Pirate Sniper

Zoicoluu's page

51 posts. Organized Play character for Deevor.


Full Name

Zoicoluu

Race

Dalaya Lashuntas

Classes/Levels

Envoy/2 (Xenoseeker)

Languages

Common, Castrovellian, Drow, Akitonian

Strength 10
Dexterity 14
Constitution 9
Intelligence 12
Wisdom 12
Charisma 16

About Zoicoluu

Name : Zoicoluu
Race : Dalaya Lashuntas
Theme : Xenoseeker
Class : Envoy

Health and Resolve
Stamina : 12 Current : 12
Hit Points : 16 Current : 16
Resolve : 4 Current : 4

Defence
Graphite Carbon Skin Level 3 Cred1220 EAC Bonus+3 KAC Bonus+4 Max Dex Bonus +4 Armour Check Penalty —1 Speed Adjustment — Upgrade Slots 1 Bulk L
Energy Armour Class 15 10+ArmourBonus+3+DexMod2+MiscMod0
Kinetic Armour Class 16 10+ArmourBonus+4+DexMod2+MiscMod0
AC vs Combat Maneuvers 24 8+KAC
DR: - Resistances: -
Saves Base + Ability Mod + Misc Mod
[dice=Fort] 1d20+0-1+0[/dice] also see Toughness feat for misc mods
[dice=Reflex] 1d20+3+2+0[/dice]
[dice=Will] 1d20+3+1+0[/dice]

Attack
BAB: +1
Melee: +0 Ranged: +2
Melee Weapon : 1d20+1 Damage
Ranged Weapon : 1d20+3 Damage
Thrown Weapon : 1d20-1 Damage
[dice=Melee Weapon Tactical Baton:]1d20+1[/dice] [dice=Damage(B) ]1d4+0[/dice] Lvl 1/90Cred/Bulk L/Analog,operative
[dice=Ranged Weapon 30ft, Pulsecaster Pistol:]1d20+3[/dice] [dice=Damage(E)]1d4[/dice] Lvl 1/250Cred/20 Charges/Usage 1/Bulk L/Non-Lethal

Magic At will: daze, psychokinetic hand
1/day: detect thoughts

Feats and Abilities
Theme
THEME KNOWLEDGE (1ST) You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science 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 Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Race
DIMORPHIC
All lashuntas gain +2 Charisma at character creation.
Damaya lashuntas are typically clever and well-spoken (+2 Intelligence at character creation) but somewhat delicate (–2 Constitution at character creation).
LASHUNTA MAGIC Lashuntas gain the following Spell-Like abilities:
At will: daze, psychokinetic hand 1/day: detect thoughts
See Spell-Like Abilities on page 262. The caster level for these effects is equal to the Lashunta’s level.
LIMITED TELEPATHY Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.
STUDENT Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice. (Bluff and Diplomacy)

Class
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.
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, mind-affecting, sense-dependent, or some combination of any or all of these.
You learn your first envoy improvisation at 1st level and an additional improvisation at 2nd level and every 2 levels thereafter. Many improvisations require you to have a minimum envoy level, and they are organized accordingly. Some improvisations have additional prerequisites, such as other improvisations.

Improvisation at 1st Level - 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 (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). 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.

Improvisation at 2nd Level - 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.

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.
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).
1st Level - Bluff

Feats
TOUGHNESS @ 1st
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.
Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex)

Skills Skills per level 9 = 8 + 1
Ranks + Class Bonus + Ability Mod + Misc Mod + Armour Check(where applicable)
[dice=Acrobatics:]1d20+1+3+2+0-1[/dice]
[dice=Athletics:]1d20+1+3+0+0-1[/dice]
[dice=Bluff:]1d20+2+3+3+2+[1d6][/dice]
[dice=Computer:]1d20+1+3+1+0[/dice]
[dice=Culture:]1d20+1+3+1+0[/dice]
[dice=Diplomacy:]1d20+1+3+3+2[/dice]
[dice=Disguise:]1d20+1+3+3+0[/dice]
[dice=Engineering:]1d20+1+3+1+0[/dice]
[dice=Intimidate:]1d20+1+3+3+0[/dice]
[dice=Life Science:]1d20+1+3+1+0[/dice]
[dice=Medicine:]1d20+1+3+1+0[/dice]
[dice=Mysticism:]1d20+0+0+1+0[/dice] not skilled
[dice=Perception:]1d20+2+3+1+0[/dice]
[dice=Physical Science:]1d20+0+0+1+0[/dice] not skilled
[dice=Piloting:]1d20+0+0+2+0[/dice]
[dice=Profession(Hotelier):]1d20+1+3+1+0[/dice]
[dice=Sense Motive:]1d20+2+3+1+0+[1d6][/dice]
[dice=Sleight of Hand:]1d20+1+3+2+0-1[/dice]
[dice=Stealth:]1d20+0+0+2+0-1[/dice]
[dice=Survival:]1d20+0+0+1+0[/dice]

Skills @2nd - Athletics, Bluff, Disguise, Engineering, Intimidate, Medicine, Perception, Profession(Hotelier), Sense Motive

Equipment:
Combat (including armour)
Tactical Baton (90), Pulsecaster Pistol (250), Second Skin (250), Smoke Grenade(40), Graphite Carbon Skin(1220)
Other Medipatch x2 (100), Restraint(Binders) x2 (10: DC22 Acrobatics to escape), Toolkit-Hacking Kit(20), Comms Unit-Personal (7), Fire Extinguisher (15), Starstone Compass (3), Backpack=consumer (3), Travel Clothes (10), Serum of Healing x2 (100), Hygine Kit (3), Lantern (10), Field Rations x14 (14), Society Subdermal Graft, Radiation Badge(100)

