Place your character information here, name class, and stat block. You can link your character sheet below that in the same post.
Sample stat block: (quote this and use it on this thread and in game please) If the numbers don't make sense it's because I just made them up without actually figuring them out. Don't worry about that.
Ratface Ysoki Mechanic L1 Hp:8 Resolve: 4 Stamina: 8 KAC: 14 EAC:15 Initiative:+3 Save Throws Fort:+4 Reflex:+4 Will:+2 Attack Bonus: Mele:+2 Range: +4 Thrown: +2 ST:15 DEX16 CON 12 INT 7 WIS 14 CHA 10
When creating your character you can use either the 10 point buy in the CRB or roll 4d6 six times dropping the lowest roll.
For character sheets I think we can use the pathfinder ones. We will have to tweak but I think they will work. If RPX makes makes sheets for Starfinder available you guys can move the info over to them.
Background: Lark was raised by his parents on the Diaspora until orphaned at the age of 11 by one of the local pirate groups. He never had an official guardian after that but his parent friends (androids mostly) did keep tabs on him to make sure he was alright. Lark largely made do for himself. He father was an engineer at one of the colonies and he himself showed an almost savant like capacity for the art. With the occasional tutelage of his android 'caretakers' Lark showed to be a prodigy capable of fixing almost any mechanical system. He made a living doing such odd jobs. His envy of android mental capacities causes Lark to dream of building his own augments for himself. He even succeeded in the creation of his own Exocortex. Impatient to make further himself and get out of the dreary asteroid belt Lark forged credentials to join the Starfinders a year early. He is skilled in his field and used to taking care of himself in dangerous areas. But Lark is still just a 17 year old kid with the appropriate lack of experience. Goals: Ultimately he hasn't figured himself out enough to have a life goal. It's one of the reasons he joined up. Travel to find himself and all that. But he does have two predispositions of note going in. 1st: He hates pirates and criminal organisations due to his parents getting caught in their cross fire. If he encounters them he would try to hurt their interests. 2nd:Augments. He is envious of androids mechanical parts and since he likes to customise, fix, and upgrade things he wants to do the same to himself. Ideally they would be his own custom made but he would buy.
Lashunta Dimorphic - All lashuntas gain +2 CHA at character creation. Korasha lashuntas are muscular but often brash and unobservant (+2 STR, -2 WIS at character creation)
Lashunta Magic - Gain the following Spell-Like Abilities: Daze (at will), Psychokinetic hand (at will), detect thoughts (1/day)
Lashunta 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. (Chose Piloting, Acrobatics)
Mercenary Theme - +1 STR at character creation
Mercenary Knowledge - Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Also +1 to Athletics.
Solarian Skill Adept - As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills. (Chose Piloting, Bluff)
Solarian Solar Manifestation - At 1st level, you gain a physical manifestation of your stellar power. The base form of your Solar Manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Must choose Solar Armor or Solar Weapon (Choose Solar Weapon). Pick color of manifestation (chose Blue). Manifestation sheds dim light in 20ft radius that can be turned off as a standard action.
Solarian Solar Weapon - Solar weapon functions as a one-handed kinetic advanced melee weapon, and you’re automatically proficient with it. At 1st level, choose whether your Solar weapon deals bludgeoning, piercing, or slashing damage. (Chose Bludgenoning) You can change the damage type each time you gain a new solarian level. Your Solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals can increase your Solar weapon’s damage. Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your Solar weapon is automatically dismissed if it ever leaves your hand.
Solarian Stellar Mode - When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: graviton, photon, or unattuned.
At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode (up to 3). Once you reach 3 attunement points in a mode, you become fully attuned to that mode. If you choose to become unattuned, you lose all attunement points you’ve accrued so far. At the start of your next turn, you can enter a new stellar mode or stay unattuned.
At the end of combat, your stellar mode ends. If you fall unconscious during an encounter, you become unattuned. If you regain consciousness while still under threat, you can enter a stellar mode on your first turn after regaining consciousness, as if it were the first round of combat; if combat ends before you regain consciousness, your stellar mode ends. If you are not in a stellar mode, for any reason, you are considered unattuned for the purposes of your stellar revelations.
