Sajan

Khwam Sinb's page

85 posts. Organized Play character for therealthom.


Full Name

Khwam Sinb (DEAD!)

Race

Init +2 Percept +4 SenseMotive +4 // F 0 R 4 W 2 //

Classes/Levels

KAC 12 EAC 12 Stamina 6/6 HP 10/10 Resolve 4/4

Gender

LATE Male Human Scholar Envoy 1

About Khwam Sinb

Khwam Sinb
Male human scholar envoy 1
None Medium humanoid (human)
Init +2; Senses Perception +4

Khwam is a bald, brown-skinned young man who stands with a confident attitude. His clothes are the snug, utilitarian wear of a Diasporan and his lanky limbs confirm a youth spent in lower G. A heavily loaded bag is slung over one shoulder. A pistol and assorted small items of gear hang from his belt.
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DEFENSE
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EAC 13; KAC 14
SP 6 HP 10 RP 4
Fort +0, Ref +4, Will +2

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OFFENSE
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Speed Walk 30'
Melee baton, tactical +2 (1d4 , critical -; Analog.operative)
Ranged pulsecaster pistol +3 (1d4, critical -; Nonlethal)
Ranged smoke grenade +0 (, critical ; DC 12, Explode (smoke cloud 1 minute, 20 ft.))
Ranged frag grenade i +0 (1d6, critical ; DC 12, Explode (1d6 P, 15 ft.))

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STATISTICS
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Str 10, Dex 14, Con 10, Int 12, Wis 11, Cha 16,
Base Atk +0; Grp+0
Feats Blind-Fight, Weapon Focus (Weapon Focus ~ Small Arms)
Skills Bluff +7, Computers +5, Culture +5, Diplomacy +7, Engineering +5, Intimidate +7, Perception +4, Sense Motive +4, Sleight of Hand +6, Stealth +6,
__ Expertise (1d6), sense motive, computers __
Languages Brethedan, Common, Kasatha, Vercite
Combat Gear serum of healing mk 1 (1),
Other Gear second skin, clothing (everyday), comm unit (personal), battery, hygiene kit, tool kit (engineering kit), backpack (consumer), tool kit (hacking kit), pulsecaster pistol, baton, tactical, smoke grenade, frag grenade i (2), clothing (formal), 81.0 gp

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SPECIAL ABILITIES
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RACIAL TRAITS
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

THEME BENEFITS
Scholar You are an erudite intellectual, pitting your brain against problems and puzzles that others would find daunting. You might be an instructor of a specific topic at a large university or a dabbler in a number of fields of study. You could be exploring the galaxy in search of ancient artifacts or new scientific phenomena. Whatever your motivation, you are sure that the answers you seek are out there
Theme Knowledge You are an expert in one particular field of study, and your passion for the subject shows. Choose either life science or physical science and then choose a field of specialization. If you pick life science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick physical science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The dc of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to intelligence at character creation
Physical Science Specialty / Chemistry

CLASS FEATURES:
Envoy Improvisation 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 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, mindaffecting, sense-dependent, or some combination of any or all of these. These terms are defined on page 270
Expertise 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 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)
Inspiring Boost As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of stamina points (up to his maximum) equal to twice your envoy level + your charisma modifier; at 15th level, this increases to three times your envoy level + your charisma modifier. Once an ally has benefited from your inspiring boost, that ally can't gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover stamina points. At 6th level, you can spend 1 resolve point to add your envoy level to the number of stamina points regained

FEATS:
Blind-fight You are skilled at attacking opponents you can't clearly see In melee, every time you miss because of concealment (see page 253), you can reroll your miss chance percentile roll one time to see if you actually hit (see page 243).
You aren't flat-footed against melee attacks from creatures you can't see, and you can withdraw from creatures you can't perceive. You don't need to attempt acrobatics checks to move at full speed while blinded
Weapon Focus (weapon Focus ~ Small Arms) You have increased training in a particular weapon type, making it easier to hit your target Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic's class level, if you are a drone), you gain a +2 bonus instead

Boons, Transactions, etc:

90661-705, Dataphile Champion

Currently packing a scenario-borrowed static arc and semi-auto pistols.

Notes:

Khwam is very unsympathetic. While falling short of a true con man, he's a bit of a grifter, always looking out for the main chance.

Cash after Chron 1 = 81 +728= 809
Fame 2
Rep : Dataphile 2 Exo Guard 1

1-30 Survivor's Salvation