Ramona Avandth

Navasi Lv 8's page

41 posts. Alias of James Martin (RPG Superstar 2010 Top 16, 2011 Top 32).


Race

SP 48/48, HP 52/52, RP 8; EAC 22, KAC 23; F+3, R+10, W+9; Perc +12, darkvision; Init +4, SM +12

About Navasi Lv 8

Female human outlaw envoy 8
CG Medium humanoid (human)
Init +4; Senses darkvision 60 ft.; Perception +12

DEFENSE
SP 48 HP 52 RP 8
EAC 22; KAC 23
Fort +3; Ref +10; Will +9
Defensive Abilities watch out

OFFENSE
Speed 30 ft., fly 30 ft. (jump jets, average)
Melee buzzblade dueling sword +7 (2d6+8 S; powered)
Ranged red star plasma pistol +10 (1d8+4 E & F; critical burn 1d8; 20 ft. line, unwieldy) or anarchic frostbite-class zero pistol +10 (1d6+4 C; critical staggered [DC 16]) or smoke grenade +3 (explode [20 ft., smoke cloud 1 minute]) or stickybomb grenade I +3 (explode [10 ft., entangled 2d4 rounds, DC 14])
Offensive Abilities improved get ’em

STATISTICS
Str 10 (+0); Dex 18 (+4); Con 11 (+0); Int 16 (+3); Wis 12 (+1); Cha 16 (+3)
Skills Acrobatics +15, Athletics +11, Bluff +14, Computers +14 (8 ranks), Culture +14, Diplomacy +14, Medicine +14, Perception +12, Piloting +15 (8 ranks), Sense Motive +12, Sleight of Hand + 16, Stealth +15; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld)
Feats Diversion, Fast Talk, Improved Feint, Iron Will, Unfriendly Fire
Languages Akitonian, Aklo, Azlanti, Brethedan, Castrovelian, Common, Eoxian, Kasatha, Shirren, Triaxian, Vercite, Vesk, Ysoki
Other Abilities convincing liar, cultural savant, expertise, heads up, inspiring boost, legal corruption
Combat Gear mk 1 serums of healing (2), smoke grenades (2), stickybomb grenades I (2), medpatch; Other Gear d-suit II (upgrades: infrared sensors, jump jets), anarchic frostbite class zero pistol with 1 battery (20 charges), buzzblade dueling sword with 1 battery (20 charges), red star plasma pistol with 1 battery (20 charges), mk 1 ring of resistance, basic medkit, computer (tier 2, artificial personality, miniaturization ×2, self-charging), everyday clothing, field rations (1 week), flashlight, hygiene kit, personal comm unit, toolkit (hacking), credstick (303 credits); Augmentations mk 1 synaptic accelerators (Dexterity)

