
| 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 |
|
| 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:
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OFFENSE
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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
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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
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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
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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
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FEATS
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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
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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
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