Devis

Jaqweh Navar's page

331 posts. Organized Play character for Nomadical.


Race

SP 96 / 96 | HP 76 / 76 | RP 16 / 16 |

Classes/Levels

EAC 27 ; KAC 29| Fort +8; Ref +12; Will +10 | Active conditions: None

Gender

Male LN Damaya Lashunta Envoy (Steward Officer) 12

Strength 12
Dexterity 18
Constitution 15
Intelligence 14
Wisdom 14
Charisma 22

About Jaqweh Navar

Jaqweh
Male damaya lashunta tempered pilgrim envoy (steward officer) 12
LN Medium humanoid (lashunta)
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Defense
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Kasatha Microcord IV w/ infrared sensors, invisibility detectors, jet pack, Voidglass special material

SP 96 HP 76 RP 16

EAC 27; KAC 29
DR 1/- and Energy Resistance (All) 1 but only vs Ranged Attacks

Fort +8; Ref +12; Will +10
+1 vs mind-affecting effects (voidglass armor threads)

Microcord: Immune to Low level radiation. +6 circumstance bonus to saves vs radiation exposure (but not to cure radiation sickness)
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Offense
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Speed 30 ft. Fly 30 ft (average)
Initiative: +8
Ranged guarded Blindmark rifle LFD +13 (2d8+12 So; stun, echo; Range 80) or
. . limning Binding blaster, globe +13 (2d6+6 B; force, stun; Crit bind; Range 30)

. . frag grenade III +10 (explode 15 ft., 4d6 P, DC 18) or
. . riot grenade III +10 (explode 15 ft., 1d8 S nonlethal & staggered, DC 17) or
. . incendiary grenade III +10 (explode 10 ft., 3d6 F plus burning 1d6, DC 18)

Melee Tactical Baton +10 (1d4+7 B; analog, operative, thrown 20 ft)

Offensive Abilities
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.

Improved Get ‘Em: Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll). As with get ’em, you can spend 1 Resolve Point to grant the benefits against all enemies within 60 feet.

Guarded fusion: The guarded fusion guides timing so that ranged attacks don’t leave the wielder vulnerable. When you make a ranged attack using a weapon with this fusion, your attack does not provoke an attack of opportunity. The guarded fusion does not prevent attacks of opportunity provoked for any reason other than making a ranged attack. Only ranged and thrown weapons can benefit from this fusion.

Spell-Like Abilities (CL 12th)
. . 1/day— detect thoughts (DC 17)
. . At will— daze (DC 16), psychokinetic hand
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Statistics
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Str 12 (+1); Dex 18 (+4); Con 15 (+2); Int 14 (+2); Wis 14 (+2); Cha 22 (+6)

Skills
Acrobatics +12 (6 ranks)
Athletics +11
Bluff +19+1d6+2
Computers +10+1d6+2 (5 ranks)
Culture +18
Diplomacy* +23+1d6+2
Disguise +11
Engineering +10+1d6+2 (45ranks)
Intimidate +18
Medicine +8
Perception +17
Piloting +21 (12 ranks)
Profession (musician) +13
Sense Motive +17+1d6+2
Sleight Of Hand +10
Stealth +10
Survival +2

(reduce the DC of Culture checks by 5 when recalling information about a culture's customs and related topics)

Professional Hireling (If slotted): Life Science, Mysticism, Physical Science +16 (Level +4)

* May use Diplomacy skill for Intimidate checks to demoralize a target as a move action, Duration of success is doubled by Ferocity Blazon

Expert Advise When you are using the aid another action to help a creature succeed at a skill check with a skill in which you have expertise, you can forgo rolling your expertise die. If your aid another attempt succeeds, roll your expertise die (adding the +2 from Expertise 9th level) and add the result of the roll as an insight bonus to the assisted creature’s check in addition to the +2 bonus granted by a successful aid another attempt. (Applies to Computers, Engineering, Sense Motive, Bluff, & Diplomacy)

Tactful Advisor: When you aid another, if the result of your check is 20 or higher, you provide an additional +1 enhancement bonus to your ally’s skill check.

Feats 1) Great Fortitude; 3) Improved Initiative; 4B) Long Arm Proficiency (Steward Officer 4); 5) Extra Resolve; 6B) Weapon Specialization (Long Arms); 7) Improved Demoralize; 9) Helpful Telepath; 11) Tactful Advisor

Languages Akitonian, Aklo, Azlanti, Brethedan, Castrovelian, Common, Copaxi, Draconic, Drow, Eoxian, Gnome, Goblin, Halfling, Izalguun, Jinsul, Kalo, Kasatha, Kiirinta, Maraquoi, Mormalaw, Pahtra, Sarcesian, Shirren, Shobhad, Sylvan, Triaxian, Vercite, Vesk, Vlaka, Ysoki; limited telepathy 45 ft. (telepathy range extended by voidglass armor special material)

Wildwise Augmentation: Can communicate in a general sense with animals and with magical beasts with an Intelligence score of 1 or 2. You can attempt Diplomacy checks to influence such creatures as well as understand in very vague terms information they try to convey to you. The information they give you usually consists of simple concepts such as “danger,” “food,” or “that way.”

