Demon Lord, Deskari

Iruaka's page

17 posts. Alias of YoricksRequiem.


Race

F Shirren Envoy [ HP: 66/66 | SP: 80/80 | RP: 11/11 | EAC: 26 | KAC: 27 | Fort +5 / Ref +11 / Will +9 | Init +8 / Percept +15 (Blindsense 30) ]

About Iruaka

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Iruaka
Female Shirren Envoy 10

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    Stats
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Age: ~29
Alignment: LN
Initiative: +8 (+4 Dex +4 Feat)
Languages: Common, Shirren, Triaxian, Vercite, Eoxian, Castrovelian
Senses: Perception +15 (Blindsense 30)
Size / Type: Medium Humanoid (Shirren)
Speed: 30 (Land), Flying (30 - Jetpack, Average)

Attributes
STR 12 (+1)
DEX 19 (+4)
CON 14 (+2)
INT 18 (+4)
WIS 14 (+2)
CHA 18 (+4)

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    Offense
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BAB: +7

Aphelion Laser Pistol
Attack: 1d20 + 13 (7 BAB + 4 Dex + 2 Focus)
Damage: 3d4 + 5 (+1/2 Level)
Type: 1/2 Damage is Fire, 1/2 is Electricity
Crit: 1d4 Burn
Notes: Move action can Boost damage by 1d4.

Tactical Knife
Attack: 1d20 + 11 (7 BAB + 4 Dex)
Damage: 2d4+6 (1 Str + 1/2 Level)
Crit: 1d4 Bleed

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    Defense
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HP: 66 (6 Shirren + 6 Class/Level)
SP: 80 (6 Class + 2 Con / Level)
RP: 11 (1/2 Level + 4 Cha + 2 Feat)

EAC: 26 (10 Base +12 Armour +4 Dex)
KAC: 27 (10 Base +13 Armour +4 Dex)

Fort +5 (+3 Base + 2 Con)
Refl +11 (+7 Base + 4 Dex)
Will +9 (+7 Base + 2 Wis)

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    Skills
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Per Level: 12 (8 Base +4 Int)


  • Acrobatics +12 (+5 Ranks +3 Class +4 Dex)
  • Athletics +9 (+5 Ranks +3 Class +1 Str)
  • Bluff +19 (+10 Ranks +3 Class +4 Cha +2 Feat)
  • Computers +9 (+2 Ranks +3 Class +4 Int)
  • Culture +19+1d6+2 (+10 Ranks +3 Class +4 Int +2 Racial +1d6+2 Expertise)
  • Diplomacy +19+1d6+2 (+10 Ranks +3 Class +4 Int +2 Racial +1d6+2 Expertise)
  • Disguise +10 (+3 Ranks +3 Class +4 Cha)
  • Engineering +9 (+2 Ranks +3 Class +4 Int)
  • Intimidate +17+1d6+2 (+10 Ranks +3 Class +4 Cha +1d6+2 Expertise)
  • Medicine +17+1d6+2 (+10 Ranks +3 Class +4 Int +1d6+2 Expertise)
  • Perception +15 (+10 Ranks +3 Class +2 Wis)
  • Piloting +10 (+3 Ranks +3 Class +4 Dex)
  • Profession (Archaeologist) +12 (+5 Ranks +3 Class +4 Int)
  • Profession (Smuggler) +10 (+5 Ranks +3 Class +2 Wis)
  • Sense Motive +17+1d6+2 (+10 Ranks +3 Class +2 Wis +2 Feat +1d6+2 Expertise)
  • Sleight of Hand +18 (+10 Ranks +3 Class +4 Dex +1 Theme)
  • Stealth +17 (+10 Ranks +3 Class +4 Dex)

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    Feats
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Improved Initiative: You gain a +4 to Initiative Checks. (Level 1 Feat)

Skill Synergy: Understanding people's tells makes you better at fooling them (+2 Bluff, +2 Sense Motive). (Level 3 Feat)

Weapon Specialisation: You can add 1/2 your Character Level to damage with small arms.(Level 3 Bonus Feat)

Bodyguard: As a reaction when an adjacent ally is attacked, you can gran them a +2 circumstance bonus to AC against that attack, and take a -2 to AC yourself until the beginning of your next turn. (Level 5 Feat)

Weapon Focus: You gain a +2 to attack with small arms. (Level 7 Feat)

Extra Resolve: You gain +2 to your Resolve Pool. (Level 9 Feat)

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    Specials
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Proficiencies - Light Armour, basic melee weapons, grenades, small arms

Outlaw

Theme Knowledge - 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. You gain a +1 bonus to Sleight of Hand checks.

