Kobold

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RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16. RPG Superstar 6 Season Marathon Voter, 7 Season Marathon Voter, 8 Season Marathon Voter, 9 Season Dedicated Voter. Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber. Organized Play Member. 17,609 posts (36,069 including aliases). No reviews. 1 list. No wishlists. 18 Organized Play characters. 36 aliases.


Full Name

Stell Z-Lin is a stage name. Her given name is Linn de Silva

Race

Human

Classes/Levels

Envoy 1 / Operative 3 (Theme: Icon) SP 0/24 HP 10/28 RP 0/3 | EAC 17 KAC 17 | F +1 R +8 (has evasion) W+5 | Init +3 Perc +9

Gender

Female

Size

Medium

Age

25

Alignment

NG

Deity

Weyden, Yaraesa

Location

Faction: Wayfinders

Occupation

Musician

Homepage URL

Organized Play #: 105836-701

Strength 10
Dexterity 15
Constitution 10
Intelligence 12
Wisdom 10
Charisma 16

About Stell Z-Lin, SFS

Background:
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 influencial 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.

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.

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 1 / Operative (Spy) 3
NG Medium humanoid (human)
Init +3; Perception +9

Defense SP 24 HP 28 RP 3
EAC 17 KAC 17
Fort +1; Ref +8; Will +5
Evasion: half damage on a failed reflex save, no damage on a successful save to half damage.

save dicebot:
[dice=Initiative]1d20 + 3[/dice]
[Dice=Fort]1d20 + 1[/dice]
[dice=Reflex]1d20 + 8[/dice]
[dice=Will]1d20 + 5[/dice]

Offense
Speed 40 ft.
Melee Survival knife +6 (1d4 + 2 S; analog, operative)
Ranged Tactical Semi-auto pistol +6 (1d6 + 2 P, 30' range 30', 9 rounds per clip/5 remaining) or Needler Pistol +6 (1d4 + 2 P, critical Injection DC +2, 30' range, 6 darts per clip) or Static Arc Pistol +6 (1d6 + 2 E, critical arc 2, 50' range, 20/2 charges, Stun) or Tactical Shirren-eye Rifle +6 (1d10 + 4 P, range 70', analog, sniper (250 ft.), 1/1 rounds)
Special Attack Trick Attack +1d8

Combat Dicebots:
[dice=Survival knife vs KAC]1d20 + 6[/dice]
[dice=Damage, S]1d4 + 2[/dice]
[dice=Tactical Semi-auto pistol, vs KAC]1d20 + 6[/dice]
[dice=Damage, P]1d6 + 2[/dice] (range: 30')
[dice=Needler Pistol, vs KAC]1d20 + 6[/dice]
[dice=Damage, P]1d4 + 2[/dice]
[dice=Static Arc Pistol, vs EAC]1d20 + 6[/dice]
[dice=Damage, E]1d6 + 2[/dice] (range: 50')
[dice=Tactical Shirren-eye Rifle, vs KAC]1d20 + 6[/dice]
[dice=Damage, P]1d10 + 4[/dice] range: 70'
[dice=Damage, P]1d10 + 4[/dice] range: 250' with aim
Trick Attack
[dice=Trick Attack, Bluff, Skill Expertise]1d20 + 13 + 4 + 1d6[/dice]
DC: 20 + Targets CR; success: Target is flat-footed against the trick attack; if attack hits add Trick Attack Damage
[dice=Trick Attack Damage]1d8[/dice]
[dice=Feint, skill expertise]1d20 + 12 + 1d6[/dice] Move Action, DC 15 + 1-1/2 × the opponent’s CR; success = Treat Opponent as Flat-footed.

