Luminous Explorer

Mallura Barbinis's page

396 posts. Alias of Mjolbeard89.


Race

SP 0/15 HP 1/22 RP 0/5 | KAC 14 EAC 13 | Saves F+2 R+5 W+3

Classes/Levels

| Initiative +2; Perception +4 | Status: N/A

Gender

"Captain Mallura Barbinis" | Female Damaya Lashunta Corporate Agent Envoy 3

About Mallura Barbinis

Oh hello! I'm Ms. Barb!

Female Damaya Lashunta Corporate Agent Envoy 3
CG Medium Humanoid (Lashunta) 27 years old
Init +2; Senses Perception +4
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DEFENSE
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KAC 14
EAC 13
hp 22 (4 racial+3*[6 class])
Stamina 15 (3*[6 Class-1 Con])
Resolve 5 (1/2 Level+4 CHA)
Fort +2, Ref +5, Will +3
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OFFENSE
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Speed 30 ft.
Melee
Knife, survival +4 (1d4+1 S; Analog, Operative)

Ranged
Azimuth Laser Pistol +4 (1d4+1 F; range 80ft; crit 1d4 burn; 20 charges/usage 1)
Semi-auto pistol, tactical +4 (1d6+1 P; range 30ft; analog; 9 rounds)
Static Arc Pistol +4 (1d6+1 E; range 50ft; crit arc 2; stun; 20 charges/usage 2)

Thrown +2

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STATISTICS
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Str 10, Dex 14, Con 8, Int 13, Wis 10, Cha 18
Base Atk +2
Feats Great Fortitude, Medical Expert
Skills (3*[8+1 INT]= 18 skill points total) Acrobatics +6 (1 rank), Bluff +12 (3 ranks), Computers +5 (1 rank), Culture +6 (2 ranks), Diplomacy +11 (3 ranks), Disguise +8 (1 rank), Engineering +8 (2 ranks), Intimidate +10 (3 ranks), Life Science +2 (1 rank), Medicine +7 (3 ranks), Perception +4 (1 rank), Piloting +8 (3 ranks), Physical Science +2 (1 rank), Profession (Corporate Sales Rep) +8 (1 rank), Sense Motive +4 (1 rank)
ACP 0
Languages Common, Castrovelian (lashunta), Elven, Drow, Azlanti
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SPECIAL ABILITIES
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Class Abilities
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. 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, mind-affecting, sense-dependent, or some combination of any or all of these.
1 - Clever Feint (Ex) (Sense-dependent): 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 (see page 276) 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.
At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success.
Feint DC = either 10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater
2 - Inspiring Boost (Ex; Language-dependent, Sense Dependent) 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.
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).
1st - Bluff
3rd - Medicine
Expertise Talent: You gain an expertise talent at 3rd level and every 4 levels thereafter. With the exception of additional skill expertise, these talents require you to have expertise in the skills they affect, as indicated in parentheses after the talent’s name.
3rd - Additional Skill Expertise (Ex)
Choose another skill in which you have at least 1 rank from the list of skills you can choose with the expertise class feature; you can use expertise with that skill. You can choose this talent up to three times, choosing a different skill each time.

Race Traits
Lashunta Magic: Lashunta gain the following spell-like abilities (CL is equal to the lashunta’s level):
At will: daze, psychokinetic hand
1/day: detect thoughts
Limited Telepathy: Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.
Student: Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice. (Bluff, Engineering)

Theme: Corporate Agent
Theme Knowledge: You are deeply connected to the world of corporate culture, and know all the movers and shakers. When attempting a Profession or Culture check to recall knowledge about corporations and their executives, reduce the DC by 5. Diplomacy 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 Diplomacy checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
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GEAR/POSSESSIONS
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Knife, survival (L)
2x Semi-auto pistol, tactical (L)
Laser Pistol, azimuth (L)
Casual Stationwear (L)
Professional's Clothes (L)
Consumer Backpack (1)
- Spare Batteries x3 (2L)
- Extra Small arm rouds 6 (L)
- Medpatch (L)
- Fire Extinguisher (L)
- Personal Comm Unit (L)
- Engineering Kit (L)
- Hygiene Kit (1)
- Credstick (82cr) (-)

Carrying Capacity
Encumbered 7-11 bulk
Overburdened 12+ bulk
Current Load Carried 4 bulk