Navasi

*DMK* Navasi I's page

31 posts. Alias of Kludde.


Race

| SP 6/6 HP 10/10 | RP 3/3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4 | Init: +2 | Perc: +4, SM: +4

Classes/Levels

| Speed: land: 30 |

Gender

female Human Envoy 1

About *DMK* Navasi I

Navasi I
female Human Envoy 1
CG Medium Human
Init +2; Senses Perception +4

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DEFENSE
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EAC 13; KAC 14
SP 6 HP 10 RP 3
Fort: +0, Ref: +4, Will: +4

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OFFENSE
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Speed land: 30
Basic Melee Unarmed Strike: +0 (1d3; critical -; Archaic; Nonlethal; )
Grenade Frag Grenade I: +0 (; critical -; Explode (1d6 P; 15 ft.); )
Grenade Smoke Grenade: +0 (; critical -; Explode (smoke cloud 1 minute; 20 ft.); )
Small Arm Laser Pistol, Azimuth: +2 (1d4; critical Burn 1d4; )
Basic Melee Knife, Survival: +2 (1d4; critical -; Analog; Operative; Thrown (20 ft.); )

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STATISTICS
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Str 10, Dex 14, Con 11, Int 14, Wis 10, Cha 14,
Base Atk +0 Grp +0
SkillsAcrobatics +6, Athletics +4, Bluff +6, Computers +6, Culture +6, Diplomacy +6, Disguise +2, Engineering +2, Intimidate +2, Life Science +2, Medicine +2, Mysticism +0, Perception +4, Physical Science +2, Piloting +6, Sense Motive +4, Sleight of Hand +7, Stealth +6, Survival +0, Profession +2
Languages: Common, Kasatha, Vercite, Vesk

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SPECIAL ABILITIES
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RACE FEATURES
Human
Ambitious, creative, and endlessly curious, humans have shown more drive to explore their system and the universe beyond than any of their neighbor races—for better and for worse. They’ve helped usher in a new era of system-wide communication and organization and are admired for their passion and tenacity, but their tendency to shoot first and think about the consequences later can make them a liability for those races otherwise inclined to work with them.
Skilled: Humans gain an additional skill rank at 1st level and each level thereafter.
Bonus Feat: Humans select one extra feat at 1st level.

FEATS
Improved Feint: You are skilled at fooling your opponents in combat.
You can use Bluff to feint in combat as a move action.
Iron Will: You are more resistant to mental effects.
You gain a +2 bonus to Will saving throws.

THEME BENEFITS
Theme: Outlaw, bonus: +1 dex
Due to the sins of your past or your current unlawful behavior, you are a wanted individual somewhere in the Pact Worlds. You might not even be guilty and are striving to clear your good name. Or you might fully admit to being a criminal but believe the laws you break are unjust. Whatever the case, boarding a starship headed to the Vast might be just the thing you need until the heat dies down — or until you’re dragged off to prison.
Theme Knowledge: (level 1): You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5. Sleight of Hand is 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 Sleight of Hand checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
Legal Corruption: (level 6): Your underworld contacts have serious pull with the corporations and the authorities and can get you out of just about any legal trouble—as long as you’re willing to pay the right price. Depending on the severity of the crime, this can be anywhere between 500 credits × your character level and 10,000 credits × your character level.
Black Market Connections: (level 12): You have contacts who can move goods of all manner discreetly and quietly just about anywhere to nearly any destination you can imagine. You can sell goods in any city for their usual price, even if the goods are illegal or too luxurious for the locals to afford. Additionally, for 10% more than the usual price, you can purchase goods to be delivered to a remote drop-off point (possibly near an adventure location) in the same solar system as a familiar city. The delivery always takes at least as long as the journey between the city and the drop-off point—and usually longer.
Master Outlaw: (level 18): Organizing shady plans is one of your specialties, and doing so is like a sweet shot of adrenaline. Up to twice per day, after you spend at least 10 minutes to plan a significant heist, caper, or other crime (this doesn’t count as resting to regain Stamina Points) and successfully complete at least one action toward enacting that plan, you regain 1 Resolve Point.