Statistics
Str 10 (+0); Dex 17 (+3); Con 10 (+0); Int 12 (+1); Wis 10 (+0); Cha 16 (+3)
BAB +2
Skills Acrobatics +9, Athletics +6, Bluff +13 (+1d6) (+4 trick attack), Computers +7 (1 rank), Culture +9, Diplomacy +12, Disguise +13, Engineering +7, Intimidate +9 (+11 with voice amplifier on), Life Science +4, Medicine +7, Mysticism]Mysticism +3, Perception+9, Physical Science +4, Piloting +9 (1 rank), Profession (Musician) +13 (Job +14), Sense Motive +7 (+1d6), Sleight of Hand +9, Stealth +12, Survival +6
Feats Improved Feint, Skill Focus (bluff, disguise) , Versatile Focus, Weapon Focus (Small Arms)
Languages Common, Vercite, Kasastha, Lashunta
Other Abilities Inspiring Boost, Expertise (Bluff, Sense Motive), Voice Amplifier (augmentation), Synaptic Accelerator +2 Dex.
Gear Serum of Appearance Change, Serum of Healing Mk 1 (6), Lashunta Tempweave basic (Upgrade: Light Projector), Survival knife, tactical Semi-auto pistol, 21 rounds small arms ammo, Needler Pistol, 20 darts, Static Arc Pistol, 2 batteries, Tactical Shirren-eye Rifle, 24 sniper rounds, Personal Comm Unit, Consumer Backpack, Clothing (everyday, formal, professional, travel), Hygiene Kit, Tool Kit (disguise), Video Camera Scanner, Computer (level 1, bulk light, 1 level of miniaturization), basic Medkit.

Skill Dicebots:
[dice=Acrobatics]1d20 + 9[/dice]
[dice=Athletics]1d20 + 6[/dice]
[dice=Bluff, Skill Expertise]1d20 + 13 + 1d6[/dice]
[dice=Computers]1d20 + 7[/dice]
[dice=Culture]1d20 + 9[/dice]
[dice=Diplomacy]1d20 + 12[/dice]
[dice=Disguise]1d20 + 13[/dice]
[dice=Engineering]1d20 + 7[/dice]
[dice=Intimidate]1d20 + 9[/dice]
[dice=Intimidate, voice amplifier]1d20 + 9 + 2[/dice]
[dice=Life Science]1d20 + 4[/dice]
[dice=Medicine]1d20 + 7[/dice]
[dice=Mysticism]1d20 + 3[/dice]
[dice=Perception]1d20 + 9[/dice]
[dice=Physical Science]1d20 + 4[/dice]
[dice=Piloting, 1 rank]1d20 + 9[/dice]
[dice=Profession (musician)]1d20 + 13[/dice]
[dice=Profession (musician), job]1d20 + 13 + 1[/dice]
[dice=Sense Motive, skill expertise]1d20 + 7 + 1d6[/dice]
[dice=Sleight of Hand]1d20 + 9[/dice]
[dice=Stealth]1d20 + 12[/dice]
[dice=Survival]1d20 + 6[/dice]

Economics:

Level 1
Income: Starting wealth 1000
Outgo: Starting equipment: 984

Chronicle 1
Income: Fugitive from the Red Planet: 772
Outgo: 460 (Kasatha Microcord)
XP: 1
Fame: 2

Chronicle 2
Income: Cries from the Drift: 750
Outgo: 995 (voice amplifier, Static Arc Pistol, 2 batteries)
XP: 2
Fame: 4

Chronicle 3
Income: Yesteryear's Truth 781
Outgo: 845 (Shirren-eye rifle, disguise tool kit, sniper rounds (25))
XP: 3
Fame: 6
Level 2

Chronicle 4
Income: The Solar Sortie: 749
Outgo: 0
XP: 4
Fame: 8

Chronicle 5
Incident at Absalom Station
Income: 2160
Outgo: 0
XP: 7
Fame: 13

Chronicle 6
Protectorate Petition
Income: 763
Expenses: 340
Video camera scanner: 275 credits, bulk L
Computer (Level 1, 1 level of miniaturization): 55 credits, bulk L
Purchase Portable Light, Flashlight version for 10 credits.
XP: 8
Fame: 15

Chronicle 7
The First Mandate
Income: 737
Sells Kasatha Microcord armor for 46.
Purchases: 3754
Lashunta Tempweave basic 1950
Armor Upgrade: Light Projector 150
Synaptic Accelerators, +2 Dex 1400
Basic Medkit 100
4 serum of healing Mk 1 200
XP: 9
Fame: 17
Level 3

Chronicle 8
Claim to Salvation
Income: 1530
Outgo:
XP: 10
Fame: 19

Chronicle 9
#3-17: Clone Batch Catastrophe
XP +1, Total 11
Fame +2, Total 21
Reputation Wayfinders +2
Credits 1460
Income 38


Net Income: 9756
Net Outgo: 7378

Bulk: 5.8/6.5
Credits: 2378

Theme: 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

Level 1
BAB +0 Fort +0 Ref +2 Will +2

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.

