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Chadrah's page

170 posts. Organized Play character for soulnova.


Full Name

Chadra

Race

| ST:24/24 HP:28/28 RP:5/5| EAC 17; KAC 18 | F+4 R+2 W+1 | Init +6 | Perc +11

Classes/Levels

| Speed 30ft | Active Conditions: None.

Gender

Female NG Medium Lashunta Damaya Envoy 4

About Chadrah

CHADRAH
Envoy (scholar) 4
Character Sheet Google Sheet

STR 10 (0)
DEX 14 (+2)
CON 10 (0)
INT 15 (+2)
WIS 10 (0)
CHA 16 (+2)

ST 24/24
HP 28/28
Rs 5/5

EAC 17
KAC 18

Initiative
[dice=Init]1d20+6[/dice]

FORT +1
[dice=Fort]1d20+1[/dice]

REF +6
[dice=Ref]1d20+6[/dice]

WILL +4
[dice=Will]1d20+4[/dice]

=== OFFENSE ===
Tactical Semi-Auto Pistol, Analog, Bayonet (sword cane) +5 1d6+2
[dice=Tactical Semi Auto]1d20+5[/dice]
[dice=Piercing]1d6+2[/dice]

Bayonet Tactical Sword Cane, Analog Operative +5 1d4+2
[dice=Bayonet Tactical Sword Cane]1d20+5[/dice]
[dice=Slashing]1d4+2[/dice]

Azimuth Laser Pistol, Analog Operative 1d4+2
[dice=Azimuth Laser Pistol]1d20+5[/dice]
[dice=Fire]1d4+2[/dice]

Tactical Baton, Analog Operative +5 1d4+2
[dice=Tactical Baton]1d20+5[/dice]
[dice=Bludgeoning]1d4+2[/dice]

Harrying Fire
You can use your standard action to make a ranged attack that distracts a foe in your line of effect. Make an attack roll against AC 15. If you hit, you deal no damage, but the next ally to attack that foe gains a +2 circumstance bonus to her next attack roll, as long as that attack occurs before your next turn.

====SKILLS====

Acrobatics +9
[dice=Acrobatics]1d20+9[/dice]

Bluff +10
[dice=Bluff]1d20+10[/dice]

Computers +9
[dice=Computers]1d20+9[/dice]

Culture +9
[dice=Culture]1d20+9[/dice]

Diplomacy +10
[dice=Diplomacy]1d20+10+1d6[/dice]

Engineering +6
[dice=Engineering]1d20+6[/dice]

Life Science +9
[dice=Life Science]1d20+9[/dice]

Medicine +11
[dice=Medicine]1d20+11[/dice]

Perception +11
[dice=Perception]1d20+11[/dice]

Piloting +6
[dice=Piloting]1d20+6[/dice]

Prof (Lab Technician) +11
[dice=Prof Lab Technician]1d20+11[/dice]

Sense Motive +8
[dice=Sense Motive+Expertise]1d20+8+1d6[/dice]

Stealth +7
[dice=Stealth]1d20+7[/dice]

Expertise: Sense Motive, Diplomacy +1d6

=== LANGUAGES ===
Common, Castrovelian, Celestial, Vest, Shirren, Terran, Drow

=== FEATS ===
Armor Prof Light (Envoy)
Weapon Prof Basic Melee, Small arms, Grenade (Envoy)
Skill Synergy (Medicine/Perception) (1st)
Improved Initiative (3rd)

=== ABILITIES ===

Theme: Scholar Bioengineering DC-5

Limited Telepathy (30ft)
Daze DC13 (At will)
Psychokinetic Hand 35ft (at will)
Detect Thought (1/day)

Inspiring Boost (IMPROVISATION) (Ex) ST+11
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.

Get'em (IMPROVISATION) (Ex)
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.

Universal Diplomat (TALENT) (Ex)
Your Diplomacy checks to change a creature’s attitude are not language-dependent. This allows you to use Diplomacy to change the attitude of a creature with whom you do not share a common language, as well as a creature with an Intelligence score of 1 or 2 (creatures with no Intelligence score can’t have their attitudes improved using the Diplomacy skill unless the GM says otherwise).

Clever Feint (IMPROVISATION) (Ex)
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. DC = 10 + Sense Motive, or 15 + 1-1/2 × the opponent’s CR, whichever is higher.

Weapon Specialization (ENVOY)
Add your level to weapons you are proficient with. Half damage for small arms and operative melee weapons.

=== AUGMENTATIONS ===
Society Subdermal
MK 1 (Dex)

=== Equipment ===

Medpatch

Flashlight

Small Arm Rounds

Mk 1 Healing Serum (2)

Personal Comm Unit

Basic Medkit

Industrial Backpack

Field Rations 1 Week (2)

Everyday Clothing

Party Clothing

Rope (50ft)

Beacon

Medium dark hair
Pale green/yellow skin
Green eyes
Wears a lab coat over her traveling clothes and armor.