Wild Child

Laurel "Desna"'s page

721 posts. Alias of rainzax.


Full Name

Laurel "Desna"

Race

| ⛨ 18 | ♥️ 16 | Saves (3*/8**/6**) | Perception +4* or +6* to Initiative | Speed 25

Classes/Levels

| ◆◇↺

Gender

Urbanite Human Street Rat Guns Blazing Envoy 1

Age

Youngest of Five

Special Abilities

◆◇↺

Alignment

CG

Deity

Desna

Occupation

Street Rat

Strength 10
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 12
Charisma 18

About Laurel "Desna"

"You stick with ol' Laurel - das me - an' doncha worry none we be getting outta here in no time!"

Senses
Perception (*) +4 or +6 w/ Incredible Initiative
Languages ➤ Common plus two

Defense
AC 18 (microcord); HP 16
Fortitude (*) +3; Reflex (**) +8; Will (**) +6

Offense
Envoy Class DC 17
Martial Weapons (*), Light Armor (*)
Bulk 3.5/5.0; Speed 25 w/ ignore difficult terrain / cover from crowds
Quip (↺) Demoralize foe an ally Strikes

Frag Grenade (P, 70-ft, 5-burst) Basic Reflex @ 1d8 piercing
"Hot Gun” Commercial Rotolaser w/ Silencer (F, 30-ft, 2h, 10mag, 1e, 1r; automatic, tech) +6 @ 1d8 fire or +7 @ 1d8+4 w/ Get Em
Knife (P, 1h; agile, finesse, thrown 10, versatile S) +6 @ 1d4 piercing or +7 @ 1d6+4 w/ Get Em

Area Fire (◆◆) and Grenades:

[area (burst, cone, line), attack]
Requirements: You’re wielding a weapon with the area trait.
You attempt to hit each creature in a designated area, which has a range equal to the weapon's range increment (for cone or line) or a designated radius of the explosion (for burst). For burst, you can position the center point anywhere within your first range increment. Any creatures in the area must succeed at a basic Reflex save against your class DC plus the tracking value of the weapon (you don't roll an attack roll). This damage is area damage. Creatures who critically fail this save are subject to effects that occur on a critical hit with this weapon, including the weapon's critical specialization effect. Area Fire has an expend equal to the value listed on the weapon.

An item with the grenade trait can be thrown with a range of 70 feet using the Area Fire action as though it had the area (burst) trait at the listed radius using a single action instead of two actions. Grenades are simple thrown weapons that are expended when used. If you apply the critical specialization effect of grenades, apply the grenade's listed effect to each creature that rolls a critical failure against the grenade's effects. Unlike most weapons, grenades can bounce off a solid surface (not a creature) once without exploding. This allows for grenades to move in a straight line toward a solid surface, then move up to their remaining distance in another straight line from that point, potentially even bouncing out of line of sight.

Text for Abilities:

Envoy Directive
Get 'Em
Guns Blazing
Leadership Style
Ready Arms!
Size Up

Envoy Directive
Envoys encourage their allies with directives. A directive is an order that benefits allies who follow it. Envoy directives include a way for the envoy to lead by example by spending more actions for increased effects. Directives have the auditory or visual trait depending on how you inspire your allies.
You begin with one envoy directive. You can learn more directives through the envoy class, envoy class feats, and your leadership style. You can issue one directive a round. Unless otherwise stated, an envoy's directive and the benefits it grants last until the beginning of your next turn.
You gain the Get 'Em! envoy directive.

Get 'Em (◆ to ◆◆)
[directive, visual]
You single out an enemy for you and your allies to focus your attacks on. Select an enemy within 60 feet that you can see. You and your allies gain a +1 status bonus to attacks against that target until the beginning of your next turn.
Lead by Example: If you used two actions, Strike the target. You gain a status bonus to the damage roll equal to your Charisma modifier. Regardless of whether the Strike hits, you and your allies gain a +1 status bonus to damage on subsequent Strikes made against the enemy until the start of your next turn. Increase the damage by 1 at 5th, 10th, 15th, and 20th levels.

Guns Blazing
You lead your team by making an impression with firepower. Your bombastic personality has a barrage of gunfire to back it up, and you always shoot first.
Leadership Skill: Acrobatics
Leadership Perk: You gain Incredible Initiative as a bonus feat.
Leadership Directive: Ready Arms!

Leadership Style
Whether it comes naturally, or you trained for it, you've developed a personal style of leading others. At 1st level, select a leadership style. You become trained in the indicated leadership skill, you gain the indicated leadership perk, and know the associated leadership directive.

Ready Arms! (◆ to ◆◆)
With quick commands, you get your allies to ready their equipment. You and all allies within 30 feet can Interact to draw, Switch Hands, or swap weapons as a reaction.
Lead by Example: If you used two actions, you can Strike, Area Fire, or Auto-Fire with a weapon you drew or swapped to (including by changing active set of hands). If your Strike hits or if a target failed its save against your Area Fire or Auto-Fire, one ally can make a Strike against the same target as a reaction.

Size Up
[concentrate, exploration]
Frequency: once per hour
You spend 1 minute observing a specific individual, 10 minutes researching a specific individual on the infosphere, or 1 hour networking and gathering information. This subject is your asset. If you assess your asset via observation, you don't need to know their identity, but if you assess your asset via research or networking, you must know their identity, which requires at least two relevant pieces of information about them. Examples of relevant information could include their name, their place of origin, their current residence, the name of their parent or significant other, their employer, or their organizational affiliation. The GM determines what constitutes relevant information for this purpose, based on the asset you've selected.
You gain a +1 circumstance bonus to Deception, Diplomacy, Intimidation, and Perception checks against or in relation to your asset, and a +1 circumstance bonus to attempts to Recall Knowledge about your asset.
You gain the benefits of the 2-action Get 'Em! when using 1-action Get 'Em! on an asset.
You can maintain a number of assets equal to your Charisma modifier. If you Size Up other assets after that, your new asset replaces a previous one.

Skills (12)
Acrobatics (*x) +5
Athletics (*x) +2
Deception (*) +7 or +8 vs asset
Diplomacy (*) +7 or +8 vs asset
Intimidation (*) +7 or +8 vs asset
Lore: City (*) +4
Lore: Settlement (*) +4
Piloting (*) +6
Society (*) +4 or +5 to Recall vs asset
Stealth (*x) +5
Survival (*) +4 or +5 to subsist w/ Urban Survivalist
Thievery (*x) +5

Equipment:

Worn (1.4) @ Microcord Armor (B), Frag Grenades x3 (LLL), Knife (L)
Held (2.1) @ Commercial Rotolaser (BB) w/ Silencer (L)

Spent (150): Rotolaser (60) w/ Silencer (10), Battery x2 (20), Frag Grenades x3 (10ea), Knife (2), Microcord armor (25), 3 credits leftover

Character Progression:

Ancestry and General
1: Urbanite Human, Natural Ambition > Quip

Background and Skill
1: Survival, Settlement Lore, Urban Survivalist

Class
1: Envoy Directive, Get 'Em; Leadership Style > Guns Blazing > Ready Arms!, Size Up