Ratfolk Troubleshooter

Kezzo's page

27 posts. Organized Play character for Phoenix2006.


Full Name

Kezzo

Race

| SP 6/6 | HP 8/8 | RP 3/3 | EAC 12; KAC 13 | Fort +0 | Ref +4 | Will +2 | Init: +2 | Perc: +4 | SM: +4 |

Classes/Levels

Speed 30ft| Active Conditions: Darkvision 60ft.

Gender

8497-703 | Female CG Ysoki | Outlaw Envoy 1 | Portrait

Size

Small

Age

20

Alignment

Chaotic Good

Deity

Hylax

Location

Absalom Station

Languages

Brethedan , Common , Shirren , Vesk , Ysoki

Occupation

Archaeologist

Strength 9
Dexterity 13
Constitution 12
Intelligence 13
Wisdom 12
Charisma 14

About Kezzo

SFS # 8497-703
Slotted Faction Advocates
___________________________________________

Kezzo
Outlaw Envoy 1
CG Small Ysoki Female
Init +1; Senses Perc +5, SM +5, Darkvision 60 ft.

KezzoBot!::

Kezzo's Saves
[dice=Fortitude]1d20+1[/dice] Immune to low-level radiation, +4 circumstance bonus to save vs. radiation exposure (but not to cure radiation sickness)
[dice=Reflex]1d20+3[/dice]
[dice=Will]1d20+3[/dice]

Trained Skills

[dice=Acrobatics]1d20+6[/dice] Moxie: +5 racial bonus to tumble through the space of a creature of Medium or larger size
[dice=Bluff]1d20+6[/dice]
[dice=Culture]1d20+6[/dice]
[dice=Disguise]1d20+6[/dice]
[dice=Medicine]1d20+6[/dice]
[dice=Perception]1d20+4[/dice]
[dice=Profession]1d20+6[/dice]
[dice=Sense Motive]1d20+4[/dice]
[dice=Slight of Hand]1d20+7[/dice]
[dice=Stealth]1d20+8[/dice]
[dice=Survival]1d20+2[/dice]

Untrained Skills

[dice=Athletics (Untrained)]1d20-1[/dice]
[dice=Diplomacy (Untrained)]1d20+2[/dice]
[dice=Intimidate (Untrained)]1d20+2[/dice]
[dice=Piloting (Untrained)]1d20+2[/dice]

★ ---- ★ ---- ★ ---- ★

[dice=Tactical semi-auto pistol (Ranged 30 ft.)] 1d20+2[/dice]
[dice=Piercing (Lethal)]1d6[/dice]

[dice=Survival knife (Melee)] 1d20+2[/dice]
[dice=Slashing]1d4-1[/dice]


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Defense
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Flight suit stationwear +0 / +1

EAC 12, KAC 13
SP 6 HP 8 RP 3
Fort +0, Ref +4, Will +2

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Offense
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Speed 30 ft.

Melee Claws (See Botting Spoiler)
Ranged Adaptive Strike (See Botting Spoiler)
Space 10 ft.; Reach 5 ft.

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Statistics
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Str 9, Dex 14, Con 11, Int 14, Wis 10, Cha 15

Skills
Acrobatics - 6
Bluff - 6
Culture - 6
Disguise - 6
Medicine - 1
Perceptiion - 1
Profession (archaeologist - 6
Sense Motive - 4
Sleight of Hand - 7
Stealth - 8

Feats
Dive for Cover

Languages Brethedan , Castrovelian , Common , Shirren , Vesk , Ysoki

Gear Serum of Healing, Mk 1 (x1)

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Envoy Abilities
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Envoy Improvisation (Ex)
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. The list of envoy improvisations appears on page 62.

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, 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 Culture, Sense Motive, Culture,Sense Motive) (Ex)
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.

Skill Expertise (Culture) (Ex)
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).

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Special Abilities
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Cheek Pouches
Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity.

Clever Feint (Ex)
As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.

Darkvision 60 ft.
A creature with darkvision can see in total darkness, usually to a range of 60 feet. Within this range the creature can see as clearly as a sighted creature could see in an area of bright light. Darkvision is black and white only but otherwise like normal sight.

Dive for Cover
You know how to dive out of the area of an effect.
Benefit: When you attempt a Reflex save against an area attack or area effect, you can fall prone in an adjacent square and roll that Reflex save twice (taking the better result of the two). If you were in a threatened space, this movement provokes attacks of opportunity normally.

Moxie
Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter (see page 276), a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an Acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check.

Theme Knowledge (Ex)
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. Sleight of Hand is 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 Sleight of Hand checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.