Zaz

Fingernipper's page

172 posts. Alias of Fanguar.


Classes/Levels

Male Ysoki Envoy 3 , HP 20/20, SP 21/21. RP 4/4| Speed 30' | Init +2 | Perception +6 [Darkvision 60'] | EAC +14 KAC +15 CMAC +23 | Fort +2 Ref +5 Will +3|Stealth +10|

Strength 8
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 11
Charisma 16

About Fingernipper

PROFILE:

◈ Male Ysoki Envoy [Corporate Agent/Paranormal Investigator] LEVEL 3

◈ LN Small HUMANOID [Ysoki]

PACT WORLD PROFILE◢:

◈ FULL NAME▸ Fingerniper of
◈ REGISTERED PROFESSION▸ Corporate Asset Investigator
◈ HOMEWORLD▸ Absalom Station
◈ ALIGNMENT▸ Lawful Neutral
◈ DEITY▸
◈ STARSHIP▸ CURRENTLY AFFILIATED TO NONE
◈ STATUS▸


VITAL STATS◢:

◈ AGE▸ 20
◈ SIZE▸ SMALL
◈ HEIGHT▸ 3'6"
◈ WEIGHT▸ 60lbs
◈ SKIN▸ Brown Furred
◈ EYES▸ Black
◈ DISTINGUISHING FEATURES/MARKS▸ Extra large incisors


MOVEMENT+INITIATIVE+SENSES◢:

SPEED▸ 30 FT
INITIATIVE▸ +2
SENSES▸ Darkvision 60' PERCEPTION +6

HEALTH+RESOLVE◢:

HP [Hit Points]▸ 21 = [CLASS Value + Race Mod]
SP [Stamina Points]▸ 21 = [CLASS Value+CON Mod]
RP [Resolve Points]▸ 4 = [Starting 1+CHA Mod]

ARMOR CLASS◢:

EAC [Energy Armour Class]▸ 14 = [10+Armour Mod+DEX Mod+Misc Mod]
KAC [Kinetic Armour Class]▸ 15 = [10+Armour Mod+DEX Mod+Misc Mod]
AC vs Combat Maneuvers▸ = 23[8+KAC]

SAVING THROWS◢:

FORTITUDE [Constitution]▸ +2 [Base Save+Ability Mod+Misc Mod]
REFLEX [Dexterity]▸ +5 [Base Save+Ability Mod+Misc Mod]
WILL [Wisdom]▸ +3 [Base Save+Ability Mod+Misc Mod]

ATTACK BONUSES◢:

BAB [Base Attack Bonus]▸ +2
Melee ▸ -1
Range ▸ +2
CMB ▸ +1

MELEE ATTACK▸ +1= [BAB+STR Mod+Misc Mod]
RANGED ATTACK▸ +4 = [BAB+DEX Mod+Misc Mod]
THROWN ATTACK▸ +1 = [BAB+STR Mod+Misc Mod]


WEAPONS◢:

WEAPONS◢:
LASER PISTOL, AZIMUTH ◁ [LEVEL▸ 1 ATTACK BONUS▸ +3 (+3 BAB ) DAMAGE▸ 1d4 F CRITICAL▸ BURN 1D4 RANGE▸ 80FT TYPE▸ FIRE AMMO/USAGE▸ 20 CHARGES/1 CHARGE SPECIAL▸ - ]

KNIFE, SURVIVAL ◁ [LEVEL▸ 1 ATTACK BONUS▸ +0 DAMAGE▸ 1d4+0S CRITICAL▸ - RANGE▸ - TYPE▸ Basic Melee AMMO/USAGE▸ - SPECIAL▸ Analog, Operative ]

Teeth ◁ [LEVEL▸ 1 ATTACK BONUS▸ +1 DAMAGE▸ 1d3+0 CRITICAL▸ - RANGE▸ - TYPE▸ Basic Melee AMMO/USAGE▸ - SPECIAL▸ Analog, Operative ]

GRENADE, FLASH[LEVEL▸ 2 ATTACK BONUS▸ +0 DAMAGE▸ - CRITICAL▸ - RANGE▸ 20FT TYPE▸ Basic Melee AMMO/USAGE▸ - SPECIAL▸ Explode (blinded 1d4 rounds, 5 ft.) ]

GRENADE, SMOKE[LEVEL▸ 1 ATTACK BONUS▸ +0 DAMAGE▸ - CRITICAL▸ - RANGE▸ 20FT TYPE▸ Basic Melee AMMO/USAGE▸ - SPECIAL▸ Explode (smoke cloud 1 minute, 20 ft.) ]


ABILITY SCORES◢:

STR▸ 8 [-1] DEX▸ 14 [+2] CON▸ 12 [+1] INT▸ 12 [+1] WIS▸ 11 [+0] CHA▸ 16 [+3]
Ability Score Buy
▸ +2 INT [RACE]
▸ -2 STR [RACE]
▸ +6 CHA [5 Points 5/10] [THEME]
▸ +1 WIS [1 Points 6/10]
▸ +2 DEX [2 Points 8/10] [RACE]
▸ +2 CON [2 Point 10/10]


RACE: Ysoki◢:

Ability Adjustments +2 Dex +2 Int –2 Str

Hit Points: 2

- RACIAL TRAITS-
Size and Type: Ysoki are Small humanoids with the ysoki subtype.

Natural Weapons:Ysoki can have long, sharp teeth. A ysoki with this trait is always considered to be armed. They can deal 1d3 lethal piercing damage with unarmed strikes, and the attack doesn’t count as archaic. Ysoki with this trait gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

This replaces cheek pouches.

Darkvision: Ysoki can see up to 60 feet in the dark.

Moxie: Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter, a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an Acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check.

Scrounger: Ysoki receive a +2 racial bonus to Engineering, Stealth, and Survival checks.


THEME: Corporate Agent◢ +1 CHA:

Theme Knowledge (1st)
You are deeply connected to the world of corporate culture, and know all the movers and shakers. When attempting a Profession or Culture check to recall knowledge about corporations and their executives, reduce the DC by 5. Diplomacy 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 Diplomacy checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

SECONDARY THEME: Paranormal Investigator◢:

Theme Knowledge (1st Level)
You’re skilled at identifying patterns, finding clues, and piecing together puzzles about the paranormal. No two investigators do so in the same way. Choose Diplomacy, Life Science, Mysticism, Physical Science, or Survival. The chosen skill is a class skill for you, and it’s your field for other theme features. If the chosen skill is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with it. In addition, at character creation, you gain an ability adjustment of +1 to the ability score associated with your chosen skill.
You choose a specific paranormal mystery case that you and the GM create. Reduce the DCs of checks to recall knowledge about and gather information related to your case by 5. You can similarly reduce the DCs of checks to recall knowledge about notable personalities, practices, and events in the paranormal realm and your field. After solving a case, you can take on another after 1 day of studying evidence for a new case.

ENVOY:

ENVOY IMPROVISATION[1ST]
Get ’Em (Ex) [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.

Clever Feint (Ex) [sense-dependent]
As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.

At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success.

EXPERTISE (EX) 1ST LEVEL
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
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)PICKED 1ST, Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).

EXPERTISE TALENT

Convincing Liar (Ex; Bluff)
When you attempt a Bluff check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add the result to the total or forgo the expertise die and reroll the check. At 9th level, you can spend 1 Resolve Point to reroll the check and add the result of your expertise die.



FEATS:

1st - Weapon proficiency (long arms)
3rd - Weapon specialization (long arms)

SKILLS ◢:

Class Skills List▸ Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis)

Class: 9 Skill Ranks per level [ 8 Class; +1 INT (+1d6 Expertise for Sense Motive and Bluff)]

ACROBATICS +8▸ 3 Rank; +2 DEX; +3 Class
BLUFF +9▸ 3 Rank; +3 CHA; +3 Class;
COMPUTERS +5▸ 1 Rank; +1 INT; +3 Class
CULTURE +6▸ 2 Rank; +1 INT; +3 Class
DIPLOMACY +9▸ 3 Rank; +3 CHA; +3 Class
DISGUISE +7▸ 1 Rank; +3 CHA; +3 Class
PERCEPTION +6▸ 3 Rank; +0 WIS; +3 Class
PILOTING +8▸ 3 Rank; +2 DEX; +3 Class
SENSE MOTIVE 6▸ 3 Rank; +0 WIS; +3 Class
STEALTH +10▸ 3 Rank; +2 DEX; +3 Class; +2 Racial
SURVIVAL 5▸ 2 Rank; +0 WIS; +3 Class


LANGUAGES ◢:

COMMON;YSOKI, Eoxian

EQUIPMENT + CARRYING CAPACITY◢:

CARRYING CAPACITY [Unencumbered]▸ ≤4
CARRYING CAPACITY [Encumbered]▸ 5-8 *
CARRYING CAPACITY [Overburdened]▸ >8 **

* [While encumbered, you reduce each of your movement speeds by 10 feet, reduce your maximum Dexterity bonus to AC to +2, and take a –5 penalty to Strength- and Dexterity-based checks.]
** [If you have the overburdened condition, you reduce each of your movement speeds to 5 feet, reduce your maximum Dexterity bonus to AC to +0, and take a –5 penalty to Strength- and Dexterity-based checks.]

[B]LASER PISTOL, AZIMUTH ◁ [LEVEL▸ 1 BULK▸ L]
KNIFE, SURVIVAL ◁ [LEVEL▸ 1 BULK▸ L]
FREEBOOTER ARMOR ◁ [LEVEL▸ 2 BULK▸ L]
FLASH GRENADE ◁ [LEVEL▸ 2 BULK▸ L]
SMOKE GRENADE ◁ [LEVEL▸ 2 BULK▸ L]
COM UNIT, PERSONAL ◁ [LEVEL▸ 1 BULK▸ L]
BACKPACK, INDUSTRIAL ◁ [LEVEL▸ 1 BULK▸ *1*] Bulk does not count when properly worn
HYGIENE KIT ◁ [LEVEL▸ 1 BULK▸ 1]
BATTERX2[/B[ ◁ [LEVEL▸ 1 BULK▸ L]
[B]ENVIRONMENTAL SUIT(HEAT, ZERO-G)
◁ [LEVEL▸ 1 BULK▸ L]
TRAVEL WEAR ◁ [LEVEL▸ 1 BULK▸ L]
EVERYDAY WEAR ◁ [LEVEL▸ 1 BULK▸ L]
HOLOSKIN ◁ [LEVEL▸ 2 BULK▸ L]

TOTAL BULK▸ 1


CREDITS + VALUABLES ◢:

605CR