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About Iruaka. . . Iruaka
Attributes
BAB: +7 Aphelion Laser Pistol
Tactical Knife
HP: 66 (6 Shirren + 6 Class/Level)
EAC: 26 (10 Base +12 Armour +4 Dex)
Fort +5 (+3 Base + 2 Con)
Per Level: 12 (8 Base +4 Int)
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)
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
Envoy Improvisations
Credits: 2,047 gp
Tactical Knife
Grenades
Aphelion Laser Pistol
Freebooter Armour III
Hybrid Upgrades
Mundane Gear
Ability Adjustments: +2 Con +2 Wis –2 Cha
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.
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.
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. |