Rogue Elf

Jack Speed-Runner's page

233 posts. Alias of DoubleGold.


Full Name

Jack Speed-Runner

Race

Human

Classes/Levels

Outlaw Envoy 8: Init:4, SP:48/48, HP:52/52, RP:7/8, EAC 22, KAC 23, Fort +3, Ref +10, Will +9, darkvision 60 ft.; Perception +12

Gender

FeMale

Size

Medium

Age

25

Alignment

CG

Location

Absalom Station

Languages

Akitonian, Aklo, Azlanti, Brethedan, Castrovelian, Common, Eoxian, Kasatha, Shirren, Triaxian, Vercite, Vesk, Ysoki

Strength 11
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 12
Charisma 16

About Jack Speed-Runner

Female human outlaw envoy 8
CG Medium humanoid (human)
Init +4; Senses darkvision 60 ft.; Perception +12
DEFENSE SP 48 HP 52 RP 8
EAC 22; KAC 23
Fort +3; Ref +10; Will +9
Defensive Abilities watch out
OFFENSE
Speed 30 ft., fly 30 ft. (jump jets, average)
Melee buzzblade dueling sword +7 (2d6+8 S; powered)
Ranged red star plasma pistol +10 (1d8+4 E & F; critical burn
1d8; 20 ft. line, unwieldy) or
anarchic frostbite-class zero pistol +10 (1d6+4 C; critical
staggered [DC 16]) or
smoke grenade +3 (explode [20 ft., smoke cloud 1 minute]) or
stickybomb grenade I +3 (explode [10 ft., entangled 2d4
rounds, DC 14])
Offensive Abilities improved get ’em
STATISTICS
Str 10 (+0); Dex 18 (+4); Con 11 (+0); Int 16 (+3); Wis 12 (+1);
Cha 16 (+3)
Skills Acrobatics +15, Athletics +11, Bluff +14, Computers +14 (8
ranks), Culture +14, Diplomacy +14, Medicine +14, Perception
+12, Piloting +15 (8 ranks), Sense Motive +12, Sleight of Hand
+ 16, Stealth +15; (reduce the DCs of Culture checks by 5
when recalling knowledge about the criminal underworld)
Feats Diversion, Fast Talk, Improved Feint, Iron Will,
Unfriendly Fire
Languages Akitonian, Aklo, Azlanti, Brethedan,
Castrovelian, Common, Eoxian, Kasatha, Shirren, Triaxian,
Vercite, Vesk, Ysoki
Other Abilities convincing liar, cultural savant, expertise,
heads up, inspiring boost, legal corruption
Combat Gear mk 1 serums of healing (2), smoke grenades (2),
stickybomb grenades I (2), medpatch; Other Gear d-suit II
(upgrades: infrared sensors, jump jets), anarchic frostbiteclass
zero pistol with 1 battery (20 charges), buzzblade
dueling sword with 1 battery (20 charges), red star plasma
pistol with 1 battery (20 charges), mk 1 ring of resistance,
basic medkit, computer (tier 2, artificial personality,
miniaturization ×2, self-charging), everyday clothing,
field rations (1 week), flashlight, hygiene kit, personal
comm unit, toolkit (hacking), credstick (303 credits);
Augmentations mk 1 synaptic accelerators (Dexterity)
SPECIAL ABILITIES
Convincing Liar (Ex) When Navasi attempts a Bluff check,
she can choose to not add her expertise die until after
she sees the result of her d20. Once she sees the result
of her d20, she can either roll and add her expertise die
normally or reroll the d20 and take the better of the two
d20 results (but not add her expertise die).
Cultural Savant (Ex) As long as time permits, Navasi can
take 20 on Culture checks to recall knowledge even if she
doesn’t have access to a means of research.
Darkvision Navasi can see up to 60 feet in total darkness.
Diversion When Navasi successfully uses Bluff to create
a distraction, she can allow an ally to attempt a Stealth
check to hide (instead of attempting to hide herself). She
can allow multiple allies to use Stealth to hide, but she
takes a –5 penalty to her Bluff check for every ally after
the first, and on a failed check, no ally can attempt to hide.
Expertise (Ex) As long as Navasi has at least 1 Resolve Point
remaining, when she attempts a Bluff, Diplomacy, or
Sense Motive check, she can roll 1d6+1 and add it to the
result as an insight bonus.
Fast Talk If Navasi is conversing with a creature prior to the
beginning of combat, and she is aware of the beginning
of combat and does not begin the combat herself, she
can spend 1 Resolve Point to attempt a Bluff check
(DC = either 15 + target’s Perception skill bonus or 20 +
1-1/2 × the target’s CR, whichever is higher). On a success,
the creature is considered unaware at the beginning of the
combat (allowing Navasi and other aware creatures to act
in a surprise round before the first full round of combat).
Heads Up (Ex) When Navasi succeeds at a Perception check,
she can signal an ally within 60 feet as a reaction so that
ally can act as if he also succeeded at the Perception check.
Improved Get ’Em (Ex) As a standard action, Navasi can
make an attack against a foe, or as a move action she can
select one foe within 60 feet. She must be able to see or
hear the foe, and the foe must be able to see or hear her.
Navasi and her allies gain a +2 morale bonus to attack
rolls against that foe until the end of her next turn. She
can spend 1 Resolve Point to instead add this bonus to
attacks against all foes within 60 feet.
Improved Feint As a move action, Navasi can attempt a
Bluff check against a single opponent (DC = either 10 + her
