Trinia Sabor

Zoey Strawberry's page

617 posts. Organized Play character for Kludde.


Full Name

Zoey Strawberry

Race

| SP 24/24 HP 28/28 | RP 7/7 | EAC 13; KAC 14 | Fort +1; Ref +5; Will +4 | Init: +1 | Perc: +4, SM: +4

Classes/Levels

| Speed 40ft | Zoey's playlist

Gender

Female human rocket girl 4

Size

메디움

Languages

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 Envoy 4
Lawful Good Medium Human
Init +1; Senses Perception +4

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DEFENSE
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EAC 13; KAC 14
SP 24 HP 28 RP 7
Fort: +1, Ref: +5, Will: +4

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OFFENSE
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Speed land: 40
Basic Melee Unarmed Strike: +3 (1d3+4; critical -; Archaic; Nonlethal; )
Small Arm Arc Pistol, Static: +4 (1d6+2; critical Arc 2; Stun; )
Basic Melee Dueling Sword, Tactical: +3 (1d6+4; critical -; Analog; )
Grenade Smoke Grenade: +3 (; critical -; Explode (smoke cloud 1 minute; 20 ft.); )
Grenade Smoke Grenade: +3 (; critical -; Explode (smoke cloud 1 minute; 20 ft.); )
Grenade Frag Grenade I: +3 (; critical -; Explode (1d6 P; 15 ft.); )
Grenade Frag Grenade I: +3 (; critical -; Explode (1d6 P; 15 ft.); )
Grenade Frag Grenade I: +3 (; critical -; Explode (1d6 P; 15 ft.); )
Sniper Plasma Guide, Series-21: +4 (1d8; critical -; Guided; Sniper (250 ft.); Unwieldy; )
Grenade Stickybomb Grenade I: +3 (; critical -; Explode (entangled 2d4 rounds; 10 ft.); )

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STATISTICS
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Str 10, Dex 13, Con 10, Int 12, Wis 10, Cha 20,
Base Atk +3 Grp +3
SkillsAcrobatics +8, Athletics +5, Bluff +12, Computers +5, Culture +9, Diplomacy +12, Disguise +10, Engineering +6, Intimidate +12, Life Science +1, Medicine +5, Mysticism +0, Perception +4, Physical Science +1, Piloting +8, Sense Motive +4, Sleight of Hand +5, Stealth +5, Survival +0, Profession +12
Languages: Akitonian, Shirren, Vesk

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SPECIAL ABILITIES
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RACE FEATURES
Human
Ambitious, creative, and endlessly curious, humans have shown more drive to explore their system and the universe beyond than any of their neighbor races—for better and for worse. They’ve helped usher in a new era of system-wide communication and organization and are admired for their passion and tenacity, but their tendency to shoot first and think about the consequences later can make them a liability for those races otherwise inclined to work with them.
Skilled: Humans gain an additional skill rank at 1st level and each level thereafter.
Bonus Feat: Humans select one extra feat at 1st level.

FEATS
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.
Weapon Specialization: You know how to get the full damage out of a weapon type your class doesn’t normally use.(Small Arms: Add half your character level to damage with small arms.)
Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization: You know how to get the full damage out of a weapon type your class doesn’t normally use.(Basic Melee: Add your character level to damage with basic melee weapons, or half your level to operative melee weapons.)
Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Sniper Weapon Proficiency: You know how to use sniper weapons.
You gain proficiency in sniper weapons.
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.

THEME BENEFITS
Theme: Icon, bonus: +1 cha
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: (level 1): 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, decrease 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.
Celebrity: (level 6): You are famous enough that pretty much everyone has either heard of you or can quickly find information about you (it’s a DC 10 Culture check to recognize your name and a DC 20 Culture check for someone to recognize you out of context from your appearance alone). Among those who follow your iconic profession, you’ve built up both fans and detractors due to your celebrity. If you’re looking for a generic person like “a doctor who can treat this disease,” you can almost always find one who’s a fan and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM’s discretion, fans might give you services (although not goods) for a discount or even for free.
Megacelebrity: (level 12): Your reputation grows to the point that your name is ubiquitous. The DC of Culture checks to recognize you is reduced to 5 (or 10 to recognize you out of context from your appearance alone) and it takes only 1d4 hours to find a fan who meets a generic description. In addition, fans give you a 10% discount on purchased goods.
Master Icon: (level 18): Up to twice per day, you can interact with the public about your profession (usually during a performance, such as a concert, but sometimes in a press conference afterward if your profession requires no audience) for a total of at least 10 minutes to recover 1 Resolve Point.

