Kazim

Zeni.Tyrnis's page

43 posts. Alias of Tyrnis.


Full Name

Zeni Desomal

Race

Damaya Lashunta

Classes/Levels

Envoy / 10

Gender

Female

Size

Medium

Age

36

Alignment

LG

Deity

Abadar

Languages

Castrovellian, Common, Elven, Drow, Celestial, Draconic, Vesk, Akitonian, Vercite, Ysoki, Goblin, Shirren, Kasatha, Eoxian, Brethedan

Occupation

Director in AbadarCorp; Captain of the Desna's Reach

Strength 10
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 17
Charisma 24

About Zeni.Tyrnis

The Basics:

Height: 5'9"
Weight: 150 lbs
Homeworld: Castrovel
Movement Speed: 30 ft.

Bonuses and Saves:

Initiative: 7
BAB: 7
Melee: 7
Ranged: 10
Thrown: 7

Fort: 3
Reflex: 10
Will: 10

Armor and Health:

HP: 64 / 64
SP: 60 / 60
RP: 12 / 12

EAC: 24
KAC: 25
AC vs Combat Maneuvers: 33 (KAC + 8)

Skills:

Acrobatics: 9 (3 Ranks + 3 Class + 3 Dex)
Athletics: 6 (3 Ranks + 3 Class)
Bluff: 20 (10 Ranks + 3 Class + 7 Cha)
Computers: 11 (5 Ranks + 3 Class + 3 Int)
Culture: 16 (10 Ranks + 3 Class + 3 Int)
Diplomacy: 22 (10 Ranks + 3 Class + 7 Cha + 2 Racial)
Disguise: 11 (1 Ranks + 3 Class + 7 Cha)
Engineering: 8 (2 Ranks + 3 Class + 3 Int)
Intimidate: 20 (10 Ranks + 3 Class + 7 Cha)
Life Science: 9 (6 Ranks + 3 Int)
Medicine: 9 (3 Ranks + 3 Class + 3 Wis)
Mysticism: 16 (10 Ranks + 3 Class + 3 Wis)
Perception: 16 (10 Ranks + 3 Class + 3 Wis)
Physical Science: 5 (2 Ranks + 3 Int)
Piloting: 9 (3 Ranks + 3 Class + 3 Dex)
Profession (Merchant): 16 (10 Ranks + 3 Class + 3 Wis)
Sense Motive: 18 (10 Ranks + 3 Class + 3 Wis + 2 Racial)
Sleight of Hand: 7 (1 Ranks + 3 Class + 3 Dex)
Stealth: 7 (1 Rank + 3 Class + 3 Dex)
Survival: 3 (0 Rank + 3 Wis)

Racial Abilities:

Lashunta Magic:
---Daze (At Will): Short circuits the mind of a humanoid of CR 3 or less for 1 round. Will save negates. Range: 25 ft. + 5 ft / 2 levels
---Psychokinetic Hand (At Will): Move an object of up to 10lbs / 1 bulk from a distance. Sustain movement with concentration. Range: 25 ft. + 5 ft / 2 levels
---Detect Thoughts (1/Day): Concentrate to gain info about intelligent beings in a 60 ft. cone. Can turn a different direction each round, but takes three rounds to gather full info. Can maintain for up to 1 min / level. 1: Presence or absence, 2: Int mod and number, 3: Read surface thoughts (Will save prevents this portion.)
Limited Telepathy: Mentally communicate with any creatures within 30 ft. that you share a language with.
Student: Gain +2 racial bonus on any two skills (Diplomacy, Sense Motive)

Theme Abilities:

Theme Knowledge (Priest of Abadar): Reduce the DC of Culture and Mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism is a class skill or gets a +1 bonus. +1 Wisdom
Mantle of the Clergy: You have reached a rank of authority in your religion. Typical lay followers of your religion have a starting attitude of helpful toward you and will often provide you with simple assistance on request due to some combination of adoration, respect, or fear (depending on your religion), and even other clergy must give your opinions due consideration in matters of disagreement. You gain a +2 bonus to Diplomacy and Intimidate checks against lay followers and lower ranking clergy.

Class Abilities:

Expertise: 1d6+2 insight bonus to Sense Motive, Diplomacy, Bluff, and Intimidate. For each skill with skill focus, 1/day can reroll the expertise die and take the better result.
Expertise Talent (4th) - Slick Customer: When you attempt a Diplomacy check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check. At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.
Expertise Talent (7th) - Well Informed: You keep yourself as up to date as possible about the events and major figures of any region you are in. Once you have been in a settlement or region for at least 24 hours, when you attempt a Diplomacy check to gather information, you can forgo your expertise die to attempt the check as a swift action (rather than the normal 1d4 hours).
Improv (1st) - Inspiring Boost: As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy 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.
Improv (2nd) - 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. Even if you fail, that enemy is flat-footed against your attacks 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.
Improv (4th) - Get 'Em: 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. At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.
Improv (6th) - Clever Improvisations: The first time you would spend Resolve Points on one of your envoy improvisations, reduce the cost by 1 Resolve Point (minimum 0). This ability refreshes whenever you take a 10-minute rest to recover Stamina Points and after an 8-hour rest to recover Resolve Points, reducing the Resolve Point cost of your next envoy improvisation after the rest.
Improv (8th) - Hidden Agenda: You’re an expert at veiling your true thoughts and goals. Whenever a creature attempts a Sense Motive check to detect a deception of yours, the creature must roll twice and take the worse of the two results. When you attempt a saving throw against an effect or ability that would read your thoughts or reveal your motives, you can roll twice and take the better of the two results.
Improv (10th) - Improved Get 'Em: Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll). As with get ’em, you can spend 1 Resolve Point to grant the benefits against all enemies within 60 feet.

Feats:

Proficiency: Light Armor
Proficiency: Small Arms, Basic Melee, Grenades
1st - Veiled Threat: When you successfully use the Intimidate skill to bully a creature, after the duration of its helpful attitude ends, its attitude toward you becomes indifferent rather than hostile.
3rd - Extended Telepathy: Telepathy Range increases to 60 ft.
5th - Fast Talk: You can distract a creature with a confusing barrage of words, causing it to be surprised at the beginning of combat. You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins. You can’t use this ability if you are the one to instigate combat or if you are unaware at the start of combat. When the GM declares that combat has begun, but before initiative is rolled, you can spend 1 Resolve Point to attempt a Bluff check against a single creature that this ability can affect. The DC is equal to 15 + the target’s total Perception skill bonus, or 20 + 1-1/2 × the target’s CR, whichever is higher. If your check is successful, the target creature is considered unaware at the start of combat, allowing other creatures (including yourself) to act in a surprise round. Once you have attempted to use this ability on a creature, whether or not you succeed, it is immune to this ability for 24 hours.
7th - Improved Initiative: + 4 Init
9th - Weapon Focus: +1 to attack with Small Arms

Equipment:

Weapon: Laser Pistol, Corona (2d4F, crit Burn 1d4, 20/1 charges, 90ft. range.)
Weapon: Sword Cane, Ultrathin (2d4S, crit Bleed 1d4, analog, operative)
Armor: Freebooter Armor III (+12 EAC / +13 KAC)
----Upgrade: Thermal Capacitor, Mk 1 (DR 5/fire, cold - temps from -50 to 170 do not require fort saves)
----Upgrade: Filtered Rebreather (DR 5/acid, +2 save vs. poison/disease, environmental protections last item level weeks)
----Upgrade: Backup generator (1 charge/10 minutes of movement)

Credits: 19,630

Other Gear:
Personal Upgrade Mk II: Charisma (+4)
Personal Upgrade Mk I: Dexterity (+2)