Stellar mode requires high-stakes situations (i.e. combat, or others determined by GM).
Solarian Graviton Mode - When you enter graviton mode, you gain 1 graviton attunement point and become graviton-attuned. Some of your stellar revelations are graviton powers and get stronger if you’re graviton-attuned. While graviton-attuned, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 solarian levels you have.
Solarian Photon Mode - hen you enter photon mode, you gain 1 photon attunement point and become photon-attuned. Some of your stellar revelations are photon powers and get stronger if you’re photon-attuned. While photon-attuned, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.
Solarian Stellar Revelation - As you gain experience, you uncover new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grant you the ability to channel these forces and manifest potent preternatural powers. At 1st level, you automatically learn the black hole and supernova stellar revelations. At 2nd level and every 2 levels thereafter, you learn an additional stellar revelation. You cannot select the same stellar revelation more than once unless it says otherwise. You can choose any stellar revelations you wish, but if you have more photon revelations than graviton revelations, or vice versa, it is more difficult to become fully attuned in either mode (see Disproportionate Revelations).
Level 1
BLACK HOLE (SU) [GRAVITON MODE]
When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this Revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this Revelation, you immediately become unattuned. Black hole functions as a zenith Revelation for the purposes of abilities that reference them.
SUPERNOVA (SU) [PHOTON MODE]
When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this Revelation, you immediately become unattuned. Supernova functions as a zenith Revelation for the purposes of abilities that reference them.
Proficiencies:
Armors (light)
Melee Weapons (basic, advanced)
Ranged Arms (small arms)
Feats
L1 - Weapon Focus: Basic melee: +1 Attack
Qty
Equipped
Level
Bulk
Freebooter Armor I (750c)
1
✔
2
L
Survival Knife(95c)
1
boot
1
L
Backpack (3c)
1
back
1
L
Professionals Tool Kit: Video Star (20c)
1
backpack
1
L
Fire extinguisher(1c)
1
backpack
1
L
Field Rations (1c)
1
backpack
1
L
Serum of Healing, mk 1 (100c)
2
backpack
1
L
Everyday Clothes (2c)
2
Ship Locker
1
-
Hygiene Kit 1 (3c)
1
Ship Locker
1
-
Space Suite (25c)
1
Ship Locker
1
-
Total:
Compare your total Bulk with your Carrying Capacity loads*
5
Credits:
0
Other Wealth:<none>
Carrying Capacity
Unencumbered
Encumbered
Overburdened
You can carry up to half your total Strength ability score in Bulk
Normal speed conditions, no penalty to AC or skill checks8
Carrying more than unencumbered and up to your Strength ability score in Bulk
-10' movement, AC Dex mod max: +2, -5 penalty to Str and Dex skill checks17
If you carry more than your total Strength ability score in Bulk
-15' movement, AC Dex mod max: +0, -10 penalty to Str and Dex skill checks17+
Tidoh is an average Korasha lashunta reaching just 5 foot tall if you don’t count his antenna. Lugging equipment around as a Pact world mercenary over the years has helped him reach a muscular 220 pounds. He keeps his jet black hair cut high and tight in a fashion favored by most mercenaries. Unlike his peers Tidoh doesn't keep a beard, which betrays his youth. His dark green eyes are friendly,eager and not yet hardened by battle. Tidoh's skin is a deep rust color, and his face is dotted with a darker red pattern mimicing a distant star field.
When on a mission Tidoh sports a dark blue armored jacket over a black shirt, and black cargo pants. His boots and gloves are are likewise dark, accented with streaks a blue throughout. The armor and color schemes don’t reflect his personal tastes so much as it was what he could afford. Tidoh dreams of one day donning an ornate set of Lashunta Ringwear. Off duty he lounges around in the flashiest everyday wear he can afford, day dreaming about his next big spend.
As a Solarian Tidoh is accompanied by a manifestation of his attunement to the cosmos. Most of the time this appears as a fist sized mote of light orbiting his head. The light emitting from the mote is a deep blue, the color of an O-class star. With some concentration Tidoh can forge that mote into the shape of an exploding star floating above a short club handle. In combat he wields this forged energy as a powerful morning star. Outside of combat Tidoh hesitates to demonstrate this ability, feeling it's too ostentatious, even for him.