CLASS FEATURES
Envoy
You make your way in the universe with a charming smile, quick wit, and keen sense of self-preservation, and excel at getting others to do what you want. You might be a trickster, hustler, or con artist, or you might serve as an actor, ambassador, or businessperson, paving the way for negotiation through kind words or the occasional dirty trick. You are often the group’s strategist, using your quick wit and tactical acumen to push your friends to greater heights. You may also be skilled in diplomacy, serving as the face for a starship crew, talking your way into restricted systems or gaining audiences with local politicians or warlords.
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. 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, the DC is equal to 10 + half your envoy level + your Charisma modifier. Some envoy improvisations are language-dependent, mind-affecting, sense-dependent, or some combination of any or all of these. (Dispiriting Taunt [Language-Dependent] [Mind-Affecting] [Sense-Dependent]: 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.)(Get 'Em [Language-Dependent] [Mind-Affecting] [Sense-Dependent]: 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.)(Sudden Shift [Language-Dependent] [Mind-Affecting] [Sense-Dependent]: Whenever you or an ally deal damage to an opponent within 60 feet of you, you can take a reaction to allow all allies within 60 feet of the opponent to take a guarded step as a reaction. All of the characters who took a guarded step using this improvisation have their speed reduced by 5 feet until the end of their next turn.)
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.

| Level | 1 | 5 | 9 | 13 | 17 | 20 |
| --- | --- | --- | --- | --- | --- | --- |
| Bonus | 1d6 | 1d6 + 1 | 1d6 + 2 | 1d8 + 2 | 1d8 + 3 | 1d8 + 4 |
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.(Intimidate: )
Weapon Specialization: You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.
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.(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.)

INVENTORY
Unarmed Strike: An unarmed strike can be dealt with any limb or appendage. Unarmed strikes deal nonlethal damage, and the damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damage rolls.
Arc Pistol, Static: Arc pistols fire deadly, stunning blasts of electricity at ranged targets. They have a two-pronged emitter that directs the electrical blast and a bulky chamber that holds the capacitor.
Dueling Sword, Tactical: While dueling swords are crafted to be aesthetically pleasing and are often seen as a mark of rank or tradition, many warriors still train with them to deadly effect. The powered blades of both buzzblade and ripper dueling swords bring this danger into the modern era, while the molecular rift sword'though unpowered' uses a field of disrupted molecules along its blade to slice through nearly anything, and must be stored in a magnetic sheath that never actually touches the blade.
Smoke Grenade: A smoke grenade deals no damage; instead, it releases a cloud of dense smoke. Each character who inhales smoke must succeed at a Fortitude saving throw each round (DC = 15 + 1 per previous check) or spend that round choking and coughing; he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection from a suit of armor prevents this effect altogether.) Regardless of the armor a character wears, smoke obscures vision, providing concealment.
Smoke Grenade: A smoke grenade deals no damage; instead, it releases a cloud of dense smoke. Each character who inhales smoke must succeed at a Fortitude saving throw each round (DC = 15 + 1 per previous check) or spend that round choking and coughing; he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection from a suit of armor prevents this effect altogether.) Regardless of the armor a character wears, smoke obscures vision, providing concealment.
Frag Grenade I: A fragmentary, or frag, grenade explodes in a cloud of shrapnel.
Frag Grenade I: A fragmentary, or frag, grenade explodes in a cloud of shrapnel.
Frag Grenade I: A fragmentary, or frag, grenade explodes in a cloud of shrapnel.
Plasma Guide, Series-21: A plasma guide maintains a magnetic guidance system around its plasma discharge, which continues guiding the shot after it is fired. This increases accuracy at ranges far beyond those of typical plasma weapons and bypasses the advantage of partial cover as the magnetic guidance directs the plasma toward its target. Vesk snipers are believed to be the earliest users of the plasma guide during the Silent War, but it's become a standard in many military and mercenary arsenals since then. This weapon has been continually refined since its invention; series-21series-28, series-37, series-42, series-62, and series-73 plasma guides have proven generally stable and thus remain in production.
Stickybomb Grenade I: A stickybomb grenade detonates with a splash of adhesive resin.
Freebooter Armor I: Popularized by the Free Captains of the Diaspora, freebooter armor features an armored jacket or breastplate, heavy boots and gloves, numerous straps and hidden weapons, and a helmet. Novice explorers and mercenaries beginning their career sometimes choose freebooter armor for the air of rakish experience this light armor lends its wearer.
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).
Ability Crystal (Magic), MK 1: +2 points to a single ability score
Serum of Healing, Mk 1: This vial of medical serum quickly sets bones and repairs other physical damage. It restores 1d8 Hit Points when administered to a living creature.
Serum of Healing, Mk 1: This vial of medical serum quickly sets bones and repairs other physical damage. It restores 1d8 Hit Points when administered to a living creature.
Serum of Healing, Mk 1: This vial of medical serum quickly sets bones and repairs other physical damage. It restores 1d8 Hit Points when administered to a living creature.
Serum of Healing, Mk 1: This vial of medical serum quickly sets bones and repairs other physical damage. It restores 1d8 Hit Points when administered to a living creature.