Archivist Awl
Backstory
Awl was awoken on Absalom Station, picking up where his predecessor left off as an employee in the Starfinder Society.
Unbeknownst to Awl, his predecessor saw the front lines of the Silent War first-hand, viewing the conflict as an important part of historical record to be remembered.
As is tradition for android renewals, he was offered the opportunity to stay with the Society as a Starfinder, aiding them in uncovering the mysteries of the Gap, Lost Golaron, and the greater universe as a whole.
Awl, while working as a data archivist for the Society, quickly discovered a fondness for physical books, which have long been out of vogue in many parts of the Pact Worlds.
One day, he was approached by a stranger, who asked him to restore a specific text of unknown origin.
Though he is still working on restoring and deciphering this enigmatic work, the encounter lead him to specializing in the art of manuscript restoration, becoming one of the Society's few conservators.
The Society has a limited budget for conservation, and it's often an expensive hobby that requires specific tools and technology. Awl has put many credits towards his passion over the years.
Prelude to WSCL
Recently, while working on a damaged manuscript, he uncovered a disposable contact slip for Sanjaval Spaceflight Systems, who had in recent years opened an office on Absalom Station.
Curious, Awl reached out to the office to enquire for any potential job opportunities, eager to make some disposable income to help afford some new equipment.
Awl was contacted several days later with a suspiciously well-paying job offer, requesting a short-term contract to help investigate a pending insurance claim.
Archivist Awl
Ability Scores
Health & Resolve
Initiative
Armor Class
Saving Throws
Attack Bonuses
Weapons
| Weapon | Lvl | Atk Bonus | Dmg | Type | Crit | Range | Ammo/Usage | Special |
|---|---|---|---|---|---|---|---|---|
| Frag Grenade, Mk 1 | 1 | - | 1d6 | P | - | 20 ft. | drawn | Explode (1d6 P; 15 ft.) |
| Pulsecaster Pistol | 1 | +2 | 1d4 E | - | - | 30 ft. | 20 (1/shot) | Nonlethal |
| Knife, Survival | 1 | +0 | 1d4 | S | - | Melee | - | Analog, Operative, Thrown (20 ft.) |
Skills
| Skill | Ability | Class Skill | Trained Only | Ranks | Total |
|---|---|---|---|---|---|
| Acrobatics | Dex | Yes | - | 1 | +6 |
| Athletics | Str | Yes | - | 0 | +0 |
| Bluff | Cha | Yes | - | 1 | +8 |
| Computers | Int | Yes | Yes | 1 | +4 |
| Culture | Int | Yes | Yes | 0 | +0 |
| Diplomacy | Cha | Yes | - | 1 | +8 |
| Disguise | Cha | Yes | - | 1 | +8 |
| Engineering | Int | Yes | Yes | 0 | +0 |
| Intimidate | Cha | Yes | - | 1 | +8 |
| Life Science | Int | Yes | Yes | 1 | +4 |
| Medicine | Int | Yes | Yes | 0 | +0 |
| Mysticism | Wis | - | Yes | 0 | +0 |
| Perception | Wis | Yes | - | 0 | +0 |
| Physical Science | Int | - | Yes | 0 | +0 |
| Piloting | Dex | Yes | - | 0 | +2 |
| Sense Motive | Wis | Yes | - | 0 | -2 |
| Sleight of Hand | Dex | Yes | Yes | 1 | +6 |
| Stealth | Dex | Yes | - | 0 | +2 |
| Survival | Wis | - | - | 0 | +0 |
Feats & Proficiencies
Languages
Abilities
Race Traits
Constructed. For effects targeting creatures by type, androids count as both constructs and humanoids (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
Exceptional Vision. Androids have darkvision with a range of 60 feet and low-light vision.
Flat Affect. Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Upgrade Slot. Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.
Theme (Xenoseeker)
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 Features
Envoy Improvisation. 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. See the list of available envoy improvisations here.
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. These terms are defined on page 270.
Expertise. 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).
Class Choice
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.
Equipment & Carrying Capacity
| Item | Level | Bulk | Qty | Price |
|---|---|---|---|---|
| Estex Suit, I | 1 | 1 | 1 | 410 cr |
| Frag Grenade, Mk 1 | 1 | L | 3 | 105 cr |
| Pulsecaster Pistol | 1 | L | 1 | 250 cr |
| Knife, Survival | 1 | L | 2 | 190 cr |