Zaap Branig Ahn


Dralasite Charismatic Hero
Occupation: Celebrity

Total Rank = Reputation + Missions Completed
18, Administrator = 8 (5 + 3, Renown) + 10

Str 11
Dex 11
Con 13
Int 14
Wis 10
Cha 15 18

Skill points 1st level: 32 (((7 + int mod )x 4) – 4)
Bluff: + 16, 9 ranks (1 competence bonus from occupation)
Diplomacy: + 18, 11 ranks (
2 from Trustworthy, 1 from Open Arms)
Intimidate:+ 10, 6 ranks
Knowledge business: + 6, 4 ranks
Knowledge theology & philosophy: + 9, 7 ranks
Knowledge pop culture: + 5, 3 ranks
Perform Dance: + 10, 4 ranks (2 Creative)
Perform Standup: + 10, 4 ranks (
2 Creative)
Perform Shadow Puppetry: + 8, 4 ranks
Profession: + 8, 7 ranks
Sense Motive: + 6, 4 ranks

Talent Tree:
The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.

Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.

Favor: The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure.

A Charismatic hero spends 1 action point to activate this talent. To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s Charismatic level. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Charismatic hero can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check.

The GM should carefully monitor a Charismatic hero’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.

Charm: The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Charismatic level.

A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile.

This ability can be taken more than once (for another gender).

Diplomatic Immunity: Starting at 1st level, if the Ambassador is arrested for a crime, she can make a Diplomacy check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how authorities react if the Ambassador succeeds. See Table: Diplomatic Immunity for Diplomacy check DCs based on the severity of the crime.

If one of the Ambassador’s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Ambassador may intercede on the consul’s behalf. One may aid the other’s Diplomacy check.

An Ambassador who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.

Diplomatic Pouch: At 2nd level, the Ambassador receives the ability to carry a special sealed diplomatic pouch, which is usually about the size of a briefcase or similar item. By international convention, this container may not be opened by anyone except another member of the same ambassadorial staff.

Ambassadors normally use these pouches to hold sensitive information and important data files, but they can also be used to smuggle weapons or other restricted materials into secure locations. Since it is normally expected that such illegal things will not be carried, this is something that should not be flaunted. International or interstellar incidents are not something an ambassador would like to deal with or create.

Stellar Nation:
Freespace; Orion League (+2 Charisma).

Branch of Service: Concord Administrators.

Feats: Renown, Simple Weapons Proficiency, Windfall, Creative (Standup, Act), Exotic Melee Weapon Proficiency (Tristaff), Starship Operation, Trustworthy.

Race Features:
+1 to Armor Purchase DC
Darkvision 60 ft.
Vulnerable to gas attacks (-4 on Fort Saves)
4 fewer skill points at level 1, -1 every level after.


Zaap Branig Ahn

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