Other Abilities

Diplomatic Training (Steward Officer 2): You gain Culture and Diplomacy as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, you learn to speak and read a new language.

You can use your Diplomacy skill for Intimidate checks to demoralize a target and your Culture skill for Life Science checks to identify humanoids and monstrous humanoids. When you attempt a Diplomacy check to change a creature’s attitude but you fail the check, the creature’s attitude worsens only if you fail the check by 10 or more.

Compelling Influence: (Theme 6th) When you exceed the DC of a Diplomacy check to improve a creature’s attitude by 5 or more, you need to spend only 1 extra minute interacting with the creature to improve its attitude by one additional category. In addition, you worsen a creature’s attitude only if you fail the Diplomacy check to improve its attitude by 10 or more.
Breadth of Knowledge: (Theme 12th) In your many travels, you have accumulated a wide base of knowledge about all manner of subjects. You can always take 10 on skill checks to recall knowledge, no matter the circumstances. In addition, once per day when attempting a skill check with a skill you have no ranks in, you can roll twice and take the better result.

Communalism: (Species graft) Once per day, as long as an ally is within 10 feet, you can roll a single attack or skill check twice and take the higher result.

Helpful Telepath: (feat) When you use aid another, covering fire, or harrying fire and succeed at your attack roll or skill check, you can forgo granting your ally the usual benefit of that action to instead grant the following benefits, determined by the action you used. Any effect that increases the bonuses provided by these actions doesn’t apply when using this feat. You can provide these benefits only to allies with whom you can communicate using telepathy or limited telepathy.
Once you’ve used this feat, you can’t do so again until you’ve taken a 10-minute rest to regain Stamina.
> Aid Another: Instead of gaining a bonus to a skill check, your ally can roll the check twice and use the higher result.
> Covering Fire: Instead of granting a bonus to the ally’s AC, the next opponent to attack the chosen ally must roll the attack roll twice and use the lower result.
> Harrying Fire: Instead of gaining a bonus to an attack roll, the next ally to attack the chosen opponent can roll the attack roll twice and use the higher result.

Inspiring Boost: As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy at any point after your last turn ended. That ally regains a 30 Stamina Points (up to his maximum) [equal to twice 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. At 6th level, you can spend 1 Resolve Point to add your envoy level (12) to the number of Stamina Points regained.
Take Em Alive: You can urge your companions to avoid killing blows at the last second. To use this ability, you must be within 60 feet of both an ally and your ally’s target, the latter which must have taken damage from a nonlethal attack within the last minute. If your ally would reduce the target to 0 HP—and the attack doesn’t deal damage that equals or exceeds half the target’s maximum Hit Points—then, as a reaction, you can have the target merely fall unconscious from the attack as though the attack had dealt nonlethal damage.

Spell Gem Understanding: You can use spell gems as if you were a spellcaster. For purposes of using spell gems, you treat all spells on the mystic, technomancer, and witchwarper spell lists as your class’s spell list, and you use Charisma as your key ability score for your spellcasting. Your effective caster level for any spell gems you use is equal to your envoy level.

Spell Gems:
Comprehend Customs
Comprehend Languages
Share Language
Shifting Surge
Alter Enhancement (x2)
Electroplating
Mystic Cure II (x2) 
Restoration, Lesser
Unmask 
Zone of Truth
Slow
Slice Reality

Armor & Weapons: Katha Microcord IV (voidglass) with Armor Upgrades: infrared sensors, invisibility detectors, jet pack; guarded blindmark rifle LFD with 1 high-capacity battery (40 charges), limning Binding Blaster, globe with 1 battery (40 charges), conserving Poacher injector pistol, tactical baton; Grenades: frag I (2), riot I, frag III, incendiary III, riot III

Other Gear :
Aeon stone (amber hyperboloid); Glove of Storing (blindmark rifle); reconfigurable clothing: athletic clothing, everyday clothing, formal clothing, professional clothing (business suit), uniform clothing (Steward’s uniform),  Swarmproof bangles, advanced, binders (2), mk I serums of healing (2), mk II serums of healing (1), serum of enhancement (diplomat), personal comm unit

Ferocity Blazon: A ferocity blazon is a decorated medal or tabard whose magic enhances any impression you make so that you’re better at intimidation. A ferocity blazon must be worn prominently to function. While you do so, when you succeed at an Intimidate check to bully or demoralize a creature, you double the duration of the effect. If you are in the captain role on a starship, when you take the taunt action and succeed at the Bluff or Intimidate check, you double the duration that enemy crew members take a penalty to checks.

Null Space chamber, Mk 1: basic musical instrument, batteries, binders (2), disguise kit, engineering tool kit, fire extinguisher, hygiene kit, toolkit (hacking), credstick

Vehicle:  Recon Enerocopter

Augmentations mk 1 synergizing symbiote (Dex), ]mk 2 synergizing symbiote (Charisma), Communalism (biotech, species graft), storage prosthetic arm (battery), wildwise