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).

Operative Class:
You’re a shadow. You move swiftly, strike suddenly, and always have an escape plan. You’re a consummate professional, and you always get the job done, whether it’s scouting enemy lines, hunting down criminals, stealing and smuggling items, or assassinating key figures. As an operative, you’re skilled in a wide variety of disciplines and specialties, and use speed, mobility, and your quick wits rather than relying on heavy weapons. You excel at the art of surprise, whether it’s sniping targets from cover or striking while their backs are turned. Your cause may be righteous, but you have no problem fighting dirty—achieving your objective is all that matters.
Hit Points: 6

Stamina Points: 6 + Constitution modifier

Key Ability Score: Your Dexterity helps you to infiltrate, get into position, escape danger, and make decisive shots with your weapon, so Dexterity is your key ability score. High Intelligence boosts your skills, and Charisma aids in your interactions with other characters.

Class Skills: Acrobatics (Dex), Athletics ( Str), Bluff (Cha), Computers ( Int), Culture (Int), 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), Survival (Wis)

Skill Ranks per Level: 8 + Intelligence modifier

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

Level 3: BAB 2, F: 1, R: 3, W: 3

Operative Class Features:

OPERATIVE’S EDGE (EX) 1ST LEVEL
Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.

SPECIALIZATION 1ST LEVEL
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).

TRICK ATTACK (EX) 1ST LEVEL
You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

Quick Movement (Ex) 3rd Level
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.

Weapon Specialization (Ex) - 3rd Level
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
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.

Specialization: Spy:
You can steal or adopt new identities as easily as most people change clothes, allowing you to infiltrate nearly any circle.

Associated Skills: Bluff and Disguise. When you use Bluff to make a trick attack, you gain a +4 bonus to the skill check.

Evasion (Ex) - 2nd Level:

If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

Operative Exploit - 2nd Level:

As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise.

Quick Disguise (Ex)
Once per day as a standard action, you can quickly change your appearance. This functions as disguise self and lasts for 1 minute per operative level. You can use this exploit an additional time per day at 6th level, and again at 10th level.

Feats:
Skill Focus
You are particularly adept at a certain skill.
Benefit: Choose a skill. You gain a +3 insight bonus to checks involving the chosen skill.
Special: You can take this feat multiple times. Its effects don’t stack. Each time you take this feat, it applies to a new skill.
Operative Specialties: Bluff, Disguise

Improved Feint
You are skilled at fooling your opponents in combat.
Benefit: You can use Bluff to feint in combat as a move action.
Level 1

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 (Small Arms) (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.
Human Bonus feat

Versatile Focus (Combat)
Your accuracy applies to all weapons with which you are proficient.
Prerequisites: Weapon Focus (any).
Benefit: The benefits of Weapon Focus extend to all weapons with which you are proficient.
Level 3

Weapon Specialization (Combat) Operative class
You know how to get the full damage out of a weapon type your class doesn’t normally use.
Prerequisites: Character level 3rd, proficiency with selected weapon type.
Benefit: Choose one weapon type (small arms, longarms, heavy weapons, etc.). 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.
Applies to all weapons proficiencies of the Operative Class: basic melee weapons, small arms, sniper weapons


Augmentations:
Voice Amplifier System
Throat Augmentation Cybernetic Level 1 Price 125 A voice amplifier 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.

Synaptic Accelerator, +2 Dex
These implants supercharge the synaptic connections in your brain, allowing you to process information faster and send impulses throughout your body more effectively. Synaptic accelerators grant you additional ability points. This counts as a personal upgrade of the appropriate model number. It takes an hour to install a synaptic accelerator, and once a character has benefited from its technology, it is forever spent.


