Cirieo Thessaddin

Floquet Zukhet's page

205 posts. Organized Play character for J.G.


Full Name

Floquet Zukhet

Race

| SP 27/27 HP 26/26 | RP 7/7 | EAC 14 KAC 15 | Fort +3; Ref +7; Will +5 | Init: +2 | Perc: +8, SM: +6 (+bonus)

Classes/Levels

| Speed 30ft | Active conditions: Sneaky.

Gender

Male N Halfling Field medic Envoy 4

Size

S

Age

21

Alignment

N

Deity

-

Languages

Common, Halfling, Lashunta, Kasatha

Strength 8
Dexterity 14
Constitution 11
Intelligence 12
Wisdom 10
Charisma 20

About Floquet Zukhet

PFS #212081-704
Experience 9
Faction Wayfinder
Theme Icon
Wealth 1151 Credit, Reputation 18 (Wayfinder), 1 (Ehu Hadif), 2 Cognates, 1 Advocates, 1 Manifold
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Floquet Zukhet
Envoy 4
N Medium humanoid (Halfling)
Init +2; Senses Perc +8, SM +6+insight bonus,

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Defense
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EAC 14, KAC 15
SP 27; HP 26; RP 7
Fort +3, Ref +7, Will +5

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Offense
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Speed 30 ft.
Melee -
Ranged Skipshot Pistol, Tactical +6, 1d4+1/bleed 2
Space 5 ft.; Reach 5 ft.

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Statistics
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Str 8, Dex 14, Con 10, Int 13, Wis 10, Cha 20
Carrying capacity Unencumbered 4, Encumbered 9, Overburdened 10
Base Atk +3
Feats Toughness, Weapon Focus (Small arms)
Languages Common, Halfling, Lashunta, Kasatha
Skills Acrobatics +11, Athletics +7, Bluff +5, Computer +8 (+insight bonus), Culture +6, Diplomacy +12 (+insight bonus), Disguise +10, Engineering +6, Intimidate +13, Medicine +7, Perception +8, Physical science +0, Piloting +2, Profession (Video Personality) +11, Sens motive +6 (+insight bonus), Sleight of hand +7, Stealth +11, Survival +0
Combat Gear Skipshot Pistol, Tactical
Other Gear Consumer Backpack, Freebooter armor, Clothing environmental (radiation), Basic Medkit, Ability Crystal (Magic) MK 1 (Cha),Voice amplifier, Spell gems: Comprehend language, Share language, Mystic cure, Flight

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Special Abilities
Halfling Luck
Halflings receive a +1 racial bonus to all saving throws. This bonus increases to +3 against fear effects.
Keen Senses
Halflings receive a +2 racial bonus to Perception skill checks.
Sneaky
Halflings receive a +2 racial bonus to Stealth checks. In addition, halflings reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10.
Sure-Footed
Halflings receive a +2 racial bonus to Acrobatics and Athletics skill checks.

Class Features
Skill Adept - 1st Level
Envoy Improvisation - 1st Level
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.
Inspiring Boost (Ex) [Language-Dependent] [Mind-Affecting] [Sense-Dependent]
Source Starfinder Core Rulebook pg. 62
As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.
At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.
Spell Gem Understanding (Su) (lvl 2)
Source Character Operations Manual pg. 96
You can use spell gems as if you were a spellcaster. For purposes of using spell gems, you treat all spells on the mystic, technomancer, and witchwarper spell lists as your class’s spell list, and you use Charisma as your key ability score for your spellcasting. Your effective caster level for any spell gems you use is equal to your envoy level
Quick Inspiring Boost (Ex) (lvl 4)
Source Starfinder Core Rulebook pg. 63
You can use inspiring boost as a move action instead of a standard action, though when you do so, the number of Stamina Points your ally recovers is reduced by your envoy level. You must have the inspiring boost envoy improvisation to choose this improvisation.
Expertise - 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 - 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), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).
Expertise Talent - 3rd Level
Additional Skill Expertise (Ex) (Lvl 3) (Computer)
Choose another skill in which you have at least 1 rank from the list of skills you can choose with the expertise class feature; you can use expertise with that skill. You can choose this talent up to three times, choosing a different skill each time.
Weapon Specialization - 3rd Level
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

Theme - Icon
Source Starfinder Core Rulebook pg. 31
Theme Knowledge (1st Level)
Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, reduce the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes 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 Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Slotted Boons: (no more than one of each except for slotless)
* Faction: Wayfinder
* Ally: Duskmire Allegiance (Yeti) OR Klikharp Companion
* Personal:
* Promotional
* Social: Faction's Friend
* Starship:
* Slotless: Copaxi Linguist, Marked Fïeld Agent, Star Sugar Heartlove!!!, Memories of the Past