Gristlethorn's page

119 posts. Alias of Trscroggs.

Full Name



Uplifted Bear Envoy Stamina24/24 HP 30/30 Res 6/6 | KAC 15 KAC 15 CMAC 23 | Fort +1, Ref +6, Will +3 |



Strength 12
Dexterity 14
Constitution 10
Intelligence 13
Wisdom 8
Charisma 18

About Gristlethorn

Stamina = 24/24
HP = 30/30
Resolve Points = 6/6

Initiative = +2
KAC = 15
EAC = 15


Fortitude = +1
Reflex = +6
Will = +3


Membrane Holdout Pistol
To-Hit: +7 (When using Double Tap)
Damage: 1d6 + 4 F (When using Double Tap)
Critical: Burn 1d6
Range: 80ft
Usage: 20 / 2 (When using Double Tap)
Fusion: Merciful

To-Hit: +4
Damage: 1d3 + 5


Spare Comm
Spare Fashlight
Hygenine Kit
1 Week Field Rations
Professional Clothes
Heal Potions x 2
Membrane Holdout Pistol
Backpack, Industrial
Gear Maintenance Kit + 5 UCB
Rope X 100ft
Medkit, Basic
Engineering Kit
Trapsmith’s tools
Professional Tools
Poker Set
Batteries x 3
Ion Tape
Stomach Tabs
Smoke Gernades x 3

Skills of note:

Acrobatics +2
Athletics +1
Bluff +11
Culture +8
Diplomacy +12
Disguise +3
Engineering +8
Intimidate +11
Perception +6
Profession [Politician] +11
Sense Motive +6
Stealth +2
Survival +8


Thanks to your training to read body language and vocal inflections, it is difficult to lie to you. You believe a truthful statement contains deceptions or that a lie is a truthful state only when you fail a Sense Motive check to detect a deception by 10 or more. 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.

Race Abilities:

Size and Type -- Uplifted bears are Large magical beasts with a space of 10 feet and a reach of 5 feet.

Climber -- Uplifted bears have a climb speed of 20 feet.

Ferocious Charge -- As the Ferocious Charge universal creature rule.

Limited Augmentation -- The only augmentations that can be installed in an uplifted bear’s brain are datajacks and the mechanic’s custom rig.

Limited Telepathy -- Uplifted bears have limited telepathy with a range of 30 feet.

Low-Light Vision -- Uplifted bears have low-light vision.

Natural Survivor -- Uplifted bears have a +2 racial bonus to Life Science and Survival checks. (Factored in already)

Natural Weapons -- Uplifted bears have natural weapons that function like those of vesk, except the bears’ natural weapons deal slashing damage. Vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic.

Swift -- Uplifted bears have a land speed of 40 feet.

Envoy Abilities:

Improvisation: Get 'Um -- 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.

Improvisation: Inspired Boost -- 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. 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.

Sudden Shift (Ex) [Language-Dependent] [Mind-Affecting] [Sense-Dependent]
Source Character Operations Manual pg. 70
As a reaction, whenever you or an ally deal damage to an opponent within 60 feet of you, you and all allies within 60 feet of the opponent can take a guarded step as a reaction. All of the characters who took a guarded step using this improvisation have their speed reduced by 5 feet until the end of their next turn.

Skill Expertise: Diplomacy, Sense Motive -- 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.

Expertise: Slick Customer -- When you attempt a Diplomacy 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 it to the total or forgo the expertise die and reroll the check (see page 243).


Weapon Focus (Small Arms) -- +1 on to-hit with Small Arms

Double Tap -- Expend double the ammunition to gain +1 to the attack roll and your bonus damage from Weapon Specialization is equal to your level.

Weapon Specialization -- Add your level to damage with weapons. 1/2 level for Small Arms (but see Double Tap) and weapons with the Operative Tag. (Also racial weapon is 1.5 time your level in damage.)