Genie

Kotora's page

163 posts. Alias of RePete.


Race

| SP 21/21 HP 20/20 | RP 6/6 | EAC 14; KAC 15 | Fort +2; Ref +4; Will +2 | Init: +1 | Perc: +5, SM: -1

Classes/Levels

| Speed 30ft | Hyper 1/1

Gender

F CG Skittermander Envoy (Ace Pilot) 3 | (Active Conditions) None.

Strength 14
Dexterity 13
Constitution 12
Intelligence 8
Wisdom 8
Charisma 18

About Kotora

Special Abilities:

===Racial:===

Grappler: Skittermanders gain a +2 racial bonus to grapple combat maneuvers.

Hyper: 1/day Skittermanders can take an extra move action

Low-Light Vision: A skittermander can see in dim light as if it were normal light.

Six-Armed: Skittermanders have six arms, which allows them to wield and hold up to six hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.

===Envoy Class===

Envoy Improvisations: 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.

You learn your first envoy improvisation at 1st level and an additional improvisation at 2nd level and every 2 levels thereafter. Many improvisations require you to have a minimum envoy level, and they are organized accordingly. Some improvisations have additional prerequisites, such as other improvisations.

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).

===Ace Pilot Theme===

Theme Knowledge (1st): You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle Models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Background:

Climbing aboard the vessel, the violet woman took a final look back to her home. ”I wonder how long I’ll be gone.” she muttered, before looking up to the sky. ”Its ok. I’ll be back when Weyden determines its time! Now, I’m off to see whats out there!” she exclaims. Quickly giving the crewman holding the passenger manifest a hug, she looks for an open seat.

As Kotora settles in, her mind wanders back to her life. She felt lucky to have the Vesk looking after her and those of her kind. ’Such a nice people’ she considers. If it hadn’t been for their presence, she likely would never have had the chance to pilot a vessel. They’d had a need for someone to test thier ships, and she’d been willing to help.

’Helping people is what it’s all about, afterall.’ It’s like her mom had always said. ”No one is an enemy. We are friends with all in the verse. Those you find to be enemies are simply friends you haven’t met yet.”

She could have stayed here for the rest of her days. It is a richly pleasant planet. ’I probably would have if they hadn’t given me that shirren ship to fly.” ponders the skittermander. Having found that holy text and realizing it was her duty to search out and explore those worlds beyond her own...Then to find out Dribble was venturing out as well?

”It was a sign!” shrieks the woman to an aisle full of shocked strangers. Spying Dribble seated a few rows away, she hops down from her perch and scurries over to her cousin. ”Are you ready? Let’s do this cous!” Giving a tight squeeze to the fellow adventurer, she settles into a seat next to her. ”Now, tell me more about this dwarf we’re supposed to me. What is a dwarf anyway?”

===Kotora===

Ace Pilot Envoy 3
CG Small Humanoid (Skittermander)
Init +1; Senses Perc +4, SM -1; Low-Light Vision, Darkvision (60')

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Defense
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EAC 14, KAC 15 (+1 Dex, +3 EAC, +4 KAC)
SP 21 HP 20 RP 6
Fort +2, Ref +4, Will +2

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Offense
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Speed 30 ft.
Melee +4 Called Standard Taclash (1d4+2 S); Analog, Disarm, Nonlethal, Reach
Ranged +3 Pulsecaster Pistol (1d4+3 E); 30ft, Nonlethal

2 Battery: 20/20

+4 Frag Grenade Mark 1 (1d6+3 P); 20ft; Explode (15ft)
+4 Smoke Grenade Mark 1 20ft; Explode (Smoke Cloud 1 Minute; 20ft) Fort DC = 15 + 1 per previous Check to avoid choking and coughing in smoke.
If a character fails save 2 consecutive rounds: 1d6 NL Damage

Space 5 ft.; Reach 5 ft (10ft with Taclash)

SQ: Hyper (1/day Extra Move Action); Improvisations: Clever Feint (Bluff); Expertise: Bluff, Intimidate, Sense Motive
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Statistics
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Str 14, Dex 13, Con 12, Int 8, Wis 8, Cha 20
BAB: +2 CMB: +4; Grapple: +6; Disarm: +8 (+10 w/Tac Lash) CMD: 23

Skills:
  • Acrobatics +6
  • Athletics +6
  • Bluff +11
  • Culture +5
  • Diplomacy +5
  • Disguise +9
  • Intimidate +11
  • Perception +5
  • Piloting +8 (+2 Insight when Astrogating Pact Worlds)
  • Sense Motive -1
  • Stealth +6
  • Survival -1
  • Starship-Combat Version of Skills

    [dice=Piloting]1d20+8[/dice] (+2 Insight when Astrogating Pact Worlds)

    Feats 1) Advanced Melee Weapon Proficiency; 3b) Weapon Spec (Envoy Prof Weapons); 3) Improved Combat Maneuver (Disarm)

    Combat Gear: Standard Taclash, Pulsecaster Pistol, Frag Grenade Mark 1; 2 Smoke Grenade Mark 1
    Other Gear: Graphite Carbon Skin, 2 Standard Battery (extra), (2) Healing Serum Mk 1, Everyday Clothes, Environmental Clothes, Hygiene Kit, (1 Week) Field Rations, Personal Comm Unit, Mobile Hotelier Tent, 100ft Titanium Alloy Cable Line, Starstone Compass, Consumer Backpack: 27 Credits
    Upgrades: Personal Mark 1 (Cha)
    Armor Upgrade: Infrared Sensors
    Fusion: Called (level 1 on Taclash)