TEXT: DAKOYO
  The dark purple Dakoyo is the Clutch’s physician and spiritual 
  leader. He is a priest of Ibra, the god of celestial bodies and 
  the mysteries of the universe, and as such, Dakoyo believes 
  that all living beings are composed of the same matter as the 
  stars and the planets. This fundamental connection allows 
  him to heal wounds by pulling that unchanging quintessence 
  out of the surrounding space. Dakoyo is contemplative, often 
  studying the sky (or staring out of a viewport) for hours on 
  end, but excitedly begins spinning descriptions and tales 
  regarding any visible constellations if asked. 
  Dakoyo joined the crew only a few months ago, when 
  Nakonechkin discovered him stranded on an asteroid in the 
  Diaspora. The skittermander had asked to be dropped off 
  there to study the rock’s wobbly orbit, believing it be a sign 
  from Ibra, but hadn’t given any thought as to how to get 
  home. By that point, Nakonechkin was already employing 
  three other skittermanders and hoped this quieter one would 
  help bring the others in line. Besides, the vesk figured that it 
  wouldn’t hurt to have a healer around!
  Dakoyo is fascinated with the techniques of ancient 
  doctors and surgeons, going so far as to carry an antique 
  stethoscope with him at all times. He is particularly interested 
  in how those practitioners of medicine dealt with the many 
  diseases and other ailments that he is convinced must have 
  run rampant before the advent of modern curatives. 
  He has collected a list of folk remedies (such as rubbing half 
  a potato on a wart and burying it during a full moon) and 
  likes to cite them as being remarkably more inferior than 
  whatever first aid he is currently administering, be that 
  magical or medicinal healing.
  DAKOYO
  Male skittermander priest mystic 2 (Starfinder Alien 
  Archive 106)
  NG Small humanoid (skittermander)
  Init +1; Senses low-light vision; Perception +9
  DEFENSE 
  HP 14 SP 14 RP 5
  EAC 13; KAC 14
  Fort +1; Ref +1; Will +7
  OFFENSE
  Speed 30 ft.
  Melee battle staff +1 (1d4 B; critical knockdown)
  Ranged needler pistol +2 (1d4 P; critical injection DC +2)
  Offensive Abilities grappler, hyper
  Mystic Spell-Like Abilities (CL 2nd)
  At will—mindlink 
  Mystic Spells Known (CL 2nd; ranged +2)
  1st (3/day)—lesser remove condition, mind thrust 
  (DC 15), mystic cure, reflecting armor
  0 (at will)—daze (DC 14), detect magic, telekinetic 
  projectile, telepathic message, token spell
  Connection healer
  STATISTICS
  Str 10 (+0); Dex 12 (+1); Con 12 (+1); Int 9 (–1); Wis 18 (+4); 
  Cha 12 (+1)
  Skills Diplomacy +6, Medicine +7, Mysticism +12, 
  Perception +9, Sense Motive +9; (reduce the DC to recall 
  knowledge about religious traditions, religious symbols, 
  and famous religious leaders by 5)
  Feats Skill Synergy (Medicine, Mysticism)
  Languages Common, Vesk
  Other Abilities channel skill +1, healing channel (2d8 HP), 
  healing touch (10 HP), six-armed
  Gear freebooter armor I, battle staff, needler pistol with 
  31 darts, mk 1 serum of healing, analgesic (2 doses), 
  beacon, id moss (2 doses), sedative (2 doses), antique 
  stethoscope, credstick (20 credits)
  SKITTERMANDER SLANG
  The following is an example of slang commonly used 
  by skittermanders.
  Drift: 
  An 
  adjective 
  describing 
  something 
  fascinating and weird, likely never seen before 
  or unique.
  “The creature we encountered in the sulfur 
  canyons of that unexplored moon was so drift I could 
  hardly believe it!”
  
  SKITTER SHOT
  GAZIGAZ
  Friendly Gazigaz has yet to meet someone he doesn’t like. 
