Full Name |
Thak Poorida |
Race |
Brenneri diplomat |
Classes/Levels |
envoy 3 | SP 21/21 HP 22/22 RP 3/4 | EAC 16; KAC 16 | Fort +2; Ref +5; Will +3 | Init: +6 | Perc: +6, Bluff:+9+exp | Speed 30ft; Swim 20ft | Active conditions: None | Bottle Caps: 1 |
Gender |
male NG |
Size |
Medium |
Special Abilities |
IB: A / D / C / N / Y |
About Thak Poorida
Male Diplomat Envoy 3
NG humanoid (brenneri)
Init +5
Perception +6
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DEFENSE
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EAC 16; KAC 16
SP 21; HP 22; RP 4
Fort +2; Ref +5; Will +3
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OFFENSE
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BAB +2
Melee survival knife +4 (1d4+1 S; analog, operative)
Ranged pulsecaster +4 (1d4+1 E) OR
... tactical semi-auto +4 (1d6+1 P) OR
... tactical skipshot +4 (1d4+1 P; crit bleed 2)
Envoy Improvisations
... 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). The DC of this check is equal to the greater of either:
* 10 + your opponent’s total Sense Motive skill bonus
* 15 + 1-1/2 × the opponent’s CR.
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.
... inspiring boost (10 SP): 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.
Expertise Talent
... Stone-faced Liar (bluff): You deliver lies in a monotone as naturally as any other routine communication. When you attempt a Bluff check to lie, you can forgo your expertise die to make the DC of your Bluff check equal to 10 + the target’s total Sense Motive bonus, even if the target is suspicious of you. At 9th level, you can instead spend 1 Resolve Point to use the above DC, add your expertise die instead of forgoing it, and ignore the modifier the DC would have if the target is unfriendly to you.
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STATISTICS
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Str 11 (+0), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 18 (+4)
Expertise 1d6
Skills
Acrobatics* +6 (1+3+2+0)
Athletics* +0 (0+0+0+0)
Bluff* +10+expertise (3+3+4+0)
Computers* +5 (2+3+0+0)
Culture* +5 (2+3+0+0)
Diplomacy* +13 (3+3+4+3)
Disguise* +3 (0+0+3+0)
Engineering xx
Intimidate* +10 (3+3+4+0)
Life Science xx
Medicine* xx
Mysticism xx
Perception* +6 (3+3+0+0)
Physical Science xx
Piloting* +6 (1+3+2+0)
Profession* (Personal Representative) +8 (1+3+4+0)
Sense Motive* +7+expertise (2+3+0+2)
Sleight of Hand* +6 (1+3+2+0)
Stealth* +7 (2+3+2+0)
Survival +0
Speed 30 ft.; 20 ft. swimming
Feats Squox Companion, Improved Initiative
Languages Common, Breneri, Castrovelian (Lashunta), Vesk, Draconic
Other Abilities favored object, hold breath, diplomat theme knowledge
Gear 80 pistol rounds, 2 batteries, 100' rope, 2 binders, basic Lashunta Tempweave with a squox pocket (pet carrier) in the armor upgrade slot
Bank 485 credits
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CUBBER'S STATISTICS (level 3)
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Str -2, Dex +4, Con +2, Int -4, Wis +0, Cha +1
EAC 13; KAC 16
HP 30
Fort +4; Ref +6; Will +2
Speed 40 ft., climb 20 ft.
Melee
Bite +9 (1d4+3 P)
Skills
Acrobatics +13 (+16 to balance, escape, or tumble)
Athletics +7 (+15 to climb)
Stealth +13
Special Ability: Squox Tricks (Ex)
A squox can use Acrobatics to jump instead of Athletics. In addition, a squox can use its Acrobatics bonus as its attack bonus when it attempts a dirty trick, disarm, or trip combat maneuver. If the squox succeeds at a dirty trick maneuver, it can choose only between the entangled and off-target conditions. A squox's tail, two front paws, and mouth count as hands free for a disarm attempt.
Leveling up Cubber
I referred to the modifiers and stat increases listed in the Creature Companions Statistics Table, then applied them to the base Trained Squox entry.
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SPECIAL ABILITIES
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Squox Companion You own a trained squox that has an attitude of friendly or helpful toward you. You can designate your trained squox as your companion, which obeys your instructions, orders, and suggestions to the best of its ability. It won’t follow a command that would bring significant harm to itself, but it has your interests at heart and does what it can to aid you. While your squox companion is within 30 feet of you, you gain a +1 insight bonus to Perception checks to notice and search when the GM determines your squox could help you accomplish these tasks.
Your Tiny squox companion can share your space and end its movement there. Outside your space, your squox has evasion, as the operative class feature. While in your space, your squox has evasion, improved evasion (as the operative exploit), and cover. In addition, when your squox is adjacent to you or in your space and would take damage, you can use your reaction to intercede and take the damage instead.
In addition, your adorable companion is distracting. While it is in your space, you gain a +1 insight bonus to Bluff checks to feint. If your squox is in your space or within 10 feet of you, you can instead gain this insight bonus to Bluff checks to create a diversion, which can allow you or your squox to attempt to hide (your choice of which when you attempt the Bluff check).
Favored Object A brenneri can designate any object they own of negligible bulk as a favored object. Once per day, when a brenneri spends a Resolve Point and takes a 10 minute rest to regain Stamina Points, they can focus on a favored object during the rest and recover Hit Points equal to half their level (minimum 1).
Hold Breath Brenneris can hold their breath for 10 minutes, and taking actions does not reduce this duration (see Suffocation and Drowning).
Theme Knowledge (Ex) Thanks to your training to read body language and vocal inflections, it is difficult to lie to you. You believe a truthful statement contains deceptions or that a lie is a truthful state only when you fail a Sense Motive check to detect a deception by 10 or more. Diplomacy 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 Diplomacy checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
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BACKSTORY
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"'You're okay, Tock. We've got this.'"
Thak closed his eyes and traced the sign with his index finger. Smooth metal and smoky wall-board. Letters and spaces. Empty mounting holes.
Pressing himself into the corner behind the filing cabinet always felt good at moments like this, even if he got a little dusty in the process.
He turned the sign again.
Tech and Thak. Tick and Tock. They never could say your name right. Guess their mouths don't work like ours.
His shoulders finally unwound and his breathing slowed. "Well, there it is. Time to move," he told the back of his desk chair as he stood and massaged some wrinkles out of his suit.
He slid the sign slid back onto its stand in the wall of bookshelves. Light glinted off the raised letters:
Clarity Communications
Representation, Negotiation, and Mediation
Managing Partners: Tech Miyandor and Thak Poorida
Rani's voice met him in the outer office, colorful as her electric blue and purple spiked hair.
"Heya, boss. Feelin' better?"
"I am. Thanks for being patient."
"You're okay, boss. We've got this."
She paused. “What? What is it?"
Thak reopened his eyes and smiled. "Yes," he said. "Yes, we do. So, what's hot today?"
"It's all on your pad: 9am new client consult -- that's in 15 minutes, by the way -- blocked out some research time after that for the VIP gig next week, then a 4pm at Bluerise with Abadar’s financial review department. And what's this mysterious lunch appointment tomorrow that I didn't put on your calendar and that has no location?? Hmmm?"