SPECIAL ABILITIES
Convincing Liar (Ex) When Navasi attempts a Bluff check, she can choose to not add her expertise die until after she sees the result of her d20. Once she sees the result of her d20, she can either roll and add her expertise die normally or reroll the d20 and take the better of the two d20 results (but not add her expertise die).
Cultural Savant (Ex) As long as time permits, Navasi can take 20 on Culture checks to recall knowledge even if she doesn’t have access to a means of research.
Darkvision Navasi can see up to 60 feet in total darkness.
Diversion When Navasi successfully uses Bluff to create a distraction, she can allow an ally to attempt a Stealth check to hide (instead of attempting to hide herself). She can allow multiple allies to use Stealth to hide, but she takes a –5 penalty to her Bluff check for every ally after the first, and on a failed check, no ally can attempt to hide.
Expertise (Ex) As long as Navasi has at least 1 Resolve Point remaining, when she attempts a Bluff, Diplomacy, or Sense Motive check, she can roll 1d6+1 and add it to the result as an insight bonus.
Fast Talk If Navasi is conversing with a creature prior to the
beginning of combat, and she is aware of the beginning of combat and does not begin the combat herself, she can spend 1 Resolve Point to attempt a Bluff check (DC = either 15 + target’s Perception skill bonus or 20 + 1-1/2 × the target’s CR, whichever is higher). On a success, the creature is considered unaware at the beginning of the
combat (allowing Navasi and other aware creatures to act in a surprise round before the first full round of combat).
Heads Up (Ex) When Navasi succeeds at a Perception check, she can signal an ally within 60 feet as a reaction so that ally can act as if he also succeeded at the Perception check.
Improved Get ’Em (Ex) As a standard action, Navasi can make an attack against a foe, or as a move action she can select one foe within 60 feet. She must be able to see or hear the foe, and the foe must be able to see or hear her. Navasi and her allies gain a +2 morale bonus to attack rolls against that foe until the end of her next turn. She can spend 1 Resolve Point to instead add this bonus to attacks against all foes within 60 feet.
Improved Feint As a move action, Navasi can attempt a Bluff check against a single opponent (DC = either 10 + her opponent’s total Sense Motive skill bonus or 15 + 1-1/2 × opponent’s CR, whichever is greater) to cause that opponent to be flat-footed for the next attack she makes against it before the end of her next turn.
Inspiring Boost (Ex) As a standard action, Navasi can signal an ally who has taken damage since Navasi’s last turn. The ally must be able to see and hear her and be within 30 feet. The ally gains 19 Stamina Points, up to the ally’s normal maximum. She cannot target that ally with this ability again until the ally takes a 10-minute rest to
regain Stamina Points.
Legal Corruption Navasi needs to pay only 2 Fame when using the Basic Purchasing Plan boon to reduce her Infamy score (down from 4).
Unfriendly Fire When a foe misses Navasi with a ranged attack and she is adjacent to a different target, she can attempt a Bluff check (DC = either 10 + her attacker’s total Sense Motive skill bonus or 15 + 1-1/2 × the attacker’s CR, whichever is greater) as a reaction to force the attacker to reroll the attack against the adjacent target. This feat can’t be used on any creature that has seen her use it previously.
Watch Out (Ex) When a foe makes a ranged attack against an ally within 60 feet of Navasi, she can warn the ally as a reaction. The ally can use a reaction to gain a +4 bonus to AC against that single attack and then falls prone.

GEAR DESCRIPTIONS
Anarchic Frostbite-Class Zero Pistol This chaos-aligned magic weapon can be fired 20 times before its battery needs to be recharged or replaced. It bypasses the energy resistance of lawful outsiders and dragons.
Basic Medkit This basic medkit allows Navasi to attempt DC 25 Medicine checks to treat deadly wounds.
Buzzblade Dueling Sword Navasi can activate this sword 20 times (for up to 1 minute at a time) before its battery must be recharged or replaced.
Computer, Tier 2 This computer has the artificial personality, miniaturization to L bulk, and self-charging upgrades. It can receive commands and give information verbally. The computer’s artificial personality is advanced enough to attempt Bluff, Diplomacy, Intimidate, and Sense Motive checks with a +4 bonus.
D-Suit II While wearing this armor, Navasi can close its environmental seals and survive in a vacuum for up to 7 days. Its infrared sensors upgrade gives Navasi darkvision with a range of 60 feet. Its jump jets allow Navasi to fly up to 30 feet (or 20 feet straight up) as a move action. Navasi can do this 10 times before the jump jets’ battery must be recharged or replaced.
Flashlight Navasi’s flashlight increases the light level by one step in a 20-foot cone. It can be used for 10 hours before its battery needs to be recharged or replaced.
Medpatch Navasi can use this to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat poison task.
Mk 1 Serum of Healing Drinking this serum restores 1d8 HP.
Mk 1 Synaptic Accelerators These implants give Navasi an additional +2 to her Dexterity score (already included in her statistics above).
Red Star Plasma Pistol This weapon attacks all targets in a 20-foot line. Make a single attack roll, and compare it to the EAC of each target. Roll damage only once; each target takes that amount. It can be fired five times before its battery needs to be recharged or replaced.
Smoke Grenade This creates a 20-foot radius of smoke that lasts 1 minute.
Stickybomb Grenade I Any creature hit by this grenade that fails a DC 14 Reflex save gains the entangled condition until it escapes as a move action with a successful DC 15 Acrobatics or DC 20 Strength check or until 2d4 rounds pass.