As eldest son to the Lashunta Dynonautics' Chief Security Officer, Tidoh could be accused of having a privileged upbringing. Tidoh's father, Raemi, had seen to it by wielding his family's wealth to secure the best education and training that could be found. It was Raemi's hope that each of his children would have the skills needed to rapidly climb the corporate ladder when their time came. Raemi felt that luxury bred complacency and distraction. While the patriarch didn't explicitly forbid his children from indulging in comforts - these excesses had to be acquired through their own credits.
Tidoh grew up resenting what he saw as a paradox implemented by his father. If his time was constantly devoted to training and education, there was no time left for employment. Without employment he couldn't earn the credits to go out and buy what many of his peers were handed so freely by their own parents. This tension culminated during an argument over Tidoh's academic pursuits. Raemi had declared that astrophysics had no practical merit, and was therefore an excess. Given the choice to find a new course of study, or be denied access to his family’s wealth; Tidoh chose to not only to be cut off from the wealth, but most of his family as well.
In the fallout, Tidoh found himself in desperate need of credits. His martial training provided a useful skill for opening up the door to mercenary work. After proving himself a reliable team member, Tidoh found steady cash flow to continue his education and make life just a little bit more comfortable. It wasn't always strictly legitimate work, but he always managed to keep his conscience clean.
Credits aside, mercenary work offered Tidoh other opportunities for other kinds of enrichment. Most contracts involve a lot of waiting around where your only entertainment is the camaraderie with your team. Tidoh had the fortune of taking a string of jobs with Maedar, a Kasatha, who shared a similar interest in astrophysics. The two became fast friends and constantly chattered about the life and death of stars, sometimes to the annoyance of their teammates.
In one of their last missions together, Tidoh discovered that Maedar's interest in the cosmos wasn’t just academic. Cut off from their team, the pair was encircled by an overwhelming force of Apsis Consortium specialists. Maedar appeared to bathe himself in starfire and burned through closing snare to link back up with their team. Following the mission, Maedar revealed the mysteries of The Cycle to Tidoh and how he too might attune himself to the cosmos and wield its power.
While Tidoh had initially resisted joining the Starfinders, preferring to stay with his friend and mentor, Maedar had convinced him that exploration would offer him better opportunities to attune to the cosmos than remaining a mercenary in the pact worlds. Now, on his way to his first assignment, Tidoh was excited to take his first step into a larger world.
HP:11 SP:7 RP:5 KAC: 12 EAC:11 Initiative:-1 Save Throws Fort:+1 Reflex:-1 Will:0 Attack Bonus: Melee:+5 Range: +0 Thrown: +4 ST:17 DEX9 CON 8 INT 12 WIS 7 CHA 18
Current Attunement: Unattuned
__________________
You are never too old to be immature
Last edited by Jeffkevlar; Jan 19th, 2018 at 01:27 PM.
Reason: STR modifier was 4, should have been 3.
Goals: Ozaya is mostly driven by two long term goals:
1. To discover new worlds, new people, new stories
2. To become a famous hero both amongst his people, and across the galaxy
Ozaya Vesk Soldier L1 Hp:13 Sp:9 Rp:4 KAC: 15 EAC: 13 Initiative:-1 Save Throws Fort:+4 Reflex:-1 Will:+1 Attack Bonus: Melee:+4 Range: 0 Thrown: +4 STR 17 DEX 8 CON 14 INT 9 WIS 9 CHA 15
Ozaya was born into a commoners family in Vesk Prime. Ever since he was a child, Ozaya didn‘t have neither the money nor the time to watch movies, play games or even read books. Instead he would listen to to epic tales of exploration and The Great Conquest of nieghbouring planets while doing manual labour to earn his living. In the evenings he would don his makeshift armor and reenact those stories with other local children, fighting to defend the honour of the heroes they imitated . And so he grew to love his hometown and even the Veskarium, the order and stability that the empire provided.
