Grand Duches Trietta Ricia

Inari Watari's page

34 posts. Organized Play character for Saotome007.


Full Name

Inari Watari

Race

Damaya Lashunta

Classes/Levels

Envoy 1 | SP:6/6 HP:3/10 RP:4/5 | EAC:12 KAC:13 | F:-1 R:3 W:2 | Init: 1 | Perc: 4 | Speed: 30

Gender

Female

Size

5'11"

Age

29

Alignment

Chaotic Good

Deity

Weyden

Location

Castrovel

Languages

Castrovelian, Lashunta, Vesk, Kasatha

Occupation

Courtesan

Strength 10
Dexterity 12
Constitution 9
Intelligence 14
Wisdom 10
Charisma 18

About Inari Watari

Inari Watari
Female Lashuntas (Damaya) Envoy 4 (Starfinder Core Rulebook)
CG Medium humanoid (human)
Init +1; Senses Perception +4; Darkvision: 80' (infrared sensors)
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Defense
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EAC 12 (+1 armor, +1 dex)
KAC 13 (+2 armor, +1 dex)
SP 6
HP 10
RP 5
Fort -1, Ref +3, Will +2
Defensive Abilities
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Offense
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Speed 30 ft.
Melee Knife, Survival (1d4 S)
Ranged Laser Pistol, Azimuth (+1 1d4 F) Crit (Burn 1d4) Range: 80| Charges/Battery: 20| Batteries: 2 or
. . Frag Grenade I (Explode: 1d6 P, 15ft) Range: 20| Uses: 2
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Statistics
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Str 10, Dex 12, Con *9, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 21
Feats *Toughness : For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.
Skills Acrobatics +5, Bluff +10(+1d6 if 1 RP remaining) , Culture +7, Diplomacy +10, Disguise +8, Intimidate +8, Perception +4, Piloting +5, Profession: Courtesan +9, Sense Motive +4 (+1d6 if 1 RP Remaining)
Languages Common, Castrovelian/Lashunta, Vesk, Kasatha
Combat Gear Knife, Survival; Laser Pistol, Azimuth; Frag Grenade I x 2
Other Gear Second Skin(Mod1: Infrared Sensors), Medpatch, Extra Battery, 20 credits
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Tracked Resources
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Daze(At will) - 0/0
Psychokinetic Hand(At Will) - 0/0
Detect Thoughts - 0/1
Frag Grenade I - 0/2
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Envoy Class Abilities
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EXPERTISE (EX) 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.
SKILL EXPERTISE (EX) At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill (BLUFF)
CLEVER FEINT (EX)As a standard action attempt a Bluff check with the same DC as a check to feint against that enemy. If you fail, it is flat footed against your attacks until the end of your next turn. If you succeed, it is flat footed against attacks from all allies until the end of next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
Feint DC The DC of this check is equal to either 10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater.
Flat-footed You take a –2 penalty to AC, and you cannot take reactions or make attacks of opportunity.
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Lashunta Racial Abilities
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At will daze, psychokinetic hand
1/day detect thoughts
Limited Telepathy (Su) Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.
Student Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice. (Bluff, Diplo)
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Theme Benefits: Icon
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Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, increase the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes 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 Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
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