Whiskifiss

Tremox Soshi's page

70 posts. Alias of Enchanter Tim.


Race

| SP 14/14 HP 14/14 | RP 4/4 | EAC 13 KAC 14 | Fort +1; Ref +5; Will +3 (+2 vs. spells/spell-like) | Init: +2 | Perc: +5, SM: +6

Classes/Levels

| Speed 30ft |

Gender

Male CG yoski law officer envoy 2

About Tremox Soshi

Tremox "Moxie" Soshi

Male ysoki law officer envoy 2
CG Small humanoid (ysoki)
Init +2; Senses darkvision 60 ft.; Perception +5 Sense Motive +6

Defense
SP 14 HP 14 RP 4
EAC 13; KAC 14
Fort +1; Ref +5; Will +3; +2 against spells and spell-like abilities

Offense
Speed 30 ft.
Melee survival knife +3 (1d4-1 S; analog, operative)
Ranged tactical semi-auto pistol +3 (1d6 P; analog)
Offensive Abilities

Statistics
Str 8 (-1); Dex 14 (+2); Con 12 (+1); Int 12 (+1); Wis 11 (+0); Cha 16 (+3)

Racial Abilities
Cheek Pouches Store 1 cf foot and 1 bulk of items in cheeks. Swift action to move an item between cheeks and hands. Move action to drop all items from cheeks.
Darkvision Gain Darkvision (60 feet)
Moxie Stand from prone as a free action. Off-Kilter does not impose penalties to attack nor make you flat-footed. +5 to acrobatics checks to tumble through an opponent's space if they are larger.
Scrounger +2 to Engineering, Stealth, Survival checks.

Theme Abilities
Theme Knowledge Reduce DC of criminals, law enforcement agents, laws, and related law-enforcement practices by 5. Similar, reduce DC of sense motive checks to detect and discern secret messages. +1 to Sense Motive.

Class Abilities
Expertise Roll 1d6 expertise insight bonus for Sense Motive checks
Clever Feint As a standard action, attempt a bluff check against an enemy within 60 feet. Even if you fail, the enemy is flat-footed to your attacks until the end of your next turn. If you succeed, it is flat-footed to all your allies' attacks until the end of your next turn. Can't use against an enemy without an Int score.
Skill expertise: Bluff Roll expertise dice on Bluff checks
Get 'em As a move action, choose one enemy within 60 feet. Until the start of your next turn, allies gain +1 morale bonus to hit against the enemy.

Feats
Spellbane +2 to saves vs. spells and spell-like abilities

Skills
Acrobatics +6 (+11 to tumble through the space of a creature of Medium or larger size), Athletics -1, Bluff +8, Computers +5, Culture +6, Diplomacy +8, Disguise +3, Engineering +3, Intimidate +7, Life Science +1, Medicine +1, Perception +5, Piloting +2, Profession (Lawyer) +5, Sense Motive +6, Sleight Of Hand +2, Stealth +9, Survival +2

Languages Akitonian, Common, Shirren, Vesk, Ysoki
Other Abilities cheek pouches, moxie
Combat Gear Second Skin armor, survival knife, tactical semi-auto pistol with 9 small arm rounds, mk I serums of healing (2)
Other Gear everyday clothing, hygiene kit, backpack, personal comm unit, travel clothing, 30 rounds - small arms, credstick (credits)