Just like his parents, Ozaya became a follower of Talavet – the Storyteller. Telling legends of the Veskarium greatness was both a way to relax after the day‘s work and earn some extra credits as a incentive from the local government. Some stories would be the very same ones that he heard when being a child. Others he would create himself – he was a storyteller, not a historian. Inspired by the ideals that the goddess embodied, Ozaya used any spare time he had training in preparation for the challenges he would have to face in the near future. For indeed great challenges one must face, if one is to make a name himself as a hero.
And so when he heard that the Starfinders were hiring, Ozaya had no doubts – the fate has given him a chance, and this chance he shall gladly take. Taking a one year, high interest loan of a thousand credits he bought a heavy set of armor, a doshko, a sturdy backpack and other essentials. After saying some prayers to his diety, goodbyes to his parents, friends and homeworld, Ozaya was exalted to finally to set off on an adventure.
Name: Dodger Race: Android Alignment: CN Appearance: Like most androids, Dodger is human in appearance. Small though, stands 5’ 0” tall, and weighs approximately 135lbs. Small in stature, Dodger is at home in the confined spaces of a spaceship.
With pale skin, Dodgers circuits are almost unnoticeable unless glowing at full power. Dodgers hair starts out a dark orange at the roots and brightens to a bright orange-red the rest of the way, then going white at the tips, closely shaved at the sides but long on top and back, its perpetually tied in a tail, vaguely resembling that of a fox. Theme: Ace Pilot Class: Mechanic Expected posting rate: 2-3 times a week is perfect.
Dodger is a little different than most Androids. Dodger is amused by humans and enjoys their culture. Dodger is most fond of their fashion, and their music. When not working, and in a human area, Dodger can most commonly be found either in a dance club, or a shopping center.
The rest of the time, Dodger prefers to be in space, either flying or working on a ship. The one thing Dodger wants above all is to find out where the Androids came from, and why they came here. Joining the Starfinders seemed to be the best way to accomplish that goal.
“Dock Control, this is Dodger aboard The Excelsior. I will need you to clear the docking bay, and get someone with a control gravity spell handy. This magnificent machine is in worse shape than its owners knew, and to be frank, the docking thrusters will not engage.”
After transmitting my message, I dived out of the cockpit and made my way back to the engine room.
“You might want to grab something and hold tight!” I told my constant companion, EVE as I floated past it.
Grabbing my pad, I checked the diagnostics that were running on the docking thrusters.
“Why won't they engage?” I asked no one in particular. “None of the engines will!”
I scanned the reports. Each engine was responding to commands, they were each receiving the appropriate fuel pressure. They just wouldn’t actually ignite.
Background: Long story short? Never cross the Consortium. It’s one of those lessons that never needs to be taught, or so you’d think. Saeryn didn’t though, and maybe that was her problem, not thinking. She grew up the spoiled child of a pair of wealthy traders, anything and everything she could want at her fingertips. She went to the best schools, had the best tutors, and all the newest tech. It wasn’t enough, nothing ever was. Saeryn “stumbled upon” the access codes to her parents personal ‘pads. Using some inside trading tips from this the young Damaya tried to shortcut the old adage about hard work. The Consortium got wind of her miracle trades and sent an investigator. Being young, and not half as clever as she thought herself to be, Saeryn was found out. Despite being arrested and brought before the Consortium enforcers due to her overconfidence, her talents did not go unnoticed. She was given two options, be jailed and serve her time, afterwards to be relegated to menial jobs due to her criminal history OR work for the Consortium as one of their many eyes and ears. In particular her fascination with xenoculture and her quick wit had led to this offer. Not wanting to work hard all her life she took the second offer, and so, as low man on the totem she was sent to the Starfinders to explore the great beyond and find new trade deals as part of her penance.
Lashunta Magic: At will: daze, psychokinetic hand 1/day: detect thoughts
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. (Computers and Life Science)
Theme Features
Theme Knowledge: 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.
Class/Archetype Abilities
Operative's Edge +1: 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 (Spy): 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). (Bluff and Disguise. When you use Bluff to make a trick attack, you gain a +4 bonus to the skill check.)
Trick Attack +1d4: 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.
Feats
1st - Mobility: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.
