Dr Davaulus

DiGriz -PT-'s page

26 posts. Alias of Chris Marsh.


Race

| HP 96 AC: 27 | F: +15 R: +18, W: +17 | Perc: +16 (Vision +18) (E, Darkvision, Imprecise Thoughtsense 30'), +2 (choose an Ally, both use the higher on Init.

Classes/Levels

Class Abilities:
  • Adaptive Talent 1:
  • Adaptive Talent 2:[/ooc]
  • Gender

    Male, Lashunta (Damaya)

    Languages

    Castrovelian, Common

    Strength 10
    Dexterity 16
    Constitution 10
    Intelligence 18
    Wisdom 14
    Charisma 22

    About DiGriz -PT-

    Name:
    Ancestry (Heritage) and Background: Lashunta (Damaya) Grifter
    Level: 10, XP:
    Alignment:
    Age: Gender:
    Languages:

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    Senses
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    Perception: (E, Imprecise Thoughtsense 30')

  • Hidden Agenda: Critical successes against me to Sense Motive, Diplomacy (Gather Information), and Recall Knowledge are only Successes. If I critically fail a save that would cause me to give up information (thoughts, emotions, intentions) I only fail instead.

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    DEFENSE
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    AC:
    Fortitude: + Reflex: + Will: +
    Shield: +x, Hardness: , BT: , Current HP:
    [b]Special:

    Defense Proficiencies:

    AC:

    FORT: E
    REF: E
    WILL: E
    Unarmored: T
    Light Armor: T
    Medium Armor: U
    Shields: U
    AC:

    --------------------------
    OFFENSE
    --------------------------
    Melee: + (DMG) (Traits)
    Ranged:

  • Superior Ghostkiller Rotolaser ◆ +19/2d8 F, Range: 30', 10 Charges, Use 1. [Tracking +1][Automatic][tech][Magical]
  • Auto-Fire Advanced Ghostkiller Rotolaser ◆ All targets take 2d8 Fire damage. Basic REF DC 28. Expend 1 charge per target.
  • Advanced zero Pistol with a Commercial Smuggler's Grip

    Offense Proficiencies:

    Unarmed: Expert
    Simple Weapons: Expert
    Martial Weapons: Expert
    Special Proficiencies:
    Weapon Specialization: +2 DMG if Expert, +3 if Master, +4 if Legendary

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    REACTIONS
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  • Quip: ↺ [Concentrate][Envoy][Fear][Mental] When a Creature is damaged by an ally's strike: Free attempt to Demoralize
  • Master Plan: ↺ Review stratagems with up to 5 allies. As a reaction give that ally Advantage on on an attack or skill check.

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    Class Abilities
    --------------------------

  • Class DC: (E)
    Envoy Directive
  • Get'em! ◆ (Directive) Pick a creature you can see within 60'. That creature has a -1 Circumstance to AC/REF to all your allies. If you attack in the same turn, deal an extra 56 damage (allies do an extra 3). Gain Crit specialization with weapons if it's an Asset
  • Steel Yourselves! ◆ (Directive) You and an ally Brace for Impact and gain 11 Temp HP (Usable 1/Hour
    Social Mastermind
  • Size Up (Exploration) 1/Hour Spend 1 min in person, 10 min on the 'Sphere, or 1 hour Gathering Information to make someone an Asset. Gain +1 Circumstance on Deception, Diplomacy, Intimidation, Perception, and Recall Knowledge checks v. an asset or someone who knows your asset. Maintain up to 6 assets.
  • Saw It Coming ◇ Triggered by rolling initiative against an Asset. Gain a +1 circumstance bonus to Initiative and immediately draw a weapon, Step, or Stride
    Leadership Style: In the Spotlight
  • Trained in Performance
  • Impressive Performance as a Feat
  • Acts of Leadership:] Grant the Lead By Example benefit after making a Perform check or issuing another Directive
    Occult Spells
  • Injury Echo ◆◆ Basic Will or target takes 2d6 B/P/ or S damage. If it takes the same type of damage before it's next turn, it also takes 2d4 Persistent Bleed
    Adaptive Talent
    Default Skill Feat 1:
    Default Skill Feat 2:
    Wise to the Game +1 (+2 v. Asset) on Perception DCs to Feint or Lie to me. +1 to Will DCs to Demoralize me.
    Wise to the Game 1/Day take Advantage on Deception, Diplomacy, or Intimidate
    Hurry! ◆ Ally within 60' is Quickened for 1 Rounds, then immune for 10 minutes
    Improved Mastery 1/Day, give yourself mastery for a skill check
    Hidden Agenda: Critical successes against me to Sense Motive, Diplomacy (Gather Information), and Recall Knowledge are only Successes. If I critically fail a save that would cause me to give up information (thoughts, emotions, intentions) I only fail instead.

