Lashunta

Revvy's page

121 posts. Organized Play character for Revvy Bitterleaf.


Race

Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5

About Revvy

Male Lashunta Xenoseeker envoy 1
N Medium humanoid (Lashunta)
Init +2; Perception +5
DEFENSE SP 6 HP 10 RP 3
EAC 12; KAC 13
Fort +0; Ref +3; Will +3
OFFENSE
Speed 30 ft.
Melee survival knife +0 (1d4 S; analog, operative)
Ranged azimuth laser pistol +1 (1d4 F; critical burn 1d4) or
frag grenade I +0 (explode [15 ft., 1d6 P, DC 12]) or
smoke grenade +0 (explode [20 ft., smoke cloud 1 minute])
Offensive Abilities get ’em
STATISTICS
Str 10 (+0); Dex 12 (+1); Con 10 (+0); Int 13 (+1); Wis 12 (+1);
Cha 18 (+4)

XENOSEEKER +1 cha

THEME KNOWLEDGE (1ST)
You are trained to seek out, identify, and interact with alien
life-forms. Reduce the DC to identify a rare creature using Life
Science by 5. Life Science 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 Life Science checks. In addition, you gain an ability
adjustment of +1 to Charisma at character creation.

Envoy:
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex)

Skill Ranks per Level: 8 + Intelligence modifier

Proficiencies Armor-light; Weapons-basic melee weapons, grenades, small arms

Skills:
Bluff:+10 (1 rank, +4 cha, +3 trained, +2 racial) (+1d6)
Diplomacy:+12 (1 rank, +4 cha, +3 trained, +2 racial, +2 feat) (+1d6)
Computers: +5 (1 rank, +1 int, +3 trained)
Perception: +5 (1 rank, +1 wis, +3 trained)
Life Science: +6 (1 rank, +1 int, +3 trained, +1 Theme)
Culture: +5 (1 rank, +1 int, +3 trained)
Stealth: +5 (1 rank, +1 dex, +3 trained)
Sense motive: +7 (1 rank, +1 wis, +3 trained, +2 feat ) (+1d6)
Sleight of Hand +5 (1 rank, +1 dex, +3 trained)

Feat: Skill Focus (Diplomacy, Sense motive)

SKILL EXPERTISE (EX) 1ST LEVEL
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).

All lashuntas gain +2 Charisma 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
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.

Other Abilities expertise
Languages Common, Lashunta, Vesk
Combat Gear mk 1 serum of healing, frag grenade I, smoke
grenade, medpatch; Other Gear second skin, azimuth
laser pistol with 2 batteries (20 charges each), survival
knife, everyday clothing, field rations (1 week), flashlight,
hygiene kit, personal comm unit, toolkit (hacking),
credstick (1235 credits)

SPECIAL ABILITIES
Expertise (Ex) If you have at least 1 Resolve Point remaining
when she attempts a Bluff or Sense Motive check, she can
roll 1d6 and add it to the result as an insight bonus.

SKILL EXPERTISE (EX) 1ST LEVEL
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).

ENVOY IMPROVISATION:
Inspiring Boost (Ex)
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.

GEAR DESCRIPTIONS
Azimuth Laser Pistol This weapon can be fired 20 times
before its battery needs to be recharged or replaced.
Flashlight increases the light level by one
step in a 20-foot cone and can be used for 10 hours.
Mk I Serum of Healing Drinking a vial of this serum restores
1d8 Hit Points.
Medpatch you 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.
Second Skin While wearing this armor, you can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 24 hours.
Smoke Grenade This creates smoke in a 20-foot radius that
lasts 1 minute.