Zahvos Corvus's page

80 posts. Organized Play character for CaptainBacon.

Full Name

Zahvos Corvus


| SP 7/7 ; HP 10/10 ; RP 4/4 | EAC 13 ; KAC 14 | Ft +1; Rf +4 ; Wi +2 | Init. +6 ; Perc. +4; SM. +4+1d6 (Expertise)


| Speed 30ft | Active conditions: None.


"Zahvos Corvus" Male CG Human Envoy 1 (Xenoseeker)


5'9'' (Medium)






Absalom Station


Common, Akitonian



Strength 10
Dexterity 14
Constitution 12
Intelligence 11
Wisdom 10
Charisma 16

About Zahvos Corvus

CG Medium humanoid (human)
Init +6; Senses Perc +4, SM +4,

EAC 13, KAC 14
SP 7 HP 10 RP 4
Fort +1, Ref +4, Will +2

Speed 30 ft.
Melee Tactical Baton (1d4)
Ranged Azimuth Laser Rifle (1d8)

Str 10, Dex 14, Con 12, Int 11, Wis 10, Cha 16

Acrobatics +6, Bluff +7, Culture +4, Diplomacy +7, Disguise +7, Engineering +4, Intimidate +3, Perception +4, Piloting +2, Profession (Dockworker): +4, Sense Motive +4, Stealth +2

Longarm Profiency
Improved Initiative

Languages Common

Battery (20 charges)
Second Skin armor
Azimuth Laser Rifle
Tactical Baton
Personal Comm Unit
1 week of rations
Hygiene Kit
Industrial Backpack
Travel Clothes
2x Mk1 Healing Serum
Starstone Compass

Special Abilities
Envoy Improvisation 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 (Sense Motive, Diplomacy) 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). Lvl 1: Diplomacy
Theme Knowledge (Xenoseeker) 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.
Boons Slotted this Adventure
Faction: Wayfinders Champion
Slotless: Starfinder Insignia

Completed Scenarios:

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