Trinia Sabor

Zoey Strawberry's page

433 posts. Organized Play character for Kludde.

Full Name

Zoey Strawberry


| SP 18/18 HP 22/22 | RP 5/5 | EAC 14; KAC 15 | Fort +1; Ref +5; Will +3 | Init: +2 | Perc: +4, SM: +4


| Speed 40ft | Zoey's playlist


Female human rocket girl 3




Akitonian, Common, Shirren, Vesk

About Zoey Strawberry

Zoey's playlist:
Post - based on: Stellar - Rocket Girl
Post - based on: SNSD - Genie
Post - based on: SNSD - Hoot
Post - based on: Vixx - Error
Post - based on: Twice - Signal
Post - based on: Exid - Nyam Nyam Jeop Jeop

Post - based on red velvet - Rookie
Post - based on T-ARA - do you know me
Post - based on F(X) - rum pum pum
Post, post - based on Someone like U - dalshabet
Post, post II, post III - based on Oh my girl - Closer

GM Only:
Zoey Strawberry
Female human icon envoy 3
LG Medium humanoid (human)
Init +2; Senses Perception +4

EAC 14; KAC 15
SP 18 HP 22 RP 5
Fort +1, Ref +5, Will +3

Speed Walk 40'
Melee dueling sword, tactical +2 (1d6+3 , critical -; Analog)
Ranged arc pistol, static +4 (1d6+1, critical Arc 2; Stun)
Ranged stickybomb grenade i +2 (, critical ; DC 12, Explode (entangled 2d4 rounds, 10 ft.))
Ranged smoke grenade +2 (, critical ; DC 12, Explode (smoke cloud 1 minute, 20 ft.))
Ranged frag grenade i +2 (1d6, critical ; DC 12, Explode (1d6 P, 15 ft.))
Ranged plasma guide, series-21 +4 (1d8, critical -; Guided, sniper (250 ft.), unwieldy)

Str 10, Dex 15, Con 10, Int 12, Wis 10, Cha 18,
Base Atk +2; Grp+2
Feats Dive for Cover, Fleet, Sniper Weapon Proficiency
Skills Acrobatics +7, Athletics +6, Bluff +10, Computers +5, Culture +6, Diplomacy +10, Disguise +9, Engineering +5, Intimidate +10, Medicine +5, Perception +4, Piloting +8, Profession (Artist) +11, Sense Motive +4, Sleight of Hand +6, Stealth +6,
Languages Akitonian, Common, Shirren, Vesk
Combat Gear serum of healing mk 1 (4),
Other Gear arc pistol, static, freebooter armor i, vocal modulator, personal upgrade mk 1, stickybomb grenade i, smoke grenade (2), frag grenade i (3), dueling sword, tactical, plasma guide, series-21, 297.0 gp

Size And Type Humans are medium humanoids and have the human subtype
Bonus Feat Humans select one extra feat at 1st level
Skilled Humans gain an additional skill rank at 1st level and each level thereafter

Icon Thanks to interstellar transmissions and drift travel, the galaxy is smaller than ever, and this connectivity has facilitated your ascension to celebrity status. You might be a famous performer or a celebrated scientist, but either way, you get recognized on the pact worlds and in associated systems. Your reason for traveling to unknown worlds might be to further spread your acclaim or to escape the limelight
Theme Knowledge Choose a profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a profession or culture check to recall knowledge about other icons of your profession or details about your profession's cultural aspects, increase the dc by 5. You gain a +1 bonus to checks with your chosen profession skill. Culture also becomes 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 culture checks. In addition, you gain an ability adjustment of +1 to charisma at character creation

Additional Skill Expertise 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
Dispiriting Taunt As a standard action, you can taunt an enemy within 60 feet. Attempt an intimidate check with the same dc as a check to demoralize that enemy (though this isn't a check to demoralize, so you can't use abilities that would apply to a demoralization attempt, like the rattling presence expertise talent). If you fail, that enemy is off-target (see page 276) until the end of your next turn. If you succeed, that enemy is instead shaken (see page 277) until the end of your next turn. This is an emotion and fear effect. At 6th level, you can spend 1 resolve point to treat a failed intimidate check for dispiriting taunt as if it were a success
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. Some envoy improvisations are language-dependent, mindaffecting, sense-dependent, or some combination of any or all of these. These terms are defined on page 270
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
Expertise Talent At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise. The list of expertise talents appears on pages 269-270
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) [Sense Motive, Intimidate]
Weapon Specialization You gain the weapon specialization feat as a bonus feat for each weapon type with which this class grants you proficiency
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

Dive For Cover You know how to dive out of the area of an effect When you attempt a reflex save against an area attack or area effect, you can fall prone in an adjacent square and roll that reflex save twice (taking the better result of the two). If you were in a threatened space, this movement provokes attacks of opportunity normally
Fleet You are faster than most While you are wearing light or no armor, your land speed increases by 10 feet. When you are encumbered, your land speed instead increases by only 5 feet. When you are overburdened, your speed is reduced to 10 feet
Sniper Weapon Proficiency You know how to use sniper weapons You gain proficiency in sniper weapons (see weapon proficiency on page 243)