  The emerald-green skittermander tries to see the good in 
  everyone, and even when attacked by rival salvagers or 
  territorial space creatures, he tries to grant his attackers 
  the benefit of the doubt. During such a fight, he tends 
  to wax philosophical about how some beasts react out of 
  animal instinct and a few unfortunate souls resort to evil 
  actions out of desperation in order to support themselves 
  and their families. Gazigaz might not always agree with 
  those other people, though, and he isn’t so naive as to 
  think he can talk his way out of every dangerous situation. 
  Occasionally, a minor bit of violence is unavoidable, and 
  when that happens, Gazigaz is there to ensure his comrades 
  work together to quickly end the fight. He is also a master 
  of delivering words of encouragement to his allies in the 
  middle of a pitched battle.
  When Gazigaz heard about Nakonechkin Salvage’s 
  skittermander crew, he sought out the vesk and talked 
  the gruff Nakonechkin into taking him on board. While the 
  task of hunting down derelict ships and stripping them for 
  materials doesn’t usually require a lot of discourse, Gazigaz 
  figures that it will likely get him out of the more-traveled 
  systems and out into areas where he has more of a chance 
  of meeting nufriends (see the Skittermander Slang sidebar). 
  The skittermander dreams of making first contact with a new 
  race and is ready to offer his six hands in friendship to nearly 
  every sentient species he meets.
  Gazigaz has a deep interest in fashion. He tries to wear 
  the latest styles and keeps his fur shiny and brushed. He 
  will sometimes spend over an hour fussing over the shape 
  of his beard fur in the morning. At the moment, he has 
  become captivated with the newest sartorial trends out of 
  the Brethedan moon of Kalo-Mahoi. He recently spent most 
  of his credits on a silk-lined cape made by the famous kalo 
  designer Atargatis Lagyune. In addition to making Gazigaz 
  look fabulous, the magic cloak allows Gazigaz to take an 
  extra shot with his static arc pistol per day without using 
  the battery. After a battle—once he has determined that all 
  his friends are safe—Gazigaz will often take a few moments 
  to check his appearance in the hand mirror he carries 
  everywhere he goes.
  GAZIGAZ
  Male skittermander xenoseeker envoy 2 (Starfinder Alien 
  Archive 106)
  CG Small humanoid (skittermander)
  Init +2; Senses low-light vision; Perception +5
  DEFENSE 
  HP 14 SP 12 RP 5
  EAC 14; KAC 15
  Fort +0; Ref +5; Will +3
  OFFENSE
  Speed 30 ft.
  Melee tactical baton +1 (1d4 B)
  Ranged static arc pistol +4 (1d6 E; critical arc 2)
  Offensive Abilities grappler, hyper
  STATISTICS
  Str 10 (+0); Dex 15 (+2); Con 10 (+0); Int 10 (+0); Wis 10 (+0); 
  Cha 18 (+4)
  Skills Bluff +9, Culture +5, Diplomacy +9, Life Science +5, 
  Perception +5, Piloting +7, Sense Motive +5, Stealth +7; 
  (reduce the DC to identify a rare creature using Life 
  Science by 5)
  Feats Weapon Focus (small arms)
  Languages Akitonian, Castrovelian, Common, Vesk
  Other Abilities envoy improvisations (get ‘em, inspiring 
  boost [8 SP]), expertise (1d6), six-armed, skill expertise 
  (Diplomacy)
  Gear freebooter armor I, static arc pistol with 1 battery (20 
  charges), tactical baton, charge cloak, mk 1 serums of 
  healing (3), hygiene kit, medpatch, hand mirror, credstick 
  (7 credits)
  SKITTERMANDER SLANG
  The following is an example of slang commonly used 
  by skittermanders.
  Nufriend: A form of address usually directed 
  toward a stranger whose acquaintance you would 
  like to make.
  “Greetings, nufriend! We’re here to help!”
