Abadarcorp Employee

Inovu's page

35 posts. Organized Play character for Nick Wasko (RPG Superstar Season 9).


Full Name

Inovu

Race

| SP 7/7 HP 10/10 | RP 4/4 | EAC 13; KAC 15 | Fort +1; Ref +3; Will +2 | Init: +1 | blindsense (vibration) 30 ft.; Perc: +4, SM: +6

Classes/Levels

| Speed 25 ft. (30 base) | Expertise (1d6; Diplomacy, Sense Motive) | SLAs: daze (at will), psychokinetic hand (at will), detect thoughts (1/day) | Active conditions: None.

Gender

Male LG korasha lashunta icon envoy 1 (Steward Officer)

Size

Medium

Special Abilities

Not In The Face

Alignment

LG

Deity

Iomedae

Occupation

Steward Officer (Politician)

Strength 13
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 10
Charisma 16

About Inovu

SFS # 142160-703
Experience 2
Slotted Faction Exo-Guardians
Wealth 1,596 Credits

Reputation 5 Fame, 0 Global Reputation
Reputation with Acquisitives: 0
Reputation with Dataphiles: 0
Reputation with Exo-Guardians: 5
Reputation with Second Seekers: 0
Reputation with Wayfinders: 0
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Inovu
Envoy 1 (Steward Officer)
LG Medium humanoid (Korasha Lashunta)
Init +1; Senses Perception +4, SM +6

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Defense
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EAC 13, KAC 15
SP 7 HP 10 RP 4
Fort +1, Ref +3, Will +2

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Offense
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Speed 25 ft. (30 ft. base)
Melee survival knife +1 (1d4+1 S; analog)
Ranged tactical semi-auto pistol +1 (1d6 P; analog; 9/9 rounds)
Space 5 ft.; Reach 5 ft.
Special Attacks improvisations (not in the face)
Spell-Like Abilities daze (DC 13, at will), psychokinetic hand (at will), detect thoughts (DC 14, 1/day)

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Statistics
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Str 13, Dex 12, Con 12, Int 10, Wis 10, Cha 16

Skills Athletics +3, Culture +5, Diplomacy +9, Intimidate +7, Perception +4, Piloting +5, Profession (politician) +8, Sense Motive +6

Feats Basic Melee Proficiency, Grenade Proficiency, Heavy Armor Proficiency (CRB 158), Light Armor Proficiency, Small Arms Proficiency

Languages Castrovelian, Common, Vesk; telepathy 30 ft.

Other Abilities Student (+2 Diplomacy and Sense Motive)

Combat Gear
Other Gear flashlight, personal comm unit, lashunta ringwear I, survival knife, tactical semi-auto pistol with 30 small-arm rounds

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Special Abilities
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Expertise When attempting a Diplomacy or 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.

Not In The Face As a move action, you can choose one enemy within 60 feet. That enemy must succeed at a Will save (DC equal to 10 + half envoy level + Charisma modifier) or take a –4 penalty to all attacks it makes against you until the end of your next turn. At 6th level, you can spend 1 Resolve Point to make the enemy take the penalty with no saving throw allowed.

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Boons Slotted this Adventure
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Ally:
Faction:
Personal:
Promotional:
Social:
Slotless: