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About ZharisCG Female Pahtra Mediator Envoy 9 (Noble Scion Theme) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +5 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Diplomacy +16 (+1d6+1) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5 STR 14 (+2) [2 points, -2 racial +2 MK1 Personal Upgrade, +2 Level 5 increase]
BAB +6 | Movement 30
=== Bonuses ===
=== Weapons ===
Grenades: 0 Cryo / 7 Frag / 1 Holo / 0 Shock / 2 Stickybomb
______________________________________________________________________ Claws (natural weapons, always considered armed) +8 attack (BAB +Str mod)
Weapon Specialization: Special for natural weapons, add one and a half character level to damage for claws. Tactical Dueling Sword (Basic Melee) +8 attack (BAB +Str mod)
Weapon Specialization: add character level to damage. Grenades (Ranged-Thrown)
Resonant Dirge Pistol (alien equivalent)
--Weapon Specialization: add HALF character level to damage for small arms.
Screamer Decoupler (disintegrator) (Ranged, Small Arms)
Weapon Fusion: Called [Can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon.]
Advanced Semi-Auto Pistol (Ranged, Small Arms)
Weapon Specialization: add HALF character level to damage for small arms. Frostbite Class Zero Pistol (Ranged, Small Arms)
Weapon Specialization: add HALF character level to damage for small arms. === Armor ===
D-Suit III [L9, 13,300, EAC +11, KAC +12, Max Dex +6, Armor Check Penalty: 0, Speed Adjustment: --, Upgrade Slots: 3, Bulk L] Upgrade Slots:
Advanced Lashunta Tempweave (wearing) [L8, 8,520, EAC +9, KAC +10, Max Dex +6, Armor Check Penalty: 0, Speed Adjustment: --, Upgrade Slots: 3] Upgrade Slots:
=== Feats === Major Stage Magic (Invisibility) [You can cast this spell once per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma.]
=== Racial Abilities === Natural Weapons (Ex) (gained through species graft) [Pahtras can develop especially deadly claws that rake and rend with startling effectiveness. A pahtra with this alternate racial trait has natural weapons that function like those of vesk, except the pahtra’s natural weapons deal slashing damage.][Additional from Universal Monster rules (referred to in the graft text): "Natural weapons (and natural attacks) such as acid spit, bite, claw, or slam don’t require ammunition and can’t be disarmed or sundered. In addition, a player character with this ability can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. They also gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for this unarmed strike (instead of just adding their character level as usual)."]
=== Class Abilities === Additional Skill Expertise (Ex) [Choose another skill in which you have at least 1 rank from the list of skills you can choose with the expertise class feature; you can use expertise with that skill. You can choose this talent up to three times, choosing a different skill each time.] Biometric Implants (Ex; Disguise) [You have small implants that make microscopic alterations to your DNA, allowing you to attempt a Disguise check in place of Computers or Engineering to defeat biometric locks. If you have access to another creature’s biometric data, you can duplicate it automatically and open biometric locks keyed to them.] 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.] 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 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.] Inspiring Oration (Ex) [You can use inspiring boost as a full action. If you do, all allies within 60 feet of you regain a number of Stamina Points equal to twice your envoy level + your Charisma modifier (up to their maximum); at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost or inspiring oration, that ally can’t gain the benefits of either improvisation again until they recover Stamina Points following a 10-minute rest. As with the inspiring boost envoy improvisation, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained. You must have the inspiring boost improvisation to select this improvisation.] Signature Support (Enhanced, Ex) [At 2nd level, choose one of the following envoy improvisations: clever feint, dispiriting taunt, get ‘em, or inspiring boost. If you do not have that improvisation already, you gain it. If you do have it, you can instead gain a different improvisation for which you qualify. At 6th level, you can use the chosen improvisation as though you had spent 1 Resolve Point without having to spend a Resolve Point. You can do this once per day for every 6 envoy levels you have.] 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).] Spell Gem Understanding (Improvisation) (Su) [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.] === Archetype Abilities === Diplomatic Nuance (Ex) [Learn to speak and read 2 languages. Can use Diplomacy skill for Bluff checks to lie or pass a secret message and your Culture skill for Life Science checks to identify humanoids and monstrous humanoids. When you attempt a Diplomacy check to change a creature’s attitude, the creature’s attitude worsens only if you fail the check by 10 or more.] Expert Negotiator (Ex) [You are highly skilled at convincing others and reaching amicable agreements. If a creature’s initial attitude toward you would be unfriendly, indifferent, or friendly, you instead treat its attitude as one category higher. When you fail a Diplomacy check to change the attitude of a hostile creature by 10 or less, you can attempt to change its attitude again. Whenever an ally uses aid another to assist you with a Diplomacy check to change a creature’s attitude, if you succeed at that check, the targeted creature’s attitude toward your ally also improves.] Speaker of Many Worlds (Sp) [You can draw upon all known languages to make yourself understood in almost any situation. You gain the ability to cast tongues once per day as a spell-like ability. In addition, once per day as a full action, you can touch up to two willing creatures with an Intelligence modifier of at least –3 and grant them the ability to communicate with you and each other as though under the effect of tongues. This effect lasts for 1 hour or until you end it with a swift action. This is a mind-affecting affect.]
=== Theme Abilities === Theme Knowledge [You move about in the highest echelons of galactic society. Your status allows you to know who’s who among the wealthy and powerful of the galaxy. Reduce the DC of Culture checks to recall knowledge about the aristocracy, wealthy and powerful families, prominent personalities, and etiquette by 5. Choose either Bluff or Diplomacy. The chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Charisma at character creation.] Weekly Stipend
Skills:
80 skill points (8 +2 Int = 10/level) +Acrobatics +14 |+3 Dex +6 rank +3 class skill +2 Talented (race)
Augmentations:
Personal Upgrades -- +4 Charisma, +2 Strength Vocal Modulator [A vocal modulator includes a series of miniature actuators built specifically to reshape your voice box, along with miniature hyper-resonant chambers that dynamically close or open. This allows you to change the pitch, timbre, and tone of your voice. You can more easily imitate accents or pronounce alien languages. When using Disguise to change your appearance, you gain a +2 circumstance bonus if the change in your voice also helps your disguise (at the GM’s discretion).] Spells:
Disguise Self 1/day as a spell-like ability (char level=caster level, key ability charisma) [You make yourself—and any clothing, armor, weapons, and equipment on you—look different. You can seem up to 1 foot shorter or taller, thin, fat, or in between. You can’t change your creature type [humanoid] (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could merely add or obscure a minor feature, or you could look like an entirely different person or gender. The spell does not provide the abilities or mannerisms of the chosen form nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you gain a +10 circumstance bonus to the Disguise check (since it counts as altering your form). A creature that interacts with you directly can attempt a Will saving throw to recognize your appearance as an illusion.] Invisibility 1/day as a spell-like ability (char level=caster level, key ability charisma) [The creature or object touched becomes invisible. If the target is a creature, any gear it is carrying vanishes as well. The spell ends if the target attacks any creature. For purposes of this spell, an attack includes any spell or harmful effect targeting a foe or whose area or effect includes a foe. Actions directed at unattended objects don’t break the spell. Spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon security forces and have them attack, start a trash compactor with foes inside, remotely trigger traps, and so forth.] Token Spell 3/day as a spell-like ability (char level=caster level, key ability charisma) [Token spells enable you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. You can slowly lift one item of light bulk. You can alter items in a 1-foot cube each round, coloring, cleaning, soiling, cooling, warming, or flavoring them. You can create small objects, but they look artificial and are extremely fragile (they can’t be used as tools or weapons). You can illuminate an object to shed dim light in a 30-foot radius. Token spells lack the power to duplicate any other spell effects. Any actual change to an object (beyond moving, cleaning, or soiling it) persists for only 1 hour.] Telepathic Message
Spell Gems:
Wealth/Equipment:
Advanced Lashunta Tempweave (from loot)
Survival Straw [purifies water-based liquids] cost 450
Cash on Hand: 170.24 credits [most recent change 5/24/24 selling two old pistols that were still on my sheet but I am not using (older, laser and electricity types, and cutting down to 4 pistols rather than 6)] Original Equipment Total: 1,000
More Notes:
Dark red onyx foot--petrified person? part of a statue? Copper Keycard from ship key to manacles (from hostage crisis) Eos Club keys Tablet and little statuettes from the core room with the many-armed alien... tablet needs to be translated from aklo, and only brief phrases seem to show up. Original Employers: Advanced Institute of Heliodic Studies (who the Sun Runner belongs to)
Theme:
Noble Scion (+1 Cha) [You were born into a position of power and privilege. You might be an actual aristocrat or another member of the upper class, such as the relative of a politician, business magnate, or famous celebrity. Whatever your background, you were raised to be a member of high society, and you are as comfortable with alien diplomats as you are at a fashionable party. You can draw on your family’s resources to ease your way through life, so the galaxy is yours to enjoy!] Theme Knowledge (1st Level) [You move about in the highest echelons of galactic society. Your status allows you to know who’s who among the wealthy and powerful of the galaxy, from which families are on the rise and which are on their way down to how to dress for a barathu social event and which set of tongs to use for the kalo wandfish dish in the third course of brunch. Reduce the DC of Culture checks to recall knowledge about the aristocracy, wealthy and powerful families, prominent personalities, and etiquette by 5. Choose either Bluff or Diplomacy. The chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Charisma at character creation.] Weekly Stipend 12th Level -- Personal Retainer
Background:
Zharis is an accomplished actor from a very famous and very wealthy and privileged family, and so one one hand she is always pretending, always bluffing, and she might not always know the difference between the image that she conveys to others and the real person inside. However, as she plays her daily roles of privileged daughter and fascinating conversationalist, she discovers more and more the things that she likes and the things that she doesn't, and with the freedom that money and at least minor celebrity provide, she has been able to make choices about what she studies and has found some true talents... in fact her ability to improvise in any situation she finds to be a core strength. She knows that what she does and the way that she subtly manipulates people aren't going to be universally loved, but it isn't something she feels she has a choice about. Being who she is, she can't be blunt about anything. Always graceful, always believing that you are on camera, because if you ever let your guard down, that is when they will drag your name through the mud, and destroy your family name, which is of course unthinkable. She can however, use those talents for good. She can help people solve their problems and help groups agree on how to move forward. Those are the things that move nations and planets, and that is what she has grown up learning. In her own mind, at least 75% of who she is is all bluster. She knows a little bit about a lot of things and just pretends confidence with the rest. If people are having computer problems she makes sure they reboot, praying that simple things will work. Otherwise she has to stay up researching and contacting people that might really know. ... She doesn't realize that is how a lot of normal people learn as well. :) She wants to go on this expedition to get away from celebrity for a while, and see how it feels. I mean, no one there will know her, and they won't expect anything. Maybe it will help her to focus on other things for a while. ... She does also truly think that she can help and that she would be good at it though, or she wouldn't be trying for it. She also wonders if she can do it... get in just based on who she is, as little as that is, without having her father "make a few calls." She hopes so, because she doesn't want this to be about him. ______ Pet: Cabeezo the Stylemander (grooming thing... they live for three months. Just a storyline thing because she misses Cabizo) [level 1, price 50] (we're saying he lived his life and died at this point, but keeping him in the notes for the memory
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