Spent 915 Credits
Pocket 85 Credits,

Level 1:

Name : Zoicoluu
Race : Dalaya Lashuntas
Theme : Xenoseeker
Class : Envoy

Health and Resolve
Stamina : 6 Current : 6
Hit Points : 10 Current : 10
Resolve : 4 Current : 4

Defence
Second Skin Level 1 Cred250 EAC Bonus+1 KAC Bonus+2 Max Dex Bonus +5 Armour Check Penalty — Speed Adjustment — Upgrade Slots 1 Bulk L
Energy Armour Class 13 10+ArmourBonus+1+DexMod2+MiscMod0
Kinetic Armour Class 14 10+ArmourBonus+2+DexMod2+MiscMod0
AC vs Combat Maneuvers 19 8+KAC
DR: - Resistances: -
Saves Base + Ability Mod + Misc Mod
[dice=Fort] 1d20+0-1+0[/dice] also see Toughness feat for misc mods
[dice=Reflex] 1d20+2+2+0[/dice]
[dice=Will] 1d20+2+1+0[/dice]

Attack
BAB: +0
Melee: +0 Ranged: +2
Melee Weapon : 1d20+0 Damage
Ranged Weapon : 1d20+2 Damage
Thrown Weapon : 1d20-0 Damage
[dice=Melee Weapon Tactical Baton:]1d20+0[/dice] [dice=Damage(B) ]1d4+0[/dice] Lvl 1/90Cred/Bulk L/Analog,operative
[dice=Ranged Weapon 30ft, Pulsecaster Pistol:]1d20+2[/dice] [dice=Damage(E)]1d4[/dice] Lvl 1/250Cred/20 Charges/Usage 1/Bulk L/Non-Lethal

Magic At will: daze, psychokinetic hand
1/day: detect thoughts

Feats and Abilities
Theme
THEME KNOWLEDGE (1ST) You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science 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 Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Race
DIMORPHIC
All lashuntas gain +2 Charisma at character creation.
Damaya lashuntas are typically clever and well-spoken (+2 Intelligence at character creation) but somewhat delicate (–2 Constitution at character creation).
LASHUNTA MAGIC Lashuntas gain the following Spell-Like abilities:
At will: daze, psychokinetic hand 1/day: detect thoughts
See Spell-Like Abilities on page 262. The caster level for these effects is equal to the Lashunta’s level.
LIMITED TELEPATHY Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.
STUDENT Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice. (Bluff and Diplomacy)

Class
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.
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, mind-affecting, sense-dependent, or some combination of any or all of these.
You learn your first envoy improvisation at 1st level and an additional improvisation at 2nd level and every 2 levels thereafter. Many improvisations require you to have a minimum envoy level, and they are organized accordingly. Some improvisations have additional prerequisites, such as other improvisations.

Improvisation at 1st Level - 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 (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). 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.
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.
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).
1st Level - Bluff

Feats
TOUGHNESS @ 1st
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.
Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex)

Skills Skills per level 9 = 8 + 1
Ranks + Class Bonus + Ability Mod + Misc Mod
+6 [dice=Acrobatics:]1d20+1+3+2+0[/dice]
+0 [dice=Athletics:]1d20+0+0+0+0[/dice]
+9 [dice=Bluff:]1d20+1+3+3+2+[1d6][/dice]
+5 [dice=Computer:]1d20+1+3+1+0[/dice]
+5 [dice=Culture:]1d20+1+3+1+0[/dice]
+9 [dice=Diplomacy:]1d20+1+3+3+2[/dice]
+3 [dice=Disguise:]1d20+0+0+3+0[/dice]
+1 [dice=Engineering:]1d20+0+0+1+0[/dice] - not skilled
+3 [dice=Intimidate:]1d20+0+0+3+0[/dice]
+5 [dice=Life Science:]1d20+1+3+1+0[/dice]
+1 [dice=Medicine:]1d20+0+0+1+0[/dice] not skilled
+1 [dice=Mysticism:]1d20+0+0+1+0[/dice] not skilled
+5 [dice=Perception:]1d20+1+3+1+0[/dice]
+1 [dice=Physical Science:]1d20+0+0+1+0[/dice] not skilled
+2 [dice=Piloting:]1d20+0+0+2+0[/dice]
[dice=Profession(?????):]1d20+0+0+1+0[/dice]
+5 [dice=Sense Motive:]1d20+1+3+1+0+[1d6][/dice]
+6 [dice=Sleight of Hand:]1d20+1+3+2+0[/dice] - not skilled
+2 [dice=Stealth:]1d20+0+0+2+0[/dice]
+1 [dice=Survival:]1d20+0+0+1+0[/dice]

Equipment:
Combat (including armour)
Tactical Baton (90), Pulsecaster Pistol (250), Second Skin (250), Smoke Grenade(40)
Other Medipatch x2 (100), Restraint(Binders) x2 (10: DC22 Acrobatics to escape), Toolkit-Hacking Kit(20), Comms Unit-Personal (7), Fire Extinguisher (15), Starstone Compass (3), Backpack=consumer (3), Travel Clothes (10), Serum of Healing x2 (100), Hygine Kit (3), Lantern (10), Field Rations x14 (14)

Spent 915 Credits
Pocket 85 Credits,

Spell Descriptions:

Adventures:

SFS 1-02 Fugitive on the Red PLanet - 719
SFS 1-04 Cries from the Drift - 714
SFS 1-06 A Night in Nightarch (doesn't count til 3rd level) 1447
SFS 1-01 Commencement (GM Credit) - 753
SFS 1-10 The Half-Alive Streets (GM Credit) - 735
Current Credits: 1786
Spent:
1220 - Graphite Carbon Skin Level 3