Proficiencies:
Armors (light)
Melee Weapons (basic)
Ranged Arms (small, sniper)
Qty
Equipped
Level
Bulk
Tactical Baton
1
✔
1
L
Pulsecaster Pistol
1
-
1
L
Second Skin
1
✔
1
L
Cybernetic Enhancement: Vocal Modulator
1
✔
-
-
Disguise Kit
1
-
1
L
Hygiene Kit
1
-
1
1
Everyday Clothes
1
✔
1
L
Total:
Compare your total Bulk with your Carrying Capacity loads*
1
Credits:
1
Other Wealth: <descriptions> or <list>
Carrying Capacity
Unencumbered
Encumbered
Overburdened
You can carry up to half your total Strength ability score in Bulk
Normal speed conditions, no penalty to AC or skill checks5
Carrying more than unencumbered and up to your Strength ability score in Bulk
-10' movement, AC Dex mod max: +2, -5 penalty to Str and Dex skill checks11
If you carry more than your total Strength ability score in Bulk
-15' movement, AC Dex mod max: +0, -10 penalty to Str and Dex skill checks11+
Name: Malaki
Race: Human
Alignment: Good
Theme: Operative
Class: Mercenary
Expected posting rate: 3 to 4 per week
Personal goal or quest: To become wealthy in credits and own a ship or ships.
Malaki knows about the shipyards and how much the ships cost. He dreams of being a ship trader, because the credits are
worth it. He says, If you sold ships you would be famous in all the galaxies for trade and exploration with real customers from all over the worlds. Can you image the credits it would take to own a ship or the adventure to earn one! Malaki knows about Starfinder. The chance to explore and learn, and a real opportunity to make credits. Malaki likes his family and friends, but he is ready to make his own name and fortune. Malaki wants to become a Starfinder for the travel and learning. He doesn't mind the adventure, he needs the experience with others to complete his goals in space.
:
Another day in trade thought Malaki. Even though the strong yet soft spoken tradesman was happy, his thoughts were else where. It was
just recently he had heard about some news post about Starfinder. His friends had said, "Just another reason to get off the planet!" Malaki says, that's what I need. Time to explore and learn. That's all I need. And a few credits!
Mirian Human Mystic 1 HP: 10/10 Resolve: 4/4 Stamina: 8/8 KAC: 15 EAC: 14 Initiative: +7 Fort: +2 Reflex: +3 Will: +5 Melee: -2 Range: +3 Thrown: -2 Spell Slots: 1st level 3/3 STR 7 DEX 16 CON 14 INT 11 WIS 17 CHA 9
Mirian was born in one of the towering skyscraper cities in the Ring of Nations on the planet Verces. Even as a young kid she was completely unafraid of heights, and she loved learning about the history of the aetherships that had been piloted between planets before anyone had learned about the Drift. When she got old enough to get behind the controls of a vehicle, she took to it right away and became known among her friends as a hotshot pilot.
The first time she got off-world, without an atmosphere between her and the vastness of open space, was an eye-opening and spiritual experience. She was filled with a sense of awe, that she was simultaneously so trivially tiny as to be nothing, and also part of an interwoven universe that connected her to even unknown creatures in the Great Beyond. From that moment on nothing could keep her away from interplanetary travel. She signed up for a complete pilot training program. With every jump through the Drift her skills improved, as did her sense of connection to the universe and all the people in it. She worked as a pilot-for-hire for several years, and then eventually found her way to a contract as a recruit with the Starfinder Society. She knew that their collective goal of exploration in this galaxy and beyond would provide a lifetime of opportunities to fly to all the places she might want to go.
