CHARACTER INFORMATION Pervir Eir, LN Medium Female Human Icon Envoy 1 (0 XP)
Home Planet Absalom Station
DEFENSE SP 6/6, HP 10/10, RP 5/5
EAC 13, KAC 14, Fort +0, Ref +4, Will +2
Init +2, Perc(0) +0, Senses ---
Immunities ---, Resistances ---
Armor Second Skin Bulk L, EAC Bonus 1, KAC Bonus 1, Dex Cap 5, Check Penalty 0, Speed Penalty 0, Upgrade Slots 1
Powered Armor ---
OFFENSE Speed 30 ft.
Melee Survival Knife +0 (Analog, Unwieldy) Damage 1d4 S
Ranged Pulsecaster Pistol +2 (Nonlethal) Damage 1d4 E Critical --- Category Shock
Ranged Smoke Grenade +2 (Explode (smoke cloud 1 minute, 20 ft)) Damage No damage
Space5 ft, Reach 5 ft
SPELLS Base Spell DC ---
Level 0--- Level 1---
FEATS & SPECIALS Level 1 Class Envoy Envoy Improvisation 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.
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.
Signature Item Dress (Clothing)
Skill Expertise Disguise
Human Bonus Feat Diversion, You can draw attention to yourself, allowing your allies to slip away. Benefit: 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. Theme Feat Theme Knowledge (1st Level), Thanks to interstellar transmissions and Drift travel, the galaxy is smaller than ever, and this connectivity has facilitated your ascension to celebrity status. You might be a famous performer or a celebrated scientist, but either way, you get recognized on the Pact Worlds and in associated systems. Your reason for traveling to unknown worlds might be to further spread your acclaim or to escape the limelight. Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, reduce the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes 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 Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
STATS & SKILLS(X) – Ranks, * - Class Skill STR 10 (+0), DEX 15 (+2), CON 10 (+0), INT 10 (+0) WIS 10 (+0), CHA 18 (+4)
Acrobatics*(1) +6, Athletics*(0) +0, Bluff*(1) +8, Computers*(0) +0, Culture*(1) +5, Diplomacy*(1) +8, Disguise*(1) +8, Engineering*(0) +0, Intimidate*(0) +4, Life Science(0) +0, Medicine*(0) +0, Mysticism(0) +0, Perception*(1) +4, Physical Science(0) +0, Piloting*(1) +6, Sense Motive*(0) +0, Sleight of Hand*(0) +2, Stealth*(1) +6, Survival(0) +0, Profession: Actor*(1) +8
GEAR Worn Personal Comm Unit, Environmental Clothing, Cosumer Backpack
Stowed Party Clothing, Cosmetics, Hygiene Kit
Current Bulk 2.2 Encumbered 5, Maximum 11