Serpentfolk Spy

Nufriend Gazigaz's page

69 posts. Alias of Sunny16.


Race

| HP 20/20 SP 13/18 | RP 5/5 | EAC 15; KAC 16 | Fort +1; Ref +5; Will +5 | Init: +2 | Perc: +6, SM: +6; low-light vision

Classes/Levels

| Speed 30ft | charge cloak 1/1 | Active conditions: None.

Gender

"Gazigaz" Male CG skittermander xenoseeker envoy 3

About Nufriend Gazigaz

Gazigaz
Male skittermander xenoseeker envoy 3
CG Small humanoid (skittermander)
Init +2; Senses darkvision 60ft, low-light vision; Perception +6

DEFENSE
HP 20 SP 18 RP 5
EAC 15; KAC 16
Fort +1; Ref +5; Will +5

OFFENSE
Speed 30 ft.
Melee tactical baton +4 (1d4+1 B)
Ranged glamored static arc pistol +5 (1d6+1 E; critical arc 2)
Offensive Abilities grappler, hyper

STATISTICS
Str 10 (+0); Dex 15 (+2); Con 10 (+0); Int 10 (+0); Wis 10 (+0);
Cha 18 (+4)
Skills Bluff +10, Culture +6, Diplomacy +10, Life Science +6,
Perception +6, Piloting +8, Sense Motive +6, Stealth +7;
(reduce the DC to identify a rare creature using Life
Science by 5)
Feats Iron Will, Weapon Focus (small arms)
Languages Akitonian, Castrovelian, Common, Vesk, Ysoki
Other Abilities envoy improvisations (get ‘em, inspiring
boost [10 SP]), expertise (1d6), expertise talents (slick customer), six-armed, skill expertise
(Diplomacy)
Gear graphite carbon skin (infrared sensors), glamered static arc pistol with 1 battery (20 charges), tactical baton, charge cloak, iridescent spindle aeon stone, ring of whispers, starstone compass, hygiene kit, silver armbands (6), credstick (34 credits)

Background:
The emerald green Gazigaz is always ready to reach out one of his six hands in friendship. The third skittermander to be
employed by Nakonechkin Salvage, Gazigaz has an eye for fashion and keeps his fur impeccably groomed. He serves as the pilot aboard the skittermanders’ own starship, the Helping Hand, as well as the ship’s ambassador. Though salvage missions often don’t require a lot of diplomacy, Gazigaz has been instrumental in finding new jobs for the company by making contacts throughout the Pact Worlds and chatting
with other starship pilots. Gazigaz is as gregarious as he is ostentatious, and takes as much pride in presenting himself to new friends with flourishes and aplomb as he does in the shininess of his green coat and the gleam of his six well‑polished, signature armbands.

Over the past year, Gazigaz has spent much of his earnings decorating his quarters aboard the Helping Hand and keeping his wardrobe up to date. Though he has kept the finely embroidered charge cloak he purchased on Kalo‑Mahoi, he also sports uniquely skittermander fashions: on a recent visit to Vesk‑3, Gazigaz paid a small fortune for a set of silver armbands crafted by Floomafarhark, a famous skittermander designer. Gazigaz encourages strangers to compliment his
armbands by not‑so‑subtly flashing them in the light while
striking a dramatic pose, grinning, and stroking his luxuriously
coiffed chin fur

Cheat Sheet:

Gazigaz’s Cheat Sheet
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. This requires your ally to
understand your language, to be able to see or hear you, and be able to be affected by mind-affecting
effects.
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 at any point after your last turn ended. That ally regains 10
Stamina Points. 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. This requires
your ally to understand your language, to be able to see or hear you, and be able to be affected by
mind-affecting effects.
Skill Expertise – As long as you have at least 1 Resolve remaining, whenever you roll a Diplomacy or
Sense Motive check, add 1d6 to the roll as an insight bonus.
Slick Customer – When rolling Diplomacy, you can choose to determine the results of the roll
before rolling your Skill Expertise die. You may than either add your Expertise die or forgo it to
reroll your Diplomacy check.
Skittermander Abilities
Grappler – Gain a +2 to grapple maneuvers.
Hyper – Once per day, take an extra move action.
Gear
Charge Cloak – Once per day, power an item that uses up to 4 charges in a single use.
Graphite Carbon Skin – Light armor, EAC +3, KAC +4, Max Dex +4, Armor Penalty -1, Upgrade: Infrared
Sensors (gain Darkvision, 60 ft.)
Mk 1 Serum of Healing – Drinker regains 1d8 Hit Points.
Iridescent Spindle Aeon Stone – This aeon stone sustains you by negating the need to breathe.
Starstone Compass – This device automatically lets you know which direction Absalom Station is in relation
to your current position while within the Pact Worlds system. It also grants a +2 Insight Bonus to Piloting
checks to astrogating throughout the Pact Worlds system.
Ring of Whispers – This ring can be attuned to up to five proper names that you know. The ring grants you
a +5 Insight Bonus to hearing-based Perception checks and sense through (hearing), but only to allow you
to hear one of the attuned names being spoken.
Static Arc Pistol – The weapon can switch between stun (nonlethal) and normal mode as a move action.
On a critical hit, the closest creature within 10 feet of the target takes 2 electricity damage.
Glamered Weapon Fusion – This weapon can (Standard action) be commanded to change its
appearance to that of another object of similar size. It retains all its properties but does not radiate
magic when this property is active. After a glamered weapon is used to attack, this fusion is
suppressed for 1 minute.
Tactical Baton –This weapon is immune to technology, you can use your Dexterity modifier to attack
with it.