  
  NAKO
  Nako admires and respects Nakonechkin to such a degree 
  that the crimson-furred skittermander took a shortened 
  form of the vesk’s name as her own shortly after entering 
  Nakonechkin’s employ. The vesk salvager formed a 
  grudging friendship with Nako when he was stationed on 
  Vesk-3 during his brief time in the military. Nako helped the 
  vesk gain a closer understanding of the world’s decidedly 
  non-vesk culture. When Nakonechkin formed his own 
  business, he asked the skittermander to be his first mate. 
  Nako readily agreed, eager to explore the inky blackness 
  of space. The vesk taught Nako some fighting techniques, 
  which the skittermander took to with little hesitation. 
  Nakonechkin even gifted Nako his old ember flame doshko. 
  Though the weapon is a little large for Nako, she wields it 
  with surprising deftness.
  Of all the Clutch’s skittermander crew, Nako is the one who 
  most often accompanies Nakonechkin on salvage missions 
  outside of the ship. Her physical strength and calmness under 
  pressure are valuable assets in the field. Nako keeps herself fit 
  between jobs, exercising on her own and occasionally sparring 
  with the other skittermanders. Since their initial training, she 
  has found it difficult to get Nakonechkin to participate in mock 
  fights or other workouts. The vesk claims that he doesn’t want 
  to hurt her, but Nako believes that he secretly is afraid that 
  she will injure him. She likes to tease him about it, occasionally 
  slugging him on the shoulder... when he’s sitting down, so she 
  can reach it.
  Though Nako has no musical talent of her own, she collects 
  musical instruments from across the galaxy. The current pride 
  of her collection is a set of mvindee fingerdrums, acquired 
  from a shobhad she met on Akiton. The instrument slips 
  over the palm of one hand and, when struck with the fingers 
  of that hand, produces a hollow sound. As the drums were 
  crafted by a species much larger than skittermanders, Nako 
  can only wear them around her upper arm. She occasionally 
  taps on the drums absent-mindedly in times of stress, finding 
  the rhythm very soothing.
  NAKO
  Female skittermander spacefarer soldier 2 (Starfinder Alien 
  Archive 106)
  NG Small humanoid (skittermander)
  Init +5; Senses low-light vision; Perception +0
  DEFENSE 
  HP 16 SP 18 RP 5
  EAC 14; KAC 16
  Fort +4; Ref +1; Will +3
  OFFENSE
  Speed 35 ft.
  Melee ember flame doshko +7 (1d8+4 F; critical wound 
  [DC 16]) or survival knife +6 (1d4+4 S)
  Ranged tactical semi-auto pistol +3 (1d6 P) or 
  flash grenade I +6 (explode [5 ft., blinded 1d4 rounds, 
  DC 13])
  Offensive Abilities fighting styles (blitz), grappler, hyper
  STATISTICS
  Str 18 (+4); Dex 12 (+1); Con 13 (+1); Int 8 (–1); Wis 10 (+0); 
  Cha 12 (+1)
  Skills Athletics +8, Intimidate +5, Physical Science +4, 
  Survival +5; (reduce the DC of Physical Science checks to 
  recall knowledge about strange new worlds or features 
  of space by 5)
  Feats Toughness, Weapon Focus (advanced melee 
  weapons)
  Languages Common, Vesk
  Other Abilities six-armed
  Gear hidden soldier armor, ember flame doshko with 
  2 batteries (20 charges each), survival knife, tactical 
  semi-auto pistol with 9 small arm rounds, flash 
  grenade I, mk 1 serum of healing, fire extinguisher, 
  flashlight, mvindee fingerdrums, credstick (29 credits)
  SKITTERMANDER SLANG
  The following is an example of slang commonly used 
  by skittermanders.
  Gree: An interrogative, usually inserted at the end 
  of a sentence to inquire whether others concur with 
  the previous sentence or plan of action.
  “If we sneak around that stack of crates, we can get 
  the jump on those nasties, gree?”
