Full Name |
Jackson Fallows |
Race |
Human Iconic Envoy 5|EAC 15; KAC 15|Perc. +8|Init:+5|Fort +3, Ref +5, Will +4|SP 35, HP 34, RP 6| |
Classes/Levels |
Iconic Envoy 5 |
Gender |
Male |
Size |
Medium |
Age |
39 |
Location |
Absalom Station |
Occupation |
Writer |
Strength |
12 |
Dexterity |
12 |
Constitution |
12 |
Intelligence |
18 |
Wisdom |
10 |
Charisma |
18 |
About Jackson Fallows
Jackson Fallows
Male human iconic envoy 5
NG medium humanoid (human)
Init +5; Perception +8
DEFENSE
SP 35; HP 34; RP 6
EAC 15; KAC 15
Fort +3; Ref +5; Will +4
OFFENSE
Speed 30 ft.
Ranged static arc pistol +4 (1d6+1 E; arc 2, stun) or tactical semi-automatic pistol +4 (1d6+1 P; analog)
Offensive Abilities clever feint, get 'em, inspiring boost, weapon specialization (grenades, melee weapons, small arms)
Special Abilities psychokinetic hand (3/day)
STATISTICS
Str 12 (+1); Dex 12; Con +12 (+1); Int 18 (+4); Wis 10 (+0); Cha 18 (+4)
BAB +3
Skills Acrobatics +1, Bluff +12, Computers +12, Culture +13, Diplomacy +12, Disguise +12, Engineering +12, Intimidate +12, Medicine +12, Perception +8, Piloting +9, Profession (Writer) +13, Sense Motive +8, Sleight Of Hand +1, Stealth +9
Feats Amplified Glitch, Improved Initiative, Minor Psychic Power (psychokinetic hand), Veiled Threat
Iconic Abilities theme knowledge
Other Abilities envoy improvisations (clever feint, get 'em, inspiring boost) expertise (1d6+1), expertise talents (additional skill expertise), skill expertise (bluff, computers, diplomacy, sense motive)
Languages Aktionian, Castroveilian, Common, Vesk, Ysoki
Faction: Second Seekers (Luwazi Elsebo)
Combat Gear mk 1 serum of healing (3), mk 1 ring of resistance, tactical semi-automatic pistol, static arc pistol, basic lashunta tempweave armor (/w radiation buffer armor upgrade)
Other Gear industrial backpack, basic medkit, cable line [TA] (50 ft.), clothes (E, F, & P), computer(Tier 3), credstick (3,310) disguise kit, engineering kit, flashlight, personal comm unit, starstone compass, trapsmith kit, writer's kit
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Race Features (Human)
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Hit Points:4
Size and Type-Humans are Medium humanoids and have the human subtype.
Bonus Feat-Humans select one extra feat at 1st level.
Skilled-Humans gain an additional skill rank at 1st level and each level thereafter.
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Theme Features
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Icon-Thanks to interstellar transmissions and Drift travel, the galaxy is smaller than ever, and this connectivity has facilitated your ascension to celebrity status. You might be a famous performer or a celebrated scientist, but either way, you get recognized on the Pact Worlds and in associated systems. Your reason for traveling to unknown worlds might be to further spread your acclaim or to escape the limelight.
Theme Knowledge (Profession: Writer)-Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, decrease the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
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Class Features
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Hit Points: 6
Stamina Points: 6
Key Ability Score - Cha: Your Charisma helps you succeed in many social situations and makes a number of your improvisations more effective, so Charisma is your key ability score.
Class Skills: 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).
Skill Points at each Level: 8 + Int modifier.
Proficiences
Armor light armor
Weapons basic melee weapons, grenades, small arms
Envoy Improvisation - 1st Level-As you gain experience, you learn envoy improvisations—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck. You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter.
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 - 1st Level-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 - 1st Level-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).
Expertise Talent - 3rd Level-At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise.
Weapon Specialization - 3rd Level-You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.
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Feats
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Amplified Glitch -As a standard action, you can wirelessly introduce a fast-acting virus into nearby technological devices to briefly cause them to malfunction in loud, surprising ways. You can use this ability on one target creature per character level, no two of which can be more than 30 feet apart. Each target must either be carrying technological devices or be within sight and hearing of such devices. While the locations of such devices are up to the GM, most public spaces (aside from technologically underdeveloped areas) contain enough technology for this feat to function. Your glitch causes alarms to go off, automated devices to spin and flail, readouts to flash brightly, and so on. With a successful Computers check (DC = 15 + 1 per target + 1-1/2 × the CR of the highest-CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC. Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.
Improved Initiative- You gain a +4 bonus to initiative checks.
Minor Psychic Power (Psychokinetic Hand)-Select one of the following 0-level spells: dancing lights, psychokinetic hand, telekinetic projectile, or telepathic message. You can cast this spell three times per day as a spell-like ability, using your character level as your caster level.
Veiled Threat-When you successfully use the Intimidate skill to bully a creature, after the duration of its helpful attitude ends, its attitude toward you becomes indifferent rather than hostile.
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Chronicles
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#1-01: The Commencement
Module: Skitter Shot [pre-gen] (Gazigaz)
#1-04: Cries From The Drift
#1-05: The First Mandate
#1-09: Live Exploration Extreme
#1-07: The Solar Sortie
#1-12: Ashes Of Discovery
#1-18: The Blackmoon Survey
Module: Skitter Crash [pre-gen] (Gazigaz)
#1-00: Claim To Salvation [pre-gen] (Quig)
#1-20: Duskmire Accord 9
#2-07: Four For The First
#1-99: The Scoured Stars Invasion