Spellsoldier

Vegoizana "Vee" Reisora's page

2 posts. Alias of Archpaladin Zousha.


Race

| SP 7/7 HP 8/8 | RP 4/4 | EAC 12; KAC 12 | Fort +1; Ref +4; Will +2 | Init: +2 | Perc: +4, SM: +3

Classes/Levels

| Speed 30ft | Active conditions: None.

Gender

Female CG elebrian sensate enhanced envoy (phrenic adept) 1

About Vegoizana "Vee" Reisora

Experience 0
Wealth 1,000 Credits
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Vegoizana "Vee" Reisora
Enhanced Envoy (Phrenic Adept) 1
CG Medium humanoid (elebrian)
Init +1; Senses Perc +4, SM +3, Low-Light Vision

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Defense
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EAC 10, KAC10
SP 7 HP 8 RP 4
Fort +1, Ref +4, Will +2

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Offense
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Speed 30 ft.
Melee
Ranged
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities

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Statistics
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Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 16

Skills Bluff +6, Computers +4, Culture +5, Diplomacy +6+1d6, Disguise +6, Intimidate +6, Mysticism +0, Perception +4, Sense Motive +3

Starship-Combat Version of Skills
Omitting Class features and items that do not affect Crew Actions

Feats Weapon Proficiency (Longarms)

Languages Aballonian, Common, Elven, Eoxian

Other Abilities Find Weakness, Intellectual Knack

Combat Gear
Other Gear

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Special Abilities
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Theme Knowledge (Sensate):
Always in search of new sensations, you have spent significant time learning about the cultures of the Pact Worlds and have gained a breadth of cultural knowledge, from the composition styles of Vercite ether-ballads to quantum-flavored Idaran cuisine or the latest textiles in Kalo-Mahoi fashions. Reduce the DC of Culture checks to recall knowledge about artistic innovations and traditions by 5. Given your propensity for trying new things, you’ve also found it prudent to understand the distinction between delightful experiences and those that are ill-advised, permanently injurious, or even fatal. Reduce the DC of Life Science checks by 5 when identifying consumables such as drugs, medicinals, poisons, food, and drink. Perception 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 Perception checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
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 here.

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, the DC is equal to 10 + half your envoy level + your Charisma modifier.

Some envoy improvisations are language-dependent, mind-affecting, sense-dependent, or some combination of any or all of these. These terms are defined here.

Spell Gem Understanding: You can use spell gems as if you were a spellcaster. For purposes of using spell gems, you treat all spells on the mystic, technomancer, and witchwarper spell lists as your class’s spell list, and you use Charisma as your key ability score for your spellcasting. Your effective caster level for any spell gems you use is equal to your envoy level.

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.

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).

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Description:
Vegoizana is a plump, bottom-heavy elebrian with wispy black hair growing from the back of her head, just enough to frame her face. She can mostly be seen wearing EJ coveralls when on the clock, but on the rare occasion she has an evening out to enjoy, she'll trade it for a sleek, iridescent black dress that hugs her curves magnificently. No matter her outfit, however, she always wears fingerless black gloves and elegant, gothic makeup.
Personality:
While Vee is not a religious person by any stretch, she could easily be mistaken for an adherent of Calistria or Cayden Cailean, spending what free time she has away from EJ Corp indulging in whatever good food, drugs, music or pleasurable company the Pact Worlds can offer (that she can afford, anyway). However, she maintains a strong ethical core beneath her hedonism, always trying to be considerate and empathetic to others, especially since she can feel peoples' distress more strongly than others due to her telepathy. She has a deep disdain for intricate and restrictive codes of conduct, feeling they are too often used as a way to disguise exploitation and hypocrisy with a polite face.
Backstory:
Living elebrians are rare on Eox, even rarer out in the Pact Worlds at large, to the point where some may assume the entire species has passed into undeath. Vegoizana barely remembers her life on her homeworld, or who her birth parents were, as she was adopted and brought offworld by the Reisoras, Prophets of Kalistrade who wanted to start a family whilst adhering to the Prophecies' intricate web of taboos surrounding physical contact and procreation. Vee grew up steeped in these rules alongside her new adoptive sister, a human named Eline.

Despite the strange, rule-bound lifestyle, Vee and El (as she called her sister when their parents weren't around to chide against the use of nicknames) received some of the best education in the Pact Worlds, granted by their parents' wealth and privilege. The arts, the sciences, magic, none of it was out of Vee's reach, but as she grew, she began to see the ways others in the galaxy lived, and to wonder how they could be so happy and fulfilled even if they were not granted the kind of wealth that could be obtained through adherence to the Prophecies. She also began to look at her life in comparison and began feeling like it was hollow and joyless, even if she wanted for nothing. Her parents had prepared an executive position for her in EJ Corp, which they were major shareholders in, and on the eve of her birthday, she finally asked her parents what this was all for, why the Prophets grasped after wealth, power and immortality when it seemed so empty and sterile. The conversation swiftly turned into a three-way argument between her, Eline and their parents, culminating in her declaring she'd had enough of living life afraid of breaking rules and afraid of the death those rules supposedly protected her from. She stormed out, withdrew what money she could from her accounts before her parents froze them, and then went on a shopping spree for new clothes that weren't white, followed by ordering a pizza and eating it all herself.

For the next few years, Vee slummed it on Absalom Station, renting a cheap apartment and spending the rest of her money living like a grungy queen down in the Spike. She blossomed from the slip of a girl she'd been into a full-figured woman and after a night of doing transdimensional pesh with an Arcanimirium student, unlocked her psychic potential, years of magical theory suddenly clicking for her. But eventually she did have to confront the lesson that good things can't last forever, and she now needed to seek employment. Her lack of a resume obviously hampered her, and she was struggling to find something her diverse but shallow skillset would excel in. That was when she noticed an ad for EJ Corp, the company she'd been groomed to work for. Idly amused, she applied on a whim and was surprised when she was actually hired. She became even MORE surprised when she discovered her estranged sister, Eline, was one of the top executives there now, and yet somehow none of the HR people she met with noticed her last name. Vee decided this was for the best, and became friends with a brenerri coworker named Tarika, who set her up with a freighter crew.