Full Name |
Captain Quentin Dexter Hawthorn |
Race |
Human |
Classes/Levels |
Icon / Envoy 2 | Stamina: 12 | HP 16 | Resolve: 4 | EAC: 13 KAC: 15 | F:+0/ R:+5/ W:+3 | Initiative: +6 | Perception: +5 |
Gender |
Male |
Size |
M |
Strength |
11 |
Dexterity |
14 |
Constitution |
10 |
Intelligence |
12 |
Wisdom |
10 |
Charisma |
16 |
About Captain Quentin Dexter Hawthorn
Captain Quentin Dexter Hawthorn
Armor: Kasatha Microcord {+1/+3} Bulk = 1
Weapons:
Survival Knife {1d20+2; 1d4 S} Bulk = L
Azimuth Laser Pistol (1d20+2; 1d4 F (Crit=1d4 burn)} Bulk = L
BAB:+1
Skills: 8+1 per level
Acrobatics (Dex) +6 {1 rank, +3 class, +2 stat}
Athletics (Str) +4 {1 rank, +3 class}
Bluff (Cha) +8 {2 ranks, +3 class, +3 stat}
Computers (Int) +5 {1 rank, +3 class, +1 stat}
Culture (Int) +7 +1d6 {2 ranks, +3 class, +1 stat, +1 theme}
Diplomacy (Cha) +8 {2 ranks, +3 class, +3 stat}
Disguise (Cha) +3 {+3 Stat}
Engineering (Int) +5 {1 rank, +3 class, +1 stat}
Intimidate (Cha) +8 {2 ranks, +3 class, +3 stat}
Medicine (Int) +5 {1 rank, +3 class, +1 stat}
Perception (Wis) +5 {2 ranks, +3 class}
Piloting (Dex) +6 {1 rank, +3 class, +2 stat}
Profession:Acting +8 {1 rank, +3 class, +3 stat, +1 theme}
Sense Motive (Wis) +5 +1d6 {2 ranks, +3 class skill}
Sleight of Hand (Dex) +6 {1 rank, +3 class +2 stat}
Stealth (Dex) +2 {+2 stat}
Survival +1 {1 rank}
Feats
Improved Initiative
Gear
Kasatha Microcord Bulk = 1
Survival Knife Bulk = L
Azimuth Laser Pistol Bulk = L
Back-up battery Bulk = L
Engineering Kit Bulk = L
Comm Unit Bulk = L
Tatrad certified translator Bulk = L
CREDITS: 2222
THEME KNOWLEDGE (1ST)
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.
ENVOY IMPROVISATION 1st Level
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, mind-affecting, sense-dependent, or some combination of any or all of these. These terms are defined on page 270.
~Get ’Em~ (Ex)
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.
EXPERTISE (EX) 1st Level Culture & Sense Motive
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.
SKILL EXPERTISE (EX) 1st Level ~ Sense Motive, Culture
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).
BOONS
Faction
Wayfinders Champion
Slotless
Mobile Translator
SESSIONS
# 1 1-05: The First Mandate {1, 2, 777}
# 2 1-01: The Commencement {1, 2, 763}
# 3 1-Qu: Into the Unknown {1, 2, 764}
XP: 3 / FAME: 6 / CREDITS: 2,222