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    Skills
    --------------------------
    Skill: +Mod (Proficiency)
    Acrobatics: +19 (M) Class
    Arcana: ()
    Athletics: +12 (T) Class
    Crafting: +16 (T) Class
    Deception: +22 (M) Background
    -Quip
    -Confabulator
    Diplomacy: +20 (E) Ancestry
    Intimidation: () Class
    Lore, Underworld : (T) Background
    Lore, Gambling: (T) Ancestry
    Medicine: (T) Class
    Nature: ()
    Occultism: ()
    Performance: (T) (Act of Leadership)Class
    Religion: ()
    Society: (M) Class
    Stealth: (E) +1 Item
    Survival: ()
    Thievery: (T) Class

    --------------------------
    FEATS
    --------------------------

  • Lvl 1 Ancestry (Heritage): Additional Lore (Gambling)
  • Lvl 1 Background: Charming Liar When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression.
  • Lvl 1 Ancestry: Distant Telepath (Range now 45')
  • Lvl 1 Class Ability: Impressive Performance You can Make an Impression using Performance instead of Diplomacy. If you spend at least 10 minutes performing in front of an audience, you can Make an Impression targeting up to 10 members of the audience who were there for the whole performance, without taking the normal penalty. The number of targets increases to 20 for a 1-hour performance and 50 for a 2-hour performance.
  • Lvl 5 Ancestry: Sensitive Antennae Imprecise Thoughtsense 30')
  • Lvl 9 Ancestry: Psychic Talent Gain Injury Echo as a spell.
  • Lvl 2 Envoy Feat: Quip When a Creature is damaged by an allies strike: Free attempt to Demoralize
  • Lvl 2 Skill Feat: Confabulator Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2.
  • Lvl 3 General Feat: Incredible Initiative +2 on Initiative checks
  • Lvl 4 Class Feat: Danger Sense When rolling initiative, choose an Ally, both use the higher roll.
  • Lvl 4 Skill Feat: Crowd Surfing Full speed in crowds
  • Lvl 6 Class Feat: Hurry! Ally within 60' is Quickened for 1 Rounds, then immune for 10 minutes
  • Lvl 6 Skill Feat: Battle Medicine
  • Lvl 7 General Feat: Toughness +Level in HP, -1 DC to recover
  • Lvl 8 Class Feat: Master Plan Review stratagems with up to 5 allies. As a reaction give that ally Advantage on on an attack or skill check.
  • Lvl 8 Skill Feat: That's Not What I Heard Essentially Bon Mot.
  • Lvl 10 Class Feat: Got'em!
  • Lvl 10 Skill Feat: [b][/b]
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    Equipment
    --------------------------
    Credits: 23,000-18467

  • Advanced Tempweave Armor (AC +2, Max Dex +4, ACP -1, Speed Penalty 0, STR 0, Bulk 1, Upgrades Adaptive Camouflage & Jetpack, Group Composite, Traits [Tech], Resilient 1)
  • Advanced Zero Pistol with a Commercial Smuggler's Grip
  • Darkvision Capacitors
  • Superior Ghostkiller Rotolaser
  • Tactical Alert Sensor x2
  • Camping Kit
  • Hygiene Kit
  • Tactical Repair Toolkit

    Bulk: (Encumbered:, Maximum: )
    Invested: x/10