Gorgon

Snorter's page

Goblin Squad Member. Organized Play Member. 8,221 posts (9,929 including aliases). 2 reviews. 4 lists. 1 wishlist. 7 Organized Play characters. 29 aliases.


Race

Human

Classes/Levels

Xenoseeker Envoy 5

Age

28

Alignment

NG

About Yas




Medium humanoid (human)
Init +2; Senses darkvision (60'); Perception +6

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DEFENSE
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EAC 17; KAC 17
SP 18 HP 22 RP 4
Fort +3, Ref +5, Will +3

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OFFENSE
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Speed Walk 30'
Melee knife, survival +4 (1d4+1 , critical -; Analog, operative)
Ranged underwater hunting rifle (called) +4 (1d8+3, critical -; Analog, (Hunting rifle (CALLED)), A weapon with the called fusion can be teleported to its owner's hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A weapon with the called fusion must be in your possession for at least 24 hours for this ability to function.)
Ranged smoke grenade +2 (, critical ; DC 12, Explode (smoke cloud 1 minute, 20 ft.))

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STATISTICS
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Str 10, Dex 14, Con 11, Int 14, Wis 10, Cha 16,
Base Atk +2; Grp+2
Feats Great Fortitude, Longarm Proficiency, Versatile Specialization
Skills Bluff +9, Computers +8, Culture +8, Diplomacy +9, Engineering +8, Intimidate +9, Life Science +8, Medicine +8, Perception +6, Piloting +8, Sense Motive +6,
Languages Arkanen, Brethedan, Common, Common (Signed), Ghibran, Nchaki, Vercite
Combat Gear r2e (7), serum of healing mk 1,
Other Gear underwater hunting rifle (called), clothing (everyday), defrex hide (infrared sensors), adaptive biochains hideaway limb (standard), backpack (industrial), clothing (formal), fire extinguisher, hygiene kit, medkit (basic), rounds, longarm and sniper (2), tool kit (engineering kit), starstone compass, synergizing symbiote mk 1 (+2 cha), knife, survival, smoke grenade, comm unit (personal), medpatch, star sugar heartlove!!!, tool kit (hacking kit), society subdermal graft, starfinder insignia, second skin, 567.0 gp

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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Humans are medium humanoids and have the human subtype
Bonus Feat Humans select one extra feat at 1st level
Skilled Humans gain an additional skill rank at 1st level and each level thereafter

THEME BENEFITS
Xenoseeker The thought of meeting alien life-forms excites you. The more different their appearances and customs are from yours, the better! you either believe they have much to teach you or you want to prove you are better than them. Of course, the only way to accomplish your goal is to leave the pact worlds and travel to the vast, where a virtually endless number of aliens await
Theme Knowledge 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

CLASS FEATURES:
Clever Feint 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 (see page 276) 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
Convincing Liar When you attempt a bluff check, you can choose not to roll your expertise die until later. After you determine what the check's result would be, you can choose to either roll your expertise die and add the result to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 resolve point to reroll the check and add the result of your expertise die
Envoy Improvisation 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. The list of envoy improvisations appears on page 62. 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, mindaffecting, sense-dependent, or some combination of any or all of these. These terms are defined on page 270
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
Expertise Talent At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise. The list of expertise talents appears on pages 269-270
Skill Expertise 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)
Weapon Specialization You gain the weapon specialization feat as a bonus feat for each weapon type with which this class grants you proficiency
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. At 6th level, you can spend 1 resolve point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet

FEATS:
Great Fortitude You are resistant to diseases, poisons, and other maladies You gain a +2 bonus to fortitude saving throws
Longarm Proficiency You know how to use longarms You gain proficiency in longarms (see weapon proficiency on page 243)
Versatile Specialization You know how to get full value out of weapon types your class doesn't normally use You gain specialization (see page 243) in all weapons with which you are proficient that can be selected with weapon specialization

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