Full Name |
Yxov |
Classes/Levels |
HP: 6/6, Stamina: 6/6 | EAC: 13 (12 w/o armor), KAC: 14 (12 w/o armor) | F: +0, R: +4, W: +3 | Init: +2, Perc: +5 | Ammo: Clip: 8, Reserve: 15 |
Strength |
10 |
Dexterity |
14 |
Constitution |
11 |
Intelligence |
10 |
Wisdom |
12 |
Charisma |
16 |
About Yxov
SFS #
Experience 0
Slotted Faction ???
Wealth 0 Credits
Reputation 0 Fame, 0 Global Reputation
Reputation with Acquisitives:
Reputation with Dataphiles:
Reputation with Exoguardians:
Reputation with Second Seekers (Luwazi Elsebo):
Reputation with Wayfinders:
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Voxey
Male-ish Shakalta Envoy 1
CG Humanoid (Shakalta)
Init +2; Senses Perc +5, SM 1d6+5, darkvision
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Defense
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EAC 10, KAC10
SP 6 HP 6 RP 4
Fort +0, Ref +4, Will +3
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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 (0), Dex 14 (+2), Con 11 (+0), Int 10 (0), Wis 12 (+1), Cha 16 (+3)
Skills (8 ranks; 8 class, 0 INT)
Acrobatics 6 (1 rank, 3 class, 2 DEX),
Bluff 9 (1 rank, 3 class, 3 CHA 2 SS) ,
Computers 4 (1 rank, 3 class, 0 INT),
Culture 0 (0 rank, 0 class, 0 INT),
Diplomacy 9 (1 rank, 3 class, 3 CHA 2 SS),
Engineering 0 (0 INT),
Intimidate 7 (1 rank, 3 class, 3 CHA),
Perception 5 (1 rank, 3 class, 1 WIS),
Physical Science (1 rank, 3 class, 0 INT),
Sense Motive 5 (1 rank, 3 class, 1 WIS),
Stealth 2 (2 DEX),
Starship-Combat Version of Skills
Dunno yet. TBD?
Feats Skill Synergy (Two skills Bluff/Diplomacy); Improved Demoralize
Proficiencies light armor, basic melee weapons, grenades, small arms
Languages Common, Draconic, Shakalta, telepathy 30'
Other Abilities
Gear
Carrying Capacity 3 bulk
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Special Abilities
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Aura of Light
The light level increases by one step within 10 feet of a shakalta. If the shakalta’s body is mostly covered, such as by opaque armor, this light diminishes to a 5-foot radius. Complete covering can douse the light.
Bonded Souls
Two souls bond to form an adult shakalta. Each soul has its own awareness, identity, and personality, but each can communicate with the other and access the other’s thoughts and memories. When these souls bond, they create one shared permanent physical body out of coherent energy. Each day, after the shakalta rests to regain daily-use abilities, one soul takes active control of the body, which might change slightly in appearance to match the active personality. The other soul is still present but becomes mostly inactive, able to communicate only with the active soul. The inactive soul is also beyond the reach of other outside communication and mind-affecting effects. If a shakalta dies, both souls leave the shared body, but the bonded pair counts as one soul for raise dead and similar life-restoring effects
Energy Body
As beings of coherent energy, shakaltas are immune to disease and poison. Shakaltas don’t need to breathe, and they are immune to the normal environmental effects of being in a vacuum, including cosmic rays.
Shakalta Telepathy
Shakaltas have limited telepathy with a range of 30 feet. However, they are receptive to other shakaltas’ telepathy, extending the range at which they can communicate with each other in this way to 90 feet.
Psychic Shunt
Once per day, as a reaction when a shakalta fails a saving throw against a mind-affecting effect, the active soul can divert the effect to the inactive soul. The active soul is unaffected by the effect, but for the duration of that effect, the shakalta has the off-target condition and takes a –2 penalty to skill checks. While a mind-affecting effect is diverted to the inactive soul, spells can be cast to end the effect as if the whole shakalta were affected by it. If the souls switch active states while either is affected by a mind-affecting effect, the shakalta gains a new saving throw against those effects.
Shakalta Magic
A shakalta can cast dancing lights and energy ray (electricity or fire only) at will.
When you cast this spell, choose acid, cold, electricity, or fire; the spell gains that descriptor. You fire a ray at the target, and you must make a ranged attack against its EAC. On a hit, the ray deals 1d3 damage of the chosen energy type.
Skill Synergy
Shakaltas gain Skill Synergy as a bonus feat.
Star Sustenance
Shakaltas gain sustenance from the light of stars, and they don’t need water, although they can eat and drink if they wish. A shakalta can go without such light, which starship and space station lights can duplicate, for 1 day plus a number of hours equal to their Constitution score, after which they must attempt Constitution checks as if going without water.
Theme: Spacefarer
(+1 Con)
Your longing to journey among the stars can’t be sated. You yearn for the adventure of stepping onto a distant world and exploring its secrets. You tend to greet every new opportunity with bravery and fortitude, confident that your multitude of skills will pull you through. Perhaps you simply find joy in the act of traveling with your companions, or perhaps you are just out to line your pockets with all sorts of alien loot!
Theme Knowledge (1st Level)
You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science 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 Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
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.
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.
Inspiring Boost (Ex)
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.
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).
Equipment/Gear
Cost Item Bulk
7 Personal Comm L
20 Any one Toolkit L
3 Hygiene Kit 1
5 Professional Clothes - (or 5 sets of normal clothes)
100 Mark 1 healing serum (x2) Lx2
55 Miniaturized Tier 1 computer L
190 Credits, 1.5 Bulk
Armor
Perserver's Mantle, I
Level 2; Price 520; Category Light
EAC Bonus +1; KAC Bonus +2; Max. Dex Bonus +6
Armor Check Penalty —; Speed Adjustment —
Upgrade Slots 0; Bulk L
Weapon
Semi-Auto Pistol, Tactical
Level 1; Price 260
Hands 1; Proficiency Small Arms
Damage 1d6 P; Range 30 ft.; Critical —
Capacity 9 rounds; Usage 1
Bulk L; Special analog
Rounds, Small Arm
Level 1; Price 20
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity 15
Bulk L; Special —
15 credits