Humans select one extra feat at 1st level.Bonus Feat
Humans gain an additional skill rank at 1st level and each level thereafter.Skilled
Theme Abilities:
+1 Piloting, +1 Dexterity, -5 DC on Culture checks to recall knowledge about starship and vehicle models as well as famous hotshotsAce Pilot Theme Knowledge
Mystic Abilities:
Connection: Star Shaman
Immune to harmful environmental effects of outer space and vacuum. Fly speed of 20' in space. If I can see the stars, I can determine my precise location. Piloting is a class skill.Walk the Void (Su)
A dull-green Shirren of weight 181lbs. and height 5'8''. Smaller features than is typical of their race, particularly concerning the mandibles, antennae, and eyes. The "mating arms" of the subject are also, supposedly, similarly small. Subject will respond with violence if this is mentioned. We presume the prisoner is male given how inmates address him on average, though he is generally responsive to any common address. It is uncertain if this is because it is humoring us or because it is understanding of common misconceptions concerning Shirren gender. The prisoner has maintained a thin body and average muscularity during his stay, and possesses several scars and burn marks across the body which have been attached at the end of this file. These injuries were obtained, mostly it is assumed, before his conviction during a life of crime in a Shirren gang. Prior to his imprisonment, 813SS3050N was described as being a "Mantis Thug" by locals.
Mychk-El remembers when he was severed from the Hive Mind, it happened on a planet in Vast Space. He and his fellow Shirrens felt crushing fear, wondering what happened, followed by a torrent of pleasure at what they could do now. Unfortunately for the locals of the planet, these freed Shirren were just as dangerous if not worse than before. They played with their food before eating now, experimenting with all society had to offer for sick pleasure. The group was eventually caught in a set-up robbery, with the captured being sentenced for life. The jail time gave Mychk-El to reflect, and finally get off his high of freedom now forced to live a life of routine and entrapment. Complete freedom, wasn't what he wanted, it brought too much suffering. Though total obedience was not much better under The Hive. Somewhere in the middle was a truly good life, but even that realization grew dull quickly in prison. Then they let him out one day, much to Mychk-El's surprise. A mysterious benefactor had posted his bail, and granted him some basic clothing, supplies, and a letter reading:
"Greetings Mychk-El,
Go to 2580 Zeta Drive, and apply at the Starfinder's office. You have 48 hours. Fail, and you will be dragged back to this prison.
-A Friend"
"So..." The interviewer flips through pages filled out by a "Mick, My-Mike...Myyy.""Mychk-El, it's Mychk-El.""Delitt, yes well pleasure to meet you. Don't get Shirrens often applying here. Usually just the usual starry-eyed farm boy who watched one too many holo-vids. Haha! Aah, all they know to grow is insurance claims for us." Mychk-El was taken aback by the interviewer's dark humor, he expected more, warmth, from the outside. "Well, I can assure you I've grown some good hyperleaf back when I was a farmer with a dream! Haha-ha..." The glare from the interviewer was not a good sign. Drugs were not something taken lightly outside of prison, though death apparently was fine. Maybe Mychk romanticized life out of prison a bit too much, he awkwardly coughed and averted eyes from his judge. "Apparently, you’ve grown a lot more than illegal plants Mr. El." The thirty year old man flips through his papers. "You have also listed experience working in a gang. Cited firefighting experience for committing several accounts of arson. Diplomacy of drug deals and ransoms. Leadership of bank robberies. Combat skills, followed by a list of murders... Aaaand lying." He looks up, a blank gaze piercing Mychk’s persona. "Of which I am in doubt. No bother citing your public records given they, confirm your story." The interviewer tossed the file casually onto the desk and stared at the Shirren for an awkward minute. "Look I..." The insectoid let out a sigh, and pensively let it all out. "I, I know, I’m not a good person. I deserved to have been where I was. Even if I didn’t like it, I at least had some kinda’ peace y’know? Knowin’ that I was wrong, plain an’ simple, and that there were good people waiting to lock me up. I’m, I ain’t here cause I wanna’ be, or even should be..." Mychk lowered his head, unsure if he should simply leave the office now, but continued his meager penance. "Some, whacko I guess, bailed me out and told me to come here. Else I’ll get brought back where I came from, and, and even though it’s right, I don’t want that?" He asked himself before continuing. "I was kinda’ hoping I’d find some sorta’ answer here and all there is are these-" Mychk grabs a Starfinder brochure, "Pictures of, Harrison Jones? I dunno’ what you guys are about but I seen his holo-vids while doing my time. He was a good guy, a hero doin’ the right things and beating bad guys. Helpin’ society. So, you guys can’t be that bad right? So, here I am, I guess." That was it, Mychk-El Delitt sat staring into space, feeling as lost as when he felt his first moments of freedom. His interviewer sighed."Well Mr. Delitt. At least your, resume, has more than “Good with animals.” As a skill." He strained to push himself out of the chair and turned to get a jacket off the hook of the office. "Go back to the lobby and wait for them to give you your assignment." Mychk’s mandibles hung open in shock of being accepted. The man turned back around and pointed at the Shirren, "But we’ll be keeping an eye you. Don’t need another insurance claims grower from this planet or I’m out of a job." He continued to gather his things as Mychk-El sat astonished. "I, I won’t let you down..." He said absent-mindedly. Before he realized it, Mychk was back in the waiting room. Sitting in the silence of a receptionist’s typing, and under the gaze of a digital image of Harrison Jones stating he wants you to be a Starfinder today. Mychk began to laugh at the thought that he was in the same conversation as one of his idols.
