Trinia Sabor

Zoey Strawberry's page

134 posts. Organized Play character for Kludde.


| SP 6/6 HP 10/10 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +3; Will +2 | Init: +1 | Perc: +0, SM: +0


| Speed 30ft | Zoey's playlist


Female human rocket girl 1



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

GM Only:
Zoey Strawberry
Female human icon envoy 1
LG Medium humanoid (human)
Init +1; Perception +0
Defense SP 6 HP 10 RP 5
EAC 12; KAC 13
Fort +0; Ref +3; Will +2
Speed 40 ft.
Melee tactical baton +1 (1d4 B; analog, operative)
Ranged pulsecaster pistol +1 (1d4 E nonlethal; nonlethal)
Offensive Abilities get 'em
Str 10 (+0); Dex 13 (+1); Con 10 (+0); Int 12 (+1); Wis 10 (+0); Cha 18 (+4)
Skills Acrobatics +5, Bluff +8, Culture +6, Diplomacy +8, Disguise +8 (+10 to disguise checks where changing your voice helps your disguise), Intimidate +8, Piloting +5 (1 ranks), Profession (artist) +9, Sense Motive +4, Stealth +5
Feats Dive For Cover, Fleet
Languages Akitonian, Common, Shirren, Ysoki
Other Abilities expertise, theme knowledge
Other Gear second skin, pulsecaster pistol with 1 battery (20 charges), tactical baton, basic medkit, credstick (1,675 credits); Augmentations vocal modulator

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Envoy Improvisation
[Paizo - Starfinder Core Rulebook, p.61]
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.
Get ’Em (Ex)
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.

Expertise (Ex)
[Paizo - Starfinder Core Rulebook, p.61]
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 (Ex)
[Paizo - Starfinder Core Rulebook, p.61]
     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).
Dive for Cover
[Paizo - Starfinder Core Rulebook, p.156]
    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.