Whaloss

Matt Dravis's page

42 posts. Organized Play character for MKIceman.


Race

| SP 20/20 HP 28/28 | RP 5/5 | EAC 19; KAC 21; ACvCM 29 | Fort +0; Ref +7; Will +5 | Init: +7 | Perc: +5, SM: +7+1d6

Classes/Levels

| detect thoughts: 1, serums of healing mk1: 2, medpatch: 2 | Speed 30ft | darkvision 60ft (in armor), normal vision | Active conditions: None.

Gender

Male N Damaya Lashunta ace pilot envoy 4

Size

medium

Age

35

Alignment

neutral

Deity

n/a

Languages

Common, Castrovelian, Akitonian, Vercite, Brethedan

Occupation

smuggler

Strength 11
Dexterity 16
Constitution 8
Intelligence 12
Wisdom 12
Charisma 16

About Matt Dravis

The face and agent of their two-man crew, after a recent falling out Matt left his brother Jake to strike out on his own, taking lucrative smuggling and con jobs.

Medium height and build, lightly tanned skin, brown hair and brown eyes, winning smile.

SFS # 181804-702
Experience 9
Slotted Faction Acquisitives
Wealth 141 Credits

Reputation 2 Fame, 18 Global Reputation
Reputation with Acquisitives: 16
Reputation with Dataphiles: 0
Reputation with Exoguardians: 0
Reputation with Second Seekers (Luwazi Elsebo): 1
Reputation with Second Seekers (Jadnura): 1
Reputation with Wayfinders: 0

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Matt Dravis
Male lashunta (damaya) ace pilot envoy 4
TN Medium humanoid (lashunta)
Init +7; Senses Perception +5

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DEFENSE
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EAC 19; KAC 21
SP 20 HP 28 RP 5
Fort +0, Ref +7, Will +5

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OFFENSE
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Speed Walk 30'
Melee knife, survival +6 (1d4+2 , critical -; Analog, operative)
Ranged laser pistol, azimuth +4 (1d4+2, critical Burn 1d4; -)
Ranged smoke grenade +3 (, critical ; DC 13, Explode (smoke cloud 1 minute, 20 ft.))

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STATISTICS
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Str 11, Dex 16, Con 8, Int 12, Wis 12, Cha 16,
Base Atk +3; Grp+3
Feats Diversion, Improved Initiative
Skills Acrobatics +8, Bluff +12, Computers +5, Culture +5, Diplomacy +10, Disguise +8, Engineering +5, Intimidate +8, Perception +5, Piloting +13, Profession (Smuggler) +6, Sense Motive +8, Sleight of Hand +10, Stealth +10,
Languages Akitonian, Brethedan, Castrovelian, Common, Vercite
Combat Gear field ration (per week), serum of healing mk 1 (2),
Other Gear laser pistol, azimuth, knife, survival, freebooter armor ii, clothing (everyday), starfinder backpack, clothing (formal), flashlight, battery, tool kit (hacking kit), comm unit (personal), personal upgrade mk 1, smoke grenade, medpatch (2), tool kit (disguise kit), hygiene kit, 141.0 gp

Other Gear
Infrared Sensors

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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Lashuntas are medium humanoids with the lashunta subtype
Dimorphic All lashuntas gain +2 charisma at character creation. Korasha lashuntas are muscular (+2 strength at character creation) but often brash and unobservant (-2 wisdom at character creation). Damaya lashuntas are typically clever and well-spoken (+2 intelligence at character creation) but somewhat delicate (-2 constitution at character creation)
Lashunta Magic [not implemented]lashuntas gain the following spell-like abilities: at will: daze, psychokinetic hand 1/day: detect thoughts see spell-like abilities on page 262. The caster level for these effects is equal to the lashunta's level
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

THEME BENEFITS
Ace Pilot You are most comfortable at the controls of a vehicle, whether it's a starship racing through the inky void of space or a ground vehicle zooming between trees, around boulders, and across dusty badlands. You might be a member of an elite military force, the recipient of intense courses of training. Alternatively, you might be a total amateur with innate skills that make you a much-admired hotshot
Theme Knowledge 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

CLASS FEATURES:
Clever Feint 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
Convincing Liar When you attempt a bluff check, you can choose not to roll your expertise die until later. After you determine what the check's result would be, you can choose to either roll your expertise die and add the result to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 resolve point to reroll the check and add the result of your expertise die
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
Expertise Talent At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise. The list of expertise talents appears on pages 269-270
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)
Weapon Specialization You gain the weapon specialization feat as a bonus feat for each weapon type with which this class grants you proficiency
Get 'em As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. At 6th level, you can spend 1 resolve point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet
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:
Diversion You can draw attention to yourself, allowing your allies to slip away When you successfully use bluff to create a distraction, you can allow an ally to attempt a stealth check to hide (instead of attempting to hide yourself). You can attempt to allow multiple allies to use stealth to hide, but you take a -5 penalty to your bluff check for every ally after the first, and on a failed check no ally can attempt to hide.
Normal: using bluff to create a distraction allows only you to attempt a stealth check to hide
Improved Initiative Your quick reflexes allow you to react rapidly to danger You gain a +4 bonus to initiative checks

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Special Abilities
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Boons Slotted this Adventure
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Ally:
Faction:
Personal:
Promotional:
Social:
Starship:
Slotless:

All My Boons:

Bot Me!:

A driver, and a flier, Matt does his best work either in the cockpit of a ship, or while smooth talking his way past any customs checkpoint or angry morning-after conversation. Matt will always lead the way, and either bribe or negotiate his way past a hostile situation, or distract potential enemies into being suckerpunched by the rest of his team. He will always use 'Get 'em!' and clever feint where possible, rarely shooting, even if it means enemies would target him instead of others. A convincing liar, Matt will almost always succeed, and when his team mates sustain significant injuries, he will inspire them back into action.

[dice=Clever Feint (standard, bluff)]1d20+4+3+3+2[/dice] vs 10+Sense Motive, or 15+1.5xCR
[dice=Expertise (Bluff)]1d6[/dice] gets added to Clever Feint, unless I choose to re-roll the Clever Feint as part of Convincing Liar

[dice=Laser pistol, azimuth (single attack)]1d20+3+3[/dice]
[dice=Damage (Fire)]1d4+2[/dice]
[dice=Critical Effect (Burn)]1d4[/dice]

[dice=Knife, survival (single attack)]1d20+3+3[/dice]
[dice=Damage (Slashing)]1d4+2[/dice]

In ship combat, Matt is the best pilot in the galaxy, and an even better captain...