Female N Envoy(Outlaw) lvl1
Stamina:7 HP:10 Reslove:4
Str:13 Dex:16 Con:10 Int:12 Wis:13 Cha:17
Tactical Survival Knife:+1 1d4+1S Bulk:L Analog 95 creds
Tactical Semi-Auto Pistol:+3 1d6P Range:30ft Bulk L Rounds9 Analog 260 creds
Second Skin EAC:+1 KAC:+2 Max Dex:+5 Upgrade 1 BulkL 250 cred
Mass Produced Tent
Serum of Healing MK1(x2)
Frag Grenade (x2) Range:20ft 1d8E 15ft
Smoke Grenade 20ft Smoke Cloud 1 minute 20ft
Personal Comm Link
Cableline Titanium 20ft
Sleight of Hand:+7
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.
As you gain experience, you learn envoy improvisations—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck.
You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter.
If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the DC is equal to 10 + half your envoy level + your Charisma modifier.
Some envoy improvisations are language-dependent, mind-affecting, sense-dependent, or some combination of any or all of these.
You learn your first envoy improvisation at 1st level and an additional improvisation at 2nd level and every 2 levels thereafter. Many improvisations require you to have a minimum envoy level, and they are organized accordingly. Some improvisations have additional prerequisites, such as other improvisations
Improvisation:Clever Feint (Ex) [sense-dependent](1st)
As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success.
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).
Lashuntas gain the following Spell-Like abilities:
At will: daze, psychokinetic hand 1/day: detect thoughts
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.
Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice.