About J'Vell Miirsh▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ "Top con artists, whether they’re pushing hot paper or hawking phony oil leases, are well dressed and exude an air of confidence and authority. They’re usually as charming, courteous and seemingly sincere as a politician seeking re-election, although they can, at times, effect the cool arrogance of a tycoon." ― Frank Abagnale, Catch Me If You Can “Part of the art of survival as a coward is not letting things get to the point where that cowardice is exposed.” ― Mark Lawrence, Prince of Fools “Give me an honest con man any day.” ― J.D. Salinger, Franny and Zooey ▶ ▷ ▽ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ MALE LASHUNTA [DAMAYA] ENVOY 1 Chaotic Neutral Medium Humanoid [Lashunta] PACT WORLD PROFILE ▽:
FULL NAME▸ J'Vell Miirsh
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ABILITY SCORES ▽:
STR▸ 10 [+0] DEX▸ 14 [+2] CON▸ 08 [-1] INT▸ 15 [+2] WIS▸ 10 [+0] CHA▸ 16 [+3] [RACE]▸ +2 CHA, +2 INT & -2 CON
MOVEMENT & SENSES ▽:
SPEED▸ 30FT INITIATIVE▸ +2 SENSES▸ Perception +0 ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ HEALTH & RESOLVE ▽:
HP▸ 10 [Hit Points: 6 CLASS Value +4 Race Mod] SP▸ 05 [Stamina Points: 6 CLASS Value -1 CON Mod] RP▸ 03 [Resolve Points: 0 Starting +3 Key Ability Mod] ARMOUR CLASS ▽:
EAC▸ 00 [Energy Armour Class: 10 +0 Armour Mod +2 DEX Mod +0 Misc Mod] KAC▸ 00 [Kinetic Armour Class: 10 +0 Armour Mod +2 DEX Mod +0 Misc Mod] CMAC▸ 00 [vs Combat Maneuvers: 8+KAC] SAVING THROWS ▽:
FORT▸ -1 [Fortitude: 0 Base Save -1 CON Ability Mod + 0 Misc Mod] REF▸ +4 [Reflex: 2 Base Save +2 DEX Ability Mod +0 Misc Mod] WILL▸ +2 [Will: 2 Base Save +0 WIS Ability Mod +0Misc Mod] ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ATTACK BONUSES ▽:
BAB▸ +0 [Base Attack Bonus] MELEE ATTACK▸ [b]+0 [BAB +0 STR Mod +Misc Mod]
WEAPONS ▽:
PLASMA BOLTER, TACTICAL | Level▸ 1 | Attack Bonus▸ +1 | Damage▸ 1d10 E&F | Critical▸ - | Range▸ 40ft. | Type▸ Longarms | Ammo/Usage▸ 20/4 | Special▸ Unwieldy. CLUB | Level▸ 1 | Attack Bonus▸ +1 | Damage▸ 1d6B | Critical▸ - | Range▸ - | Type▸ Basic Melee | Ammo/Usage▸ - | Special▸ Archaic, Analogue. UNARMED ATTACK | Level▸ - | Attack Bonus▸ +0 | Damage▸ 1d3B | Critical▸ - | Range▸ - | Type▸ Basic Melee | Ammo/Usage▸ - | Special▸ - Analog▸ This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ RACE▸ LASHUNTA (DAMAYA) ▽:
Idealized by many other humanoid races and gifted with innate psychic abilities, lashuntas are at once consummate scholars and enlightened warriors, naturally divided into two specialized subraces with different abilities and societal roles. ABILITY ADJUSTMENTS▸ +2 CHA; +2 INT; -2 CON
THEME▸ GRIFTER (+1 INT) ▽:
Though you feel comfortable among all sorts of lowlifes, you rely on your intellect to defraud others. Whether you work the streets alone, in a small group, or as the brains behind a larger organization, you analyze opportunities and unapologetically exploit the system to achieve your ends. As a grifter, you’re an expert in one or two trades, but you also have the knowledge and confidence to convincingly pass as an authority in just about any profession. THEME KNOWLEDGE [1ST]▸ You dabble in multiple professions and have the connections and deep knowledge of each occupation’s inner workings, allowing you to exploit colleagues and paying customers alike. When attempting a Culture or Profession check to recall knowledge about commercial organizations or businesses, reduce the DC by 5. You gain a +1 bonus to one Profession skill of your choice at character creation, and you can attempt any Profession skill untrained. In addition, you gain an ability adjustment of +1 to Intelligence at character creation. CLASS▸ ENVOY ▽:
You make your way in the universe with a charming smile, quick wit, and keen sense of self-preservation, and excel at getting others to do what you want. You might be a trickster, hustler, or con artist, or you might serve as an actor, ambassador, or businessperson, paving the way for negotiation through kind words or the occasional dirty trick. You are often the group’s strategist, using your quick wit and tactical acumen to push your friends to greater heights. You may also be skilled in diplomacy, serving as the face for a starship crew, talking your way into restricted systems or gaining audiences with local politicians or warlords. STAMINA POINTS▸ 6
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. EXPERTISE [1d6]▸ 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 [Skill]▸ 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). ENVOY IMPROVISATIONS ▽:
NOT IN THE FACE (Ex) [1ST] [SENSE-DEPENDENT IMPROVISATION]▸ As a move action, you can choose one enemy within 60 feet. That enemy must succeed at a Will save 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. Source▸ Starfinder Core Rulebook pg. 62 ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ FEATS ▽:
CRAVEN PLOY▸ When the going gets tough, you hide behind allies.
