Arratoi's page

575 posts. Organized Play character for bigboom.


| SP 42/42 HP 34/38 | RP 8/9 | EAC 20 KAC 20 | Fort +3; Ref +8; Will +5 | Init: +7 | Perc: +4, SM: +8+1d6


| Speed 30ft | Active conditions: jetpack (20/20)


Male CN Ysoki Envoy 6

About Arratoi

Male ysoki themeless envoy 6
None Small humanoid (ysoki)
Init +7; Senses darkvision (60'); Perception +4

EAC 20; KAC 20
SP 42 HP 38 RP 9
Fort +3, Ref +8, Will +5

Speed Walk 30'
Melee knife, survival (small/defiant) +8 (1d4+2 , critical -; Analog, operative)
Ranged arc pistol, static (small/defiant) +8 (1d6+3, critical Arc 2; Stun)
Ranged handcannon, swagger (small) +8 (1d12+3, critical Knockdown; Analog, free hands (1), unwieldy)

Str 9, Dex 16, Con 12, Int 18, Wis 10, Cha 22,
Base Atk +4; Grp-1
Feats Improved Initiative, Versatile Focus, Weapon Focus (Weapon Focus ~ Small Arms)
Skills Acrobatics +11, Athletics +3, Bluff +15, Computers +12, Culture +13, Diplomacy +15, Disguise +15, Engineering +15, Intimidate +15, Life Science +12, Medicine +11, Mysticism +1, Perception +4, Physical Science +5, Piloting +8, Profession (Writer) +11, Sense Motive +8, Sleight of Hand +8, Stealth +10, Survival +3,
Languages Abyssal, Akitonian, Aklo, Auran, Azlanti, Celestial, Common, Draconic, Elven, Goblin, Infernal, Shobhad, Ysoki
Combat Gear field ration (per week), serum of healing mk 1 (2), serum of healing mk 2 (2),
Other Gear ysoki refactor suit (small/jetpack/radiation buffer), clothing (profession (writer)), starfinder backpack, personal upgrade mk 1, personal upgrade mk 2, null-space chamber mk 1, antitoxin (tier 1) (2), battery, clothing (formal), hygiene kit, medkit (basic), medpatch, tetrad certified translator, tool kit (disguise kit), tool kit (engineering kit), tool kit (hacking kit), tool kit (profession (writer)), tool kit (trapsmith's tools), tool kit (linguistics), upb (500), clothing (environmental/radiation), radiation badge, scattergun shells, arc pistol, static (small/defiant), handcannon, swagger (small), knife, survival (small/defiant), 5829 gp

Size And Type Ysoki are small humanoids with the ysoki subtype
Cheek Pouches Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity
Darkvision Ysoki can see up to 60 feet in the dark. See page 263 for more information
Moxie Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter (see page 276), a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check
Scrounger Ysoki receive a +2 racial bonus to engineering, stealth, and survival checks

Themeless If you decide that none of the themes above fit your particular character concept, you can choose not to have a theme. You then gain the following benefits at the listed levels. A themeless character is considerably less powerful than a character with a theme, so choose this option with care
General Knowledge You gain a class skill of your choice when you create a themeless character. Also, you gain an ability adjustment of +1 to any ability score you choose
Certainty Once per day before you roll a skill check, you can gain a +2 bonus to that skill for that check

Envoy Improvisation 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, mindaffecting, sense-dependent, or some combination of any or all of these. These terms are defined on page 270
Expertise 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, anytime 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. Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the skill focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results
Expertise Talent At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise. The list of expertise talents appears on pages 269-270
Skill Expertise 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)
Weapon Specialization You gain the weapon specialization feat as a bonus feat for each weapon type with which this class grants you proficiency
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
Hurry As a standard action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to take a guarded step, move up to her speed, or draw or sheathe a weapon. The ally can use her extra move action in between her other actions, and she can even use it before or after a full action. A character can use no more than one extra action from hurry in a single round
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. You must have the get 'em envoy improvisation to choose this improvisation
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 (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. At 6th level, you can spend 1 resolve point to add your envoy level to the number of stamina points regained
Slick Customer When you attempt a diplomacy check, you can choose not to roll your expertise die until later. After you determine what the check's result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 resolve point to both reroll the check and add the result of your expertise die

Improved Initiative Your quick reflexes allow you to react rapidly to danger You gain a +4 bonus to initiative checks
Versatile Focus Your accuracy applies to all weapons with which you are proficient The benefits of weapon focus extend to all weapons with which you are proficient
Weapon Focus (weapon Focus ~ Small Arms) You have increased training in a particular weapon type, making it easier to hit your target Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic's class level, if you are a drone), you gain a +2 bonus instead