About Navasi-SZWhat is an Envoy? Navasi is an envoy, a leader who motivates their teammates and trips up their enemies with cunning and style. Navasi - Level 3
Equipment reference:
Agile The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn. Analog This weapon eschews advanced electronics, computers systems, and electric power sources but was manufactured and calibrated using advanced technology. This weapon is immune to abilities that target technology. Comm Unit This pocket-sized device combines a portable computer and communications device, allowing instantaneous wireless communication with other comm units in both audio- and text-based formats at planetary range. A comm unit includes a calculator, flashlight (emits bright light in a 5-foot radius around you and dim light in the next 5 feet), a browser that accesses any local infospheres, and several entertainment options (including games). Expend Using this weapon expends the listed value’s ammunition. Finesse You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength. Hacking Toolkit, Commercial A hacking toolkit is required for Computers checks to Hack computers. You can use a hacking toolkit to access a computer without using a user interface, but this requires physical contact with the computer or contact via an infosphere or a similar linked network. Infiltrator’s Toolkit, Commercial You need an infiltrator’s toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. Laser Pistol A compact pistol that deals fire damage, with 1 commercial battery containing 10 charges. Mag The amount of ammo a magazine holds. Medkit, Commercial These contain analgesics, bandages, sterile gauze, and suturing tools necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. Range Increment Attacks with this weapon work normally up to a range of the listed value. Attack rolls beyond a weapon’s range increment take a –2 penalty for each additional multiple of the listed value between you and the target. Attacks beyond the sixth ranged increment are impossible. Reload 1 When you’re out of ammunition, you can reload a new battery or magazine as an Interact action. Semi-Auto Pistol This basic pistol has a magazine with 10 projectile rounds. Tactical Weapon This weapon gains the Tracking +1 trait. Tech Weapons with the tech trait incorporate electronics, computer systems, and power sources. Usually the weapons rely on integrated power sources (such as melee weapons that don’t have the powered trait), while others drain batteries with each attack. Thrown 10 Feet You can throw this weapon as a ranged attack; it’s a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. This weapon has a range increment of 10 feet. Tracking +1 Attack rolls with this weapon gain a +1 item bonus (already included in Navasi’s statistics). Versatile S This weapon can deal slashing damage as well as piercing damage. Choose each time you attack. Feats and Abilities reference:
Adaptive Talent During your daily preparations, select one skill feat that you meet the prerequisites for. You gain this skill feat until you prepare again. Battle Medicine ◆(general, healing, manipulate, skill) Requirements You’re holding or wearing a medkit; Effect You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds. Envoy Directives You can only use an action with the directive trait once per round. Get ‘Em! ◆ to ◆◆(directive, envoy) 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.
Get in There! ◆ to ◆◆(directive, envoy, traversal) You urge your allies to hustle into the fight or to get out of the way. Until the beginning of your next turn, you and your allies within 100 feet who can sense you gain a +5 foot status bonus to Speed.
Intimidating Shot ◆(general, skill) You attempt to Demoralize a foe within your ranged weapon’s range by firing it into the air, using ammo equal to the weapon’s expend. This check doesn’t take a –4 circumstance penalty if the target doesn’t share a language with you. Lie to Me If you can engage in conversation with someone trying to Lie to you, use your Deception DC (21) if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech. Ready Arms! ◆ to ◆◆(directive, envoy) You and all allies within 30 feet can Interact to draw, Switch Hands, or swap weapons as a reaction.
Size Up (concentrate, envoy, exploration) Frequency once per hour; Effect 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.
Watch Out ↺(concentrate, envoy) Trigger A creature targets an ally within 60 feet with an attack, and you can see both the attacker and your ally; Effect You signal a warning to your ally, granting them a +2 circumstance bonus to AC against the triggering attack. Wise to the Game You gain a +1 status bonus to your Perception DC against attempts to Feint or Lie to you and attempts to divert your attention with Create a Diversion, and a +1 status bonus to your Will DC against emotion effects. |