Name: Digger Wesrick
Male Human Spacerfarer Envoy 1
NG Medium Male humanoid
Init +2; Perception +5
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DEFENSE
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SP 6 HP 10 RP 4
EAC 13 (10 +1 armour, +2 Dex, +0 misc)
KAC 14 (10 +2 armour, +2 Dex, +0 misc)
AC vs. Combat Maneuvers 22 (8+KAC)
Fort -1 Ref +4, Will +2
Defensive Abilities
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OFFENSE
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Speed 30 ft.
Semi-auto Tactical Pistol, Azimuth +2, 1d6, 9 uses, 30 ft
x5 Frag Grenade +2, 1d6 (15ft), drawn, 25 ft
x1 Smoke Grenade, 1 minute (20ft), drawn, 25 ft
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STATISTICS
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Str 8, Dex 14, Con 10, Int 12, Wis 10, Cha 17
Base Atk +0;
Feats: Veiled Threat, Mobility
Skills (8 + 1 + 1 ranks) Bluff +7, Culture +5, Diplomacy +7, Disguise +7, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Sense Motive +4, Sleight of Hand +7
(7 points; 4 class, 3 INT)
Abilities
Proficiencies Light armor, basic melee weapons, small arms, grenades
Languages Common, Shirren
Abilities:
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Class ABILITIES
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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, mind- affecting, sense-dependent, or some combination of any or all of these. These terms are defined on page 270.
Improvisations 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.
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.
Skill Expertise-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).
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Racial ABILITIES
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Size and Type
Humans are Medium humanoids and have the human subtype.
Bonus Feat
Humans select one extra feat at 1st level.
Skilled
Humans gain an additional skill rank at 1st level and each level thereafter.
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Theme Abilities
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Theme Knowledge(1ST)
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.
Feats:
Veiled Threat
When you successfully use the Intimidate skill to
bully a creature, after the duration of its helpful attitude ends, its attitude toward you becomes indifferent rather than hostile.
Mobility
You gain a +4 bonus to your Armor Class against
attacks of opportunity that you provoke by leaving a threatened square.
Equipment:
236 credits
Weapons
Semi-auto Tactical Pistol (260 c)
x5 Frag Grenades (35 x 5 = 175 c)
x1 Smoke Grenade (40 c)
Armor
Second Skin (250 c)
Misc
Consumer Backpack (3 c)
Clothing, Everyday (1 c)
Clothing, Formal (5 c)
Tent, Mass-Produced (2 c)
Hygiene Kit (3 c)
Spacesuit (25 c)
Appearence:
In the latter half of his life, 'weathered' would be the best descriptor for Digger these days. Still, he carries himself well enough, each movement with the sincerity of enjoying life, even if most of it was quiet living. A few moments alone and he'll be pouring drinks to mourn your dead child, or celebrating a new promotion as if he was an old friend that you haven't seen in a few years. While Digger may be weathered, he's as welcoming as a hearth to those who care to saty and share a drink.
Backstory:
No family. Many Friends. Even More Enemies. That's the way Digger has spent most of his life.
For the fair price of an evening's drink, he'll tell you his life's story. He was born on Absolom Station, to a father he never knew and a mother he can barely remember. From there he found honest work, adopted by a low-income family to work tables at one of the rundown bars in Drifter's End. Between having his pay taken each night and the ever-present smell of alcohol barely left his clothing. In the end, he left for the gangs in Downlow where at least he could keep his cut if he held onto it strongly enough.
He never speaks of his younger years, not even for the top shelf drinks. His eyes become a kaleidoscope reflecting: pain, love, grief, desire, and a soul-crushing regret.
These days he keeps moving around Absolom Station, finding work mainly as a mediator, and makes a steady living being bought off by multiple parties. While his demeanor, experience, and reputation have earned him many friends, there are quite a few folks that hold a grudge against him.