  
  SKITTER SHOT
  QUONX
  Quonx was but one of a litter of skittermanders whelped 
  in the damp corridors near the Puddles district of Absalom 
  Station. She has shaggy electric blue fur that is constantly 
  tangled with bits of wire and tiny screws from her work 
  as the Clutch’s engineer. The skittermander has an almost 
  innate understanding of computers and machines, bolstered 
  by the many technical manuals she reads in her spare time. 
  Quonx is a bit socially awkward, unless she is discussing the 
  latest in technological improvements with those who share 
  her interests. Even people who have a passing familiarity 
  with gadgets and gizmos might find Quonx’s descriptions of 
  every detail and flaw of the newest datapad model tiresome 
  at points.
  In addition to Quonx’s vast knowledge of all things 
  technical, she has an interest in quantum physics. She’s read 
  dozens of books, treatises, and research papers about the 
  interplay between matter and light on a subatomic scale, 
  believing that a skilled enough mechanic (such as herself) 
  could “fix” reality on a quantum level, assuming the right 
  tools were ever invented. The skittermander has constructed 
  the first prototype of what she calls a quantum reality 
  spanner—a wrench-like tool that she thinks could twist 
  subatomic particles into certain configurations, if it worked 
  (which it doesn’t).
  Quonx worked as a freelance mechanic in Absalom Station’s 
  dockyards until the fateful day she picked up a contract to 
  repair the Clutch after the ship passed through a meteorite 
  shower. As she fixed the hull, Quonx noticed it had been 
  exposed to an unusual form of electromagnetic radiation. 
  Later that day, when the salvage ship left Absalom Station, 
  Nakonechkin found Quonx aboard, studying other parts 
  of the vessel. Instead of tossing her out at the next 
  opportunity, the vesk offered her a permanent job when he 
  saw that she had optimized several of the Clutch’s systems 
  without asking.
  QUONX
  Female skittermander scholar mechanic 2 (Starfinder 
  Alien Archive 106)
  CG Small humanoid (skittermander)
  Init +2; Senses low-light vision; Perception +5
  DEFENSE 
  HP 14 SP 12 RP 4
  EAC 13; KAC 15
  Fort +3; Ref +5; Will +0
  OFFENSE
  Speed 30 ft.
  Melee survival knife +1 (1d4 S)
  Ranged azimuth laser rifle +4 (1d8 F; critical burn 1d6) or
  frag grenade I +1 (explode [15 ft., 1d6 P, DC 13])
  Offensive Abilities combat tracking, grappler, hyper
  STATISTICS
  Str 10 (+0); Dex 15 (+2); Con 10 (+0); Int 16 (+3); Wis 10 (+0); 
  Cha 12 (+1)
  Skills Athletics +4, Computers +9, Engineering +12, 
  Medicine +8, Physical Science +9, Perception +5, 
  Stealth +3; (reduce the DC to recall knowledge about 
  matters of quantum physics by 5)
  Feats Skill Focus (Engineering), Weapon Focus (longarms)
  Languages Common, Shirren, Vercite, Vesk, Ysoki
  Other Abilities artificial intelligence (exocortex), bypass +1, 
  custom rig (standard datajack), mechanic tricks 
  (overcharge), memory module, six-armed
  Gear kasatha microcord I, azimuth laser rifle with 2 batteries 
  (20 charges each), frag grenades I (3), survival knife, 
  mk 1 serum of healing, basic medkit, engineering kit, 
  hacking kit, trapsmith’s tools, quantum reality spanner 
  (nonfunctional), credstick (20 credits); Augmentations 
  standard datajack
  SKITTERMANDER SLANG
  The following is an example of slang commonly used 
  by skittermanders.
  Allsix: An adverb describing maximum effort; it is 
  a reference to using all six arms to perform an action.
  “I had to work allsix to repair that malfunctioning 
  stealth drone.”
  
SOURCE: textdata/thevault/Starfinder [multi]/Modules/Skitter Shot - Pregens.pdf