SKILLS ▽:
ENVOY▸ 10 Skill Ranks per level [8 Class; +2 INT] Envoy Class Skills List▸ The Envoy's class skills are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex). ACROBATICS +6▸ 1 Rank; +2 DEX; +3 Class
* THEME BENEFIT▸ When attempting a Culture or Profession check to recall knowledge about commercial organizations or businesses, reduce the DC by 5.
LANGUAGES ▽:
COMMON, VESK, YSOKI, DROW ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ EQUIPMENT & CARRYING CAPACITY ▽:
Plasma Bolter, Tactical▸ [Level 1] [2 Bulk]
Clothing, Reconfigurable
Credstick▸ [Level -] [- Bulk] TOTAL BULK CARRIED▸ 5.8 CARRYING CAPACITY [Unencumbered]▸ ≤7
* [While encumbered, you reduce each of your movement speeds by 10 feet, reduce your maximum Dexterity bonus to AC to +2, and take a –5 penalty to Strength- and Dexterity-based checks.]
CREDITS + VALUABLES ▽:
TOTAL CREDITS▸ 1000 INITIAL SPENDING▸ 100/1000▸ 0CR Remaining 110 CLOTHING, RECONFIGURABLE (Includes CLOTHING, TRAVEL; 410 ESTEX SUIT I ARMOUR
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ BACKGROUND ▽:
Name: J'Vell Miirsh Race: Lashunta (Korasha) Class: Envoy (Outlaw) Gender and Pronouns: Male, He/Him General Backstory: Originally hailing from the city-state of Qabarat on Castrovel, J’Vell was born into a family of middle order civil servants. From an early age the quick-witted and gregarious young korasha found he had a knack for manipulating others into undertaking his studies or doing him favours. Never resorting to bullying or intimidation, instead he would sway their decisions and actions through charm, lies and indulgence. His formative years saw him drift in and out of university education and various low-level corporate posts. With each switch his parents saw failure, yet J’Vell saw them as another step on his true path’s apprenticeship… From each he gleaned more on the systems that ran the worlds and the foibles of those who inhabited them. of facts and fictions that flavoured his growing repertoire of deception - from confidence tricks to gambling chicanery Soon the fledgling grifter schemes and cons had procured favour and credit aplenty, until he drew the attention of the local branch of Steward Constabulary. Their investigative noose drew tight and saw J'Vell hastily secure off-world transit to Near Space, somewhere far from the Steward's eyes and the possibilities of new marks aplenty... Personality: Suave, rakish and somewhat dastardly (he cites this trait as superior survival instinct development from his lashunta genes), J'Vell facetiously paints himself an "opportunistic capitalist" merely trying to make his way in the universe rather than the sharper he is reputed to be.
The ruse went sour when the Sister’s discovered that the weaponry was from their own stock, which had been depleted after a heist on their off-world storage facilities. While J’Vell had not been involved, he had purchased “sample” stock from the criminals who (unbeknownst to him) had perpetrated the theft. This minor detail mattered little to the vicious Kruu’v and (literally) fearing for his skin J’Vell spent the last of his ill-gotten gains purchasing a ticket aboard The Chimera. Despite his status as a wanted criminal he plans to start anew in the Pact Worlds (and perhaps along the way liberate some of the wealthy |