the vesk and refined their collaboration instinct, developing a keen eye toward power dynamics and injustice. These skittermanders gain a +2 racial bonus to Sense Motive checks, which increases to +5 when engaging with vesk and citizens of the Veskarium.
Low-Light Vision A skittermander can see in dim light as if it were normal light.
Hyper Once per day, a skittermander can take an extra move action.
Six-Armed Skittermanders have six arms, which allows them to wield and hold up to six hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.
Skill Expertise Diplomacy, Sense Motive
Inspiring Boost +5 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.
--------------------
[/spoiler]
Bot Me!:
[dice=Slipshot vs KAC] 1d20+ 4[/dice]
[dice=Piercing Damage]d4[/dice]