CLASS FEATURES
Envoy
You make your way in the universe with a charming smile, quick wit, and keen sense of self-preservation, and excel at getting others to do what you want. You might be a trickster, hustler, or con artist, or you might serve as an actor, ambassador, or businessperson, paving the way for negotiation through kind words or the occasional dirty trick. You are often the group’s strategist, using your quick wit and tactical acumen to push your friends to greater heights. You may also be skilled in diplomacy, serving as the face for a starship crew, talking your way into restricted systems or gaining audiences with local politicians or warlords.
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. 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, 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. (Get 'Em [Language-Dependent] [Mind-Affecting] [Sense-Dependent]: 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.)
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.

| Level | 1 | 5 | 9 | 13 | 17 | 20 |
| --- | --- | --- | --- | --- | --- | --- |
| Bonus | 1d6 | 1d6 + 1 | 1d6 + 2 | 1d8 + 2 | 1d8 + 3 | 1d8 + 4 |
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.(Bluff: )

INVENTORY
Unarmed Strike: An unarmed strike can be dealt with any limb or appendage. Unarmed strikes deal nonlethal damage, and the damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damage rolls.
Frag Grenade I: A fragmentary, or frag, grenade explodes in a cloud of shrapnel.
Smoke Grenade: A smoke grenade deals no damage; instead, it releases a cloud of dense smoke. Each character who inhales smoke must succeed at a Fortitude saving throw each round (DC = 15 + 1 per previous check) or spend that round choking and coughing; he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection from a suit of armor prevents this effect altogether.) Regardless of the armor a character wears, smoke obscures vision, providing concealment.
Laser Pistol, Azimuth: The laser pistol is possibly the most common small arm used by explorers, guards, mercenaries, and traders. Laser pistols are light and reliable, yet they still deal a respectable amount of damage.
Knife, Survival: These light blades can be used for both mundane tasks and combat. A typical survival knife has a fixed, single-edged, carbonsteel or ceramic blade and is treated against corrosion. Tactical knives have large, double-edged blades, often with a section of serrated blade near the haft, and they come in both fixed- and folding-blade designs; users may prefer one style or the other, but the two are identical in terms of price, weight, and damage dealt.
Serum of Healing, Mk 1: This vial of medical serum quickly sets bones and repairs other physical damage. It restores 1d8 Hit Points when administered to a living creature.
Medpatch: A medpatch is a simple, all-in-one, disposable medical device designed to be slapped onto a wound or area of concern (such as a clearly diseased or poisoned section of the body) with little skill required. A medpatch allows you to attempt a Medicine check untrained with a +10 circumstance bonus, but only for the first aid, long-term stability, treat disease, and treat drugs or poison tasks.
Second Skin: This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a second skin matches the wearer - s skin tone, this type of light armor can be difficult to detect. A second skin can also accept upgrades, making it popular for celebrities, diplomats, and other individuals who want protection without appearing to wear armor.
Clothing, Everyday: Clothing is mass produced throughout the Pact Worlds, and the residents of the system are never wanting for clothes. Clothing is often worn both under and over armor, and its benefits apply in nearly all situations. Clothing comes in several varieties based upon its intended purpose, as described below.

Clothes designed for everyday wear come in a dazzling array of colors and styles, many of which are tailored to specific cultures or planets. Most characters choose their everyday wear based on their personal preferences.
Field Ration (1 week): A field ration is prepackaged food that can easily sustain you but lacks flavor and visual appeal. Field rations generally consist of chewy, brownish blocks of processed nutrients, which contain enough moisture to provide a day’s worth of water intake. While it is possible to survive for weeks on nothing but field rations, it’s not a pleasant experience.
Portable Light, Flashlight: A portable light, sometimes called an electric torch, is one of several different devices that use batteries to create light sources. A portable light increases the light level by one step in an area determined by its model, as follows: flashlight (20- foot cone), lantern (10-foot radius), beacon (50-foot radius), and spotlight (100-foot cone).
Hygiene Kit: This kit contains all of the tools and products needed to practice good grooming and hygiene. Kits designed for specific races include supplies (such as scale-care products for vesk or antennae grooming for lashuntas or shirrens) that are of less use to other creatures.
Comm Unit, Personal: A personal comm unit is pocket-sized device that combines a minor portable computer (treat as a tier-0 computer with no upgrades or modules) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range (see page 272). A personal comm unit also includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres). You can upgrade a personal comm unit to function as some other devices (such as full computers and scanners) by spending credits equal to 110% of the additional device’s price.

Comm units that function at system-wide and unlimited ranges aren’t as portable; they include built-in generators that provide the necessary amount of power. Short-term use of these units can be purchased in most major settlements (see page 234).
Tool Kit (Hacking Kit): A hacking kit required for most Computer checks.
Battery, Standard: Batteries charge powered weapons, but they can also be used to power an array of items, including powered armor and technological items. Batteries have a standardized size and weight, and items that take batteries all have a slot into which they fit, regardless of the item’s actual size. Weapons that use batteries list the highest-capacity battery they are capable of using as well as how many charges from the battery that each shot consumes.