Senses Perception +11, Darkvision
EAC 16, KAC 17, AC vs CMB 25 (+1 eac, +2 kac +5 Dex)
SP 35 HP 32 RP 7
Fort +3, Ref +9, Will +5
Defensive Abilities Evasion
Speed 50 ft., fly 30 ft. (average)
Melee Survival knife +8 (1d4+1)
Ranged Azimuth laser pistol +9 (1d4+2 F, 80ft, 1d4 burn)
Ranged Advanced semi-auto pistol +9 (2d6+2 P, 60ft)
Offensive Abilities Trick attack +3d8 (stealth +19)
Str 8 (-1), Dex 21 (+5), Con 12 (+1), Int 18 (+4), Wis 12 (+1), Cha 11 (+0)
Base Atk +3
Feats Weapon focus (small arms), Skill focuses (stealth, acrobatics), Skill synergy (Life & physical science), Fleet
Languages Common, Ysoki, Akitonian, Shobhad, Vesk, Shirren, Castrovelian, Kasatha, Dwarven, Morlamaw, Terran, +1
Other Abilities Operative's edge +2, Specialization (Ghost), Operative exploit (Uncanny mobility, Holographic clone, Cloaking field), Evasion, Quick movement +10ft, Weapon specialization
Racial traits Cheek pouches, Darkvision, Moxie, Scrounger
On person Second skin (Jetpack), Azimuth laser pistol, Battery, Survival knife, Professional clothing, Personal comm unit, Ring of resistance +1, Underwater tactical pistol, Advanced semi-auto pistol
Cheek pouches Starstone compass, Binders, Healing serum I
Industrial backpack Fire extinguisher, Tool kits (hacking, navigator, engineering, profession, traps), Hygiene kit, Field rations 1 week, Fancy clothes
Augmentations Personal upgrade +2 dex
Immaterial ~6800 credits, Star Sugar Heartlove!!!
Encumbrance 6.5 bulk. w/backpack (6 = encumbered)
Benefit: You bring on a non-combat ally that can assist with a
certain set of skill checks. This ally can perform the listed skills
with a total bonus equal to 6 + your level. You must expend any
necessary actions and be in range to perform the action yourself.
The ally’s result cannot be modified by class abilities or spells,
but can be improved by a successful aid another action. The ally
does not participate in combat, cannot be killed outside of combat,
and has no effect other than providing the ability to attempt skill
checks. The ally can attempt a given skill check only once, cannot
retry a check, and cannot take 10 or 20 on a check.
Set 2: Bluff, Diplomacy, Intimidate
Benefit: When you have this boon slotted and you attempt a Day Job check at the end of a session, multiply your total earnings by your Acquisitives Reputation Tier. Apply this additional multiplier after doubling the result of your Profession skill check and determining your total earnings.
Your efforts to protect the event sponsored by the Esowath Conservancy are well-known, and Radaszam has arranged for some additional training from Conservancy naturalists at your convenience. When you slot this boon, select either Life Science or Survival. You gain a circumstance bonus to checks with that skill equal to your current Acquisitives Reputation Tier.
You have a magical tattoo, commemorating your induction into the Starfinder Society. As an immediate action when you are struck by a critical hit or dealt at least 15 points of damage from a spell or supernatural ability, you can check the box that precedes this boon and expend the tattoo's magic to gain 10 temporary Hit Points that last for 1 minute. You also regain 1 previously expended Resolve Point when using this boon.
This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder Society’s symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.