Tri-Vee and Film Artist
Male, Human [Icon(Tri-Vee Star)] Envoy 1
5’8", 157lbs, Black Hair, Brown Eyes
LN Medium Humanoid
Cha +1, Any +2 (Dex)
Languages: Common, Terran(?),
KAC: 14 EAC: 13
Semi-auto pistol tactical: dmg: 1d6P, range 30feet, ammo: 9 rounds (Analog)
Cestus Battleglove: dmg 1d4B
Hit Points 4+6 (10) (1 HD); Stamina Points 7 Resolve Points 5
Fort + 0, Ref + 4, Will + 2
Abilities Str 10, Dex 16, Con 11, Int 10, Wis 10, Cha 18; Resolve Points 5
Class features: Envoy improvisation, expertise (1d6), skill expertise
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. The list of envoy improvisations appears on page 62. 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.
As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) 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.
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, any time 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.
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).
Veiled Threat: When you successfully use the Intimidate skill to bully a creature, after the duration of its helpful attitude ends, its attitude toward you becomes indifferent rather than hostile.
You gain a +4 bonus to initiative checks
Speed 30 ft.
Skills: Bluff (5), Culture (4), Diplomacy (5), Disguise (5), Intimidate (5), Perception (4), Profession 3 (5), Sense Motive (4)
Proficiencies: Light Armor; Weapons: basic melee weapons, grenades, and small arms
Everyday Clothes ( a set of "out of the limelight casual attire (usually onboard ship)) and a set of flashy fashion designer clothes (He will usually make a deal with designers to wear their clothes and eyewear instead of purchasing them)
Second Skin: EAC+1, KAC +2, Max Dex +5
Tensile Reinforcement: When calculating my armor’s hardness and HP, treat it as if it’s itme level was 5 higher.
“Castor Pollock” was born into a fairly average family, one older brother, one younger sister. his parents both had normal jobs, nothing out of the ordinary. But they noticed early on that Castor loved people, and loved having people notice him. When he was three, he booked his first commercial. it was for ‘Gelzarp’ baby powder. “Makes your baby as fresh as a Gelzarp!” the jingle used to go… The commercial was a huge success, and it leads to Castor booking more product commercials, along with him honing his craft, and getting more experience in front of the lens.
His next big break came at 11 when he landed the role as “Triton Helix” in “Far Trader, the Series”. This got him 4 best supporting sophant nominations during the series 4-year run, with him winning twice along with a fan following enamored with the character’s easy-going nature, but strong moral resolve in the face of the weekly challenges.
Flush off of his success in the Tri-Vee format, Castor branches out into the film world, auditioning for and landing the lead role (his first) as Corellian Lanathor in “Metropolitan Corridor”, which garnered him a Best Actor nod at the Galaxies. Not winning the award didn’t bother Castor much, because he felt it was more important to be taken seriously for his acting, rather than his looks.
After “Metropolitan Corridor”, Castor took a year off from acting, to avoid his brand becoming over saturated, as also to chart out his next career destination, which is back to Tri-Vee, but this time in documentary format.
The name of the project is “Starblazers”. The format, Castor goes about the procedure of joining a starship crew, performing the day-to-day tasks that keep a ship operational, along with showing the story about how goods are moved from system to system.