Equipment:
Plexiglass Bodysuit, I
The lush forests of Ghorus Prime are host to all manner of flora, and ghoran biochemists have learned to cultivate the natural defense mechanisms of many plants to their advantage. A plexigrass bodysuit consists of millions of densely woven blades of a bioengineered plant with incredibly tough fibers that have a tensile strength that rivals most alloys.
Level 5
Price 2700
EAC Bonus +3
KAC Bonus +4
Maximum Dex Bonus +6
AC Penalty
Speed Adjustment -
Upgrade Slots 2
Bulk L

Armor Upgrades
Light Projector
This set of powerful lights includes a compact but long-lasting battery. While activated, a light projector increases the light level by one step in a 100-foot cone or a 50-foot radius. You can activate or deactivate the light projector or switch between the two light modes as a move action.
Source Starfinder Armory pg. 84
Item Level 1
Price 150
Slots 1
Armor Type Any
Bulk 1
Capacity 20
Usage 1/hour

Concealed Compartments
This upgrade consists of many hidden compartments that are difficult to distinguish from the armor’s surface. Your armor grants you a +5 bonus to Sleight of Hand checks when hiding items on your body. You can store up to 1 bulk worth of items in your concealed compartments.
Item Level 1
Price 175
Slots 1
Armor Type Any
Bulk —

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

ARC PISTOL (STATIC)
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.
Critical Arc: The attack’s energy leaps to a second creature. This secondary target must be within 10 feet of your original target and must be the creature closest to the original target (you choose if multiple creatures are equidistant). Roll the amount of damage listed in the weapon’s arc—the secondary target takes this damage (not multiplied by the critical hit), of whatever type the weapon deals.
STUN: You can set a weapon with the stun special property to stun Mode (or reset it to normal Mode) as a move action. While in stun Mode, all the weapon’s attacks are nonlethal.
Level 2
Price 750
Damage 1d6 E
Range 50 ft.
Critical Arc 2
Charges 20
Usage 2
Bulk L
Special Stun

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).
Level 1
Price 7
Hands 1
Bulk L
Capacity 80
Usage 1/hour

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.
Level 1
Price 3
Bulk 1

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.
Level 1
Price 1
Bulk L

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.
Level 1
Price 5
Bulk 1

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.
Level 1
Price 5
Bulk L

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.
Level 1
Price 10
Bulk L

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.
Level 1
Price 3
Bulk 1

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.
Level 1
Price 50
Bulk L

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).
Level 1
Price 75
Bulk L

rounds (Small Arms) 30
Cased rounds are housed in magazines, which can be fitted into the appropriate weapon.
Level 1
Price 40
Charges/Cartridges 30
Bulk L
Special -

Darts (Ammo) 20
These light metal shafts each have a pointed tip and a reservoir to hold toxins or other appropriate substances that are typically liquid or viscous. While most combatants rely on darts to deliver toxins to enemies, particularly desperate or overworked field medics sometimes employ darts to conveniently deliver antitoxins, healing serums, and other beneficial drugs across a crowded battlefield. In these cases, medics often practice to improve their aim to ensure that this strategy is effective when employed.
Level 1
Price 20
Charges/Cartridges 25
Bulk L
Special -

Battery 2
Batteries charge powered weapons, but they can also be used to power an array of items, including powered armor and technological items. Batteries have a standardized size and weight, and items that take batteries all have a slot into which they fit, regardless of the item’s actual size. Weapons that use batteries list the highest-capacity battery they are capable of using as well as how many charges from the battery that each shot consumes.
Level 1
Price 60
Charges/Cartridges 20
Bulk -
Special -

Tactical Shirren-eye Rifle: Shirren-eye rifles are named for their compound sights, which resemble the eyes of the insectile race, but are rarely manufactured by shirren companies. Shirren-eye rifles are extremely accurate and favored by snipers and sharpshooters.
Sniper: Weapons with the sniper special property can be fired accurately at very long ranges if aimed properly. If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon’s range increment. You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do.
Level 2
Price 750
Damage 1d10 P
Range 70 ft.
Critical -
Capacity 1 round
Usage 1
Bulk 1
Special Analog, Sniper, Unwieldy
It takes a move action to load a round.

Sniper Rounds (25)
Level 1
Price 75
Cartridges 25
Bulk L

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.

Header information
SP 12/12 HP 16/16 RP 4/4 | EAC 13 KAC 14 | F +0 R +6 W+4 | Init +3 Perc +5