Expected posting rate: Every other day, can do daily if need be. Anything less is fine too. Personal goal or quest: Mychk-El wants to live a "good life", but isn't really sure what that means. It's not unfettered freedom, and it isn't being slave to the hive, so finding out the balance is the first step. Though he certainly does not want to be indebted to anyone, let alone someone who would bail out a dangerous criminal like himself on a whim. It may be best if this mysterious benefactor were to die soon... Things for DM to play with: Mytch-El's past gang and anything surrounding the benefactor are both forces still active in the world and are totally up to your imagination to work with!
Racial Features Blindsense- 30ft, antennae pick up air vibrations, ignore visual stealth bonuses, take normal penalties if blinded. Communalism- If ally is within 10ft, I can re-roll an attack or skill once per day and take better result. Telepathy- 30ft
Theme Abilities Knowledge- Criminal Underworld, lower Culture DC by -5 regarding the underworld.
Archetype Abilities N/A
Class Abilities Expertise- Add 1d6 to the following Sense Motive, Bluff, 5-Med, 9-Diplo, 13-SoH, 17-Acro?skill rolls Inspiring Boost- Standard action to recover ally Stamina by 2*(My Level (1)+Cha Mod (2)), 3* at level 15, @6th can spend 1 Resolve to add my level to final value6. Can't heal same target twice within 10 minutes.
Improv 2- Get Em' Improv-4 Hurry Improv-6 Quick Inspiration Improv-8 Situational Awareness Improv-10 Improved Get 'Em Improv-12 Improved Hurry Improv-14 Long Improvisations Improv-16Don't Quit Improv-18Draw Fire Improv-20Hidden Agenda(?) Talent-3 Convincing Liar Talent-7 Inspired Medic Talent-11 Well Informed Talent-15 Slick Customer Talent-19 Surgeon
Feats 1. Jail-House RockImproved Unarmed Strike(Combat)- Unarmed can do lethal damage, always threaten spaces around me. Can always use unarmed strike even if I have stuff in my hands, but not if I am immobilized. Current damage 4. 1d6, 8. 2d6, 12. 3d6, 15. 5d6, 20. 7d61d3.
3. Multi-Weapon Fighting 5. Mobility 7. Diversion 9. Shot on the Run 11. Jet Dash 13. Medical Expert 15. ??? 17. Long Arm Proficiency 19. Combat Expert(TOTAL: 10)
Proficiencies:
Armors Light
Melee Weapons Basic
Ranged Arms Small
Grenades
Qty
Equipped
Level
Bulk
Standard action to disguise weapon as another item of same size. Can only be discerned with True Seeing. Does not radiate magic. Combat supresses ability for 1 minute.Glammered Semi-auto Pistol, Tactical
Armor Savant - +1 to AC when wearing armor and reduce armor check penalty of heavy armor by 1.
Fearless - +2 to saving throws against fear effects.
Low-light Vision
Natural Weapons - Unarmed strikes are lethal and not archaic.
Mercenary Knowledge - Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Also +1 to Athletics.
Grenade Expert - You increase the range increment of your thrown grenades by 5 × your Strength bonus. In addition, you’re able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works).
Quick Draw - You can draw a weapon as a swift action. Additionally, when making an attack using a thrown weapon as an attack or full attack action, you can draw a weapon as part of the action of making a thrown attack with it. You can draw a hidden weapon as a move action.