opponent’s total Sense Motive skill bonus or 15 + 1-1/2 × theopponent’s CR, whichever is greater) to cause that opponent
to be flat-footed for the next attack she makes against it
before the end of her next turn.
Inspiring Boost (Ex) As a standard action, Navasi can signal
an ally who has taken damage since Navasi’s last turn.
The ally must be able to see and hear her and be within
30 feet. The ally gains 19 Stamina Points, up to the ally’s
normal maximum. She cannot target that ally with this
ability again until the ally takes a 10-minute rest to
regain Stamina Points.
Legal Corruption Navasi needs to pay only 2 Fame when
using the Basic Purchasing Plan boon to reduce her Infamy
score (down from 4).
Unfriendly Fire When a foe misses Navasi with a ranged
attack and she is adjacent to a different target, she can
attempt a Bluff check (DC = either 10 + her attacker’s total
Sense Motive skill bonus or 15 + 1-1/2 × the attacker’s CR,
whichever is greater) as a reaction to force the attacker to
reroll the attack against the adjacent target. This feat can’t
be used on any creature that has seen her use it previously.
Watch Out (Ex) When a foe makes a ranged attack against
an ally within 60 feet of Navasi, she can warn the ally as a
reaction. The ally can use a reaction to gain a +4 bonus to
AC against that single attack and then falls prone.
GEAR DESCRIPTIONS
Anarchic Frostbite-Class Zero Pistol This chaos-aligned
magic weapon can be fired 20 times before its battery
needs to be recharged or replaced. It bypasses the
energy resistance of lawful outsiders and dragons.
Basic Medkit This basic medkit allows Navasi to attempt
DC 25 Medicine checks to treat deadly wounds.
Buzzblade Dueling Sword Navasi can activate this sword
20 times (for up to 1 minute at a time) before its battery
must be recharged or replaced.
Computer, Tier 2 This computer has the artificial
personality, miniaturization to L bulk, and self-charging
upgrades. It can receive commands and give information
verbally. The computer’s artificial personality is advanced
enough to attempt Bluff, Diplomacy, Intimidate, and
Sense Motive checks with a +4 bonus.
D-Suit II While wearing this armor, Navasi can close its
environmental seals and survive in a vacuum for up
to 7 days. Its infrared sensors upgrade gives Navasi
darkvision with a range of 60 feet. Its jump jets allow
poor, and worse. Though she never lost her egalitarian beliefs,
she hardly recognized the naive idealist she’d once been. She
quickly gained a reputation as the best fast-talker around.
Navasi found that the wealth from her scores brought little
joy without friends to share it with, and she recruited secretly
softhearted rogues to her crews. Yet it was in one particular
woman that Navasi truly found herself again. Purple-haired
and tattooed, the newcomer bucked the pirates’ authority and
operated alone, pulling the sorts of righteous jobs Navasi had
dreamed of. She was the most exciting woman Navasi had
ever met, and the two became inseparable.
That all came crashing down the day the Sixth Finger
arranged to knock over a medship full of supplies bound for
Absalom Station. To the gang’s leaders, the ship’s mission—
aiding refugees of a war-torn star system—was inconsequential.
Navasi’s objections were overruled.
It was the final straw. Together, Navasi and her partner
formulated a plan, alerting the medship to the heist and
sabotaging the gang’s starfighters. It did not go unnoticed.
In the ensuing ambush, Navasi and her partner were pinned
down, their backs to the sole spaceworthy ship—a single-seat
fighter with only enough life support for one of them. Navasi
prepared to go out in a blaze of glory—only to have her partner
shove her into the cockpit and slam the canopy. As Navasi
scrabbled with the latch, the other woman pulled the pins on
her grenades and sprinted straight at their ambushers.
The wealthy scion of Absalom Station died that day, as
did the pirate she’d become. As she made her way back to
Absalom Station, knowing that neither the Sixth Finger nor her
spurned family would ever stop looking for her, she forsook
her previous incarnations. Abandoning her old identity, she
took the name of her fallen love—Navasi—and swore that she’d
carry on the fight they’d started together, stealing only from
those who deserved it. Knowing she’d need a new appearance
as well, she borrowed from her partner, dyeing her jet-black
hair purple and adding a single blue contact lens.
Today, Navasi is a talented freelance captain, putting
together crews for planetary scouting, private security, and
more. Navasi still believes in freedom for all, spreading the
wealth, and taking plutocrats down a peg—but she also knows
the value of earning credits, and takes pride in the ability to
take care of herself and her crew. As a scoundrel, a fast-talker,
and a brilliant negotiator, Navasi is happie