Catfolk

Suaco Quarvalsharess's page

10 posts. Alias of Aerdriana.


Full Name

Suaco Quarvalsharess

Race

Ryphorian

Classes/Levels

Fort +1 Ref +4 Will +3| Init: +2 Perception: +7 (Low-Light Vision) | Speed: 30 | Active Conditions: None

Gender

Ryphorian Envoy (Skyfire Adept) | EAC: 13 KAC: 14 | SP:7/7 HP 10/10 RP: 4/4 |

About Suaco Quarvalsharess

Suaco - Ryphorian - Evoy (Skyfire Adept Archetype)/1 - Dragon Blood (theme)
Humanoid (Ryphorian) Size: M Homeworld: Triaxus

Perception: +7
Initiative: +2
Low-Light Vision (60 ft)
Speed (armor): 30 (30)

Stamina Points: 7
Hit Points: 10
Resolve Points: 4

EAC: 13
KAC: 14
AC vs Combat Maneuvers: 22

Resist: Fire/5

Fort +1 Ref +4 Will +3

Flare rifle, dazzler(3) +3 (2d4 F) 60 ft, 8flares/1usage, Analog, Bright, Harrying
survival knife(1) +2 (1d4-1 S)

BAB +0

Skills:
Acrobatics +5, Athletics -2, Bluff +7, Culture +4, Diplomacy +7, Disguise +3, Intimidate +7, Perception +7, Piloting +5, Sense Motive +5, Stealth +1, Survival +1

Combat Gear:
Kasatha Microcord I Armor(+1EAC, +2KAC, Max Dex +3, ACP -2, Speed adjust 0); Semi-auto Pistol, tactical; Survival knife

Gear:
character is broke

Feats:
Longarm Proficiency (Combat)
You know how to use longarms.
*Prerequisites: Proficiency in small arms.
*Benefit: You gain proficiency in longarms (see Weapon
Proficiency on page 243).

Weapon Focus (Combat) (Longarm)
You have increased training in a particular weapon type, making
it easier to hit your target.
*Prerequisites: Proficiency with selected weapon type.
*Benefit: Chose one weapon type (small arms, longarms,
heavy weapons, etc.). You gain a +1 bonus to attack rolls
with that weapon type. If your base attack bonus is at least
3 lower than your character level (or your mechanic’s class
level, if you are a drone), you gain a +2 bonus instead.

Racial Abilities:
Size and Type: Ryphorians are Medium humanoids with the ryphorian subtype.
Bonus Feat: Ryphorians gain a bonus feat at 1st level.
Keen Senses: Ryphorians’ distinctive ears help them hear precisely, granting a +2 bonus to Perception checks.
Low-Light Vision: Vesk can see in dim light as if it were normal light. For more details, see page 264.
Trimorphic (Summerborn): Summerborn ryphorians gain fire resistance 5. Winterborn ryphorians gain cold resistance 5. Transitional ryphorians gain cold and fire resistance 2, and when in conditions of severe cold or heat, they have to attempt Fortitude saves only once per hour instead of once every 10 minutes. A ryphorian can stack this natural resistance with one other form of resistance.

Envoy/Class Features:
Key Ability Score:Charisma
Proficiencies:LightArmor; Basic melee weapons, small arms, grenade.
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 (EX)
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.
SKILL EXPERTISE (EX) Intimidate
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).
Get ’Em (Ex) Intimidate
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.