Proficiencies:
Armors (light, heavy)
Melee Weapons (basic, advanced)
Ranged Arms (small arms, longarms, heavy weapons, sniper weapons)
Grenades
Qty
Equipped
Level
Bulk
Azimuth Artillery Laser
1
✔
1
3
Lashunta Ringwear
1
✔
1
2
Battery
1
□
1
-
Frag Grenade
1
□
1
L
Smoke Grenade
1
□
1
L
Total:
Compare your total Bulk with your Carrying Capacity loads*
5
Credits:
15
Other Wealth:<none>
Carrying Capacity
Unencumbered
Encumbered
Overburdened
You can carry up to half your total Strength ability score in Bulk
Normal speed conditions, no penalty to AC or skill checks9
Carrying more than unencumbered and up to your Strength ability score in Bulk
-10' movement, AC Dex mod max: +2, -5 penalty to Str and Dex skill checks18
If you carry more than your total Strength ability score in Bulk
-15' movement, AC Dex mod max: +0, -10 penalty to Str and Dex skill checks18+
__________________
That is not dead which can eternal lie, And with strange aeons even death may die.
Last edited by Balazar99; Oct 24th, 2017 at 02:40 PM.
Store up to 1 cubic foot / 1 bulk total in cheek pouches as swift action. Disgorge pouches onto ground in square as move, doesn't provoke Attack of Opportunity.Cheek Pouches
Stand from prone as a swift action. When off-kilter, no penalties to attack, doesn't gain flat-footed condition. When attemption Acrobatics through space of opponent at least 1 size larger, receive +5 racial bonus.Moxie
+2 racial bonus to Engineering, Stealth, and Survival checks.Scrounger
When Recalling Knowledge about other icons in profession or details about cultural aspects, increase DC by 5. +1 to checks of chosen Profession skill. Culture is a class skill, or +1 bonus if it's a class skill from class taken at level 1. +1 charisma at creation.Theme Knowledge (Icon)
Though not self-aware, you have constructed a sophisticated AI well beyond any available for sale to general consumers, installed within an exocortex.Artificial Intelligence
Provides proficiency with heavy armor and longarms. At 3rd level, gain weapon specialization in longarms as if it were class-granted. As a move action, target a foe to gain a Base Attack Bonus equal to mechanic's level.Combat Tracking (EX)
The exocortex's memory module enhances your own knowledge; once a day, you can reroll a failed skill check to recall knowledge. Also grants Skill Focus feat as a bonus feat. Memory module cannot be used while combat tracking is activated. Every mechanic level gained allows you to rebuild this module, replacing the bonus Skill Focus feat with Skill Focus in a different skill.Memory Module(EX)
+1 insight bonus to Computers and Engineering checks. Bonus increased by 1 at 5th, 9th, 13th, 17th, and 20th level.Bypass (EX)
Customized toolkit functioning as basic Engineering and Computer Kit. Functions as a Mk I comm unit. Can be recreated with 1 hour of work from any engineering, hacking, or other technological toolkit.Custom Rig (EX)
Kasathan Features Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.Desert Stride Kasathas have four arms, which allows them to wield and hold up to four 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.Four-Armed +2 racial bonus to Culture checks.Historian +2 racial bonus to Acrobatics and Athletics checks.Natural Grace
Spacefarer Abilities +1 CONSpacefarer Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical 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 Physical Science checks.Theme Knowledge
Solarian Abilities Choose two additional skills and add them to your list of class skills.Skill Adept (Culture, Survival) Choose Bludgeoning, Piercing, Slashing with each new Solarian level. Damage = 1d6+STR Mod. Add 1d6 at levels 6, 9, 12, every level after.Solar Manifestation (Solar Weapon, Slashing) Each round of combat, choose Attunement (Graviton, Photon, Unattuned). Graviton: +1 to Reflex Saves, Photon: +1 to Damage Rolls, Unattuned: No Effect.Stellar Mode At 2nd level and every two levels after, choose one additional Stellar Revelation.Stellar Revelation (Black Hole, Supernova)