Legal Corruption - Your underworld contacts have serious pull with the corporations and the authorities and can get you out of just about any legal trouble - as long as you’re willing to pay the right price. Depending on the severity of the crime, this can be anywhere between 500 credits x your character level, and 10,000 credits x your character level.

Envoy

Expertise - As long as you have 1 Resolve point, you can add +1d6+2 to all Sense Motive, Medicine, Culture, Diplomacy, and Intimidate skill checks.

Expertise Talents

  • Additional Skill Expertise - You can use your Expertise bonus on Intimidate checks.

  • Menacing Gaze - When you attempt an Intimidate check to demoralize foes, you can forego your Expertise die to attempt to briefly intimidate a small group as a full action. The foes must be within 60 feet, with no two more than 20 feet apart. The DC of the check is equal to the highest DC to demoralize any one of the foes. If you are successful, the foes are shaken for 1 round. Once you use this ability against a creature, it is immune to this talent for 24 hours.

    Envoy Improvisations

  • Don’t Quit - As a standard action, you can signal an ally within 60 feet to suppress a condition that they are experiencing, until the start of your next turn. The choices are: confused, fascinated, fatigued, shaken, sickened, staggered, cowering, dazed, exhausted, frightened, nauseated, panicked, paralyzed, and stunned. (Level 1)

  • Inspiring 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, at any point after your last turn ended. That ally regains a number of Stamina Points equal to 2x your Envoy level + your Charisma modifier. Once an ally has benefitted from your Inspiring Boost, they cannot gain the benefits again until they take a 10 minute rest to recover their Stamina points. You can spend 1 Resolve point to add your Envoy level (again) to the number of Stamina Points regained. (Level 2)

  • Quick Inspiring Boost - You can use Inspiring Boost as a move action instead of as a standard action, but it only heals your Envoy Level + Charisma Modifier (instead of 2x your Envoy Level). (Level 4)

  • Clever Improvisation - The first time you spend Resolve Points on an Envoy impersonation, reduce the cost by 1 Resolve Point (min 0). This refreshes whenever you take a 10 minute rest to recover Stamina points, or after an 8 hour rest to recover Resolve Points. (Level 6)

  • Expert Attack - As a move action, you can spend 2 Resolve points to add your Expertise bonus to your next attack before the end of your turn (Level 8)

  • Sustained Determination - As a move action, you can spend 2 Resolve Points to grant an ally within 60 feet 1 Resolve Point that they can spend to empower one of their own abilities. They must spend the Resolve point before the start of your next turn or it is lost. You cannot grant the same ally this power again until both you and they have recovered Resolve Points after an 8 hour rest. (Level 10)

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      Gear
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    Credits: 2,047 gp
    Bulk: 4 / 6

    Tactical Knife
    Basic Melee Weapon (L7)
    Damage 2d4 Slashing
    Critical 1d6 Bleed
    Fusions
    - Bleeding: The weapon gains the bleed critical hit effect dealing 1d6 damage. (Level 5 Fusion)

    Grenades
    Flash Grenade Mk2 (x2)
    Frag Grenade Mk2 (x2)
    Stickybomb Grenade Mk2 (x2)
    Smoke Grenade (x4)

    Aphelion Laser Pistol
    Small Arm (L9)
    Damage 3d4 Fire
    Critical 1d4 Burn
    Range 90 Ft.
    Capacity 40 Charges
    Usage 2
    Special 1d4 Boost
    Fusions
    - Called: This weapon can be teleported to its owner’s hand as a swift action, even if it is in the possession of another creature. It has a maximum range of 100 feet and effects that block teleportation prevent the return of it.
    - Trailblazer: This weapon can change the nature of its attacks to overcome the penalties of the natural environment. Attacks made with this weapon ignore cover provided by bogs and for creatures submerged at least chest-deep in water. Fire dealt by this weapon while underwater deals 1/2 normal damage rather than 1/4th. Ranged attacks with this weapon do not take a penalty due to storms, strong and severe winds, or windstorms.
    - Glamered: As a standard action, this weapon can be commanded to change its appearance to assume the form of another object of similar size. It retains all its properties (including bulk) when disguised but does not radiate magic. Only true seeing or similar magic reveals its true nature. The fusion is suppressed for 1 minute after the weapon is used to make an attack.
    - Shock: Half the damage done by this weapon is replaced with electricity damage. You can activate or deactivate this fusion as a swift action.

    Freebooter Armour III
    Light Armour (L10)
    EAC +12
    KAC +13
    Max Dex +6
    Check -
    Bulk L
    Upgrade Slots
    - Quick Release Sheath
    - Thermal Capacitor
    - Jet Pack

    Hybrid Upgrades
    Synergizing Symbiote (MK1) - +2 Strength
    Synergizing Symbiote (MK2) - +4 Dexterity

    Mundane Gear
    - High-Capacity Battery (x5)
    - Super-Capacity Battery (x2)
    - Personal Comm Unit
    - Flashlight
    - Grappler
    - Basic Medkit
    - Medpatch (x2)
    - Sprayflesh

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      Racials
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    Ability Adjustments: +2 Con +2 Wis –2 Cha
    Hit Points: 6
    Size and Type: Shirrens are Medium humanoids with the shirren subtype.

    Blindsense: Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flat-footed against attacks from creatures it can’t see.

    Communalism: Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.

    Cultural Fascination: Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.

    Limited Telepathy: Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.

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      Background
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    One of the things that Iruaka finds lacking about the Shirren is that their history has no culture, no art, no music, no real creation of any kind. Sure, as part of the Swarm, they had built sprawling hives, but in their wake was only the destruction and annihilation of others. Even now as the Shirren, they were still trying to define what their place was in the galaxy, who they wanted to be.

    Iruaka has taken it among herself to explore some of these barren worlds where life once thrived, trying to learn what culture is, and maybe keep alive the memories of those that her former people slaughtered and consumed. This plight has often put her at odds with other governments and corporations, as she has no regard for ownership over a planet, or of the items left behind by these forgotten people.

    While beginning her career as purely an archaeologist, she’s grown over the years into something more of a smuggler and thief, thinking with each job that she’s closer to unlocking the mysteries of community. While in pursuit of this goal she has had to kill, she still prefers to avoid violence. While she can be cynical, and has little more than contempt for the Vesk or the Swarm (which she sees as being very similar), she has no tolerance for cruelty. Iruaka is less friendly than many Shirren, but not any less caring.

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      Advancements
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    L1 - Beginning to build out as a support character. Envoys have some decent combat abilities but a lot of where they seem to shine is what they can do for other characters. With skill Expertise take Sense Motive and Medicine. Take Don’t Quit as a means to remove negative conditions from allies, grab Improved Initiative to signify being quick on my feet and ready for anything.

    L2 - Still exist as a largely non-combatant character, with a focus on skills. Class ability option is Inspiring Boost to help restore Stamina to wounded allies.

    L3 - Expertise Talent chosen is to be able to use Intimidate with Expertise. Again, building up those skills. Especially intimidate, trying to avoid tough action. Feat option boosts skills as well, Sense Motive and Bluff. Stay one step ahead.

    L4 - Improvisation is quick inspiring boost, gaining the option to spend less time to heal stamina on an ally.

    L5 - Ability increases boost Dex, Con, Int, Cha. Gain Skill Expertise with Diplomacy, still building up those conversation skills. Take the Bodyguard feat to continue to help allies. Still used to being part of a team.

    L6 - Take Clever Improvisation to make it cheaper to spend resolve on the first improv after a rest. Beginning to broaden out slightly to have more options, especially in Combat.

    L7 - Continuing to broaden out more. Take Weapon Focus to boost chance to hit. With the Expertise Talent be able to demoralize a gorup. Still trying to avoid combat when possible, but also getting more used to it.

    L8 - Again, keeping with boosting weapon ability slightly - expert attack lets me add my expertise bonus to attack rolls for 2 resolve.

    L9 - Gain Skill Expertise with Culture, take a feat to get more Resolve. I’ve learned about other races quite a bit by this point, feeling stronger and more confident. Have a lot of options for how to use Resolve now.

    L10 - Improve Dex, Int, Wis, Cha. Looping back around to support a bit, now that I have more resolve, take a move that I can give someone else Resolve.

    Now we’ve got some “okay” combat ability when we need it, multiple skills in the high teens with a few that can hit into the mid-20’s, and a lot of options for helping the team out.