ABCDEFGHIJKLMNOPQRSTUVWXYZAAABACADAEAFAGAHAI
1
Str 10(+0)Int13(+1)XP:16Fame:n/a
Reputation
TierXPLVL
2
Dex20(+5)Wis12(+1)FactionRepTier0+001
3
Con12(+1)Cha23(+6)
SS (Jadnura)
10
All Factions
4945+111Large with 10' RreachLarge with 10' Rreach + Reach Weapon
4
Name:EmbidiSize:S
SS (Ehu Hadif)
1015+221
5
Race:HanakanGender:M
Cognates:
1025+332
6
Type (Subtype):
Magical Beast
Height:2'6"
Acquisitives:
35345+442151515151515
7
Theme:
Themeless
Length:4'1"
Manifold Host:
105215101010101010
8
Class:Envoy6Weight:26 lbs
Advocates:
2063151055551015
9
Homeworld:
Ssets’Akana, Ash’Akan System
Age:29
Exo-Guardians:
30731510551015
10
BAB:+4
Conditionals:
Dataphiles:
40
Alignment:
CG831510551015
11
Fort:+3*= [ +2+1]* +2 Insight vs Disease, Poison, Environment already saved against (Personal Boon)
Wayfinders
10Deity?Talavet94151055551015
12
Ref:+10= [ +5+5] 1041510101010101015
13
Will:+6= [ +5+1]Boons114151515151515
14
Init:+5
Personal:
Iztheptar Research
125
15
Languages:
CommonVeskSpeed:40 ftFaction:
Acquisitives
135
16
MAX
CURRENT
HanakanAzlantiClimb:20 ft
Promotional:
t-shirt re-roll
145
17
HP:3838ShirrenDraconicAlly:
Master Hireling (Tech Support)
156
18
SP:4242
Castrovellian
Social:
Known Quality
166
19
RP:99Pahtra
Starship:
Defender of the Fleet
176
20
Slotless:
Polyfluid Understanding
187
21
KAC:19= [ +10+5 +4]Armour
Defrex Hide, Basic
Planar Preparations (x1/session, treat Resist of 1 ID'd Outsider as 5 less)
197
22
EAC:19= [ +10+5 +4]+KAC:+5iLvl:4
Envar's Gift (Swift action: fascinate non-allies for 1 round)
207
23
Resistances:-+EAC:+5
Max Dex:
+4
Year of the Scoured Stars (+2 Dex)
218
24
ACP:+0Speed:0
Flower of Celebration (Festive Dazzling Flares x 1 / day)
228
25
Attacks:238
26
Inspiring Boomer Rifle, Tremor
iLvlRangeUsage
Capacity
CritSpecialFired:0Left:4249
27
+9, 1d8+6 So240 ft312deafenanalog259
28
or Inspiring
269
29
2710
30
Climbing Thasphalt Blaster
iLvlRangeUsage
Capacity
CritSpecialFired:0Left:402810
31
+9, 1d4+3 B (Force)
120140-analogforceclimbing259
32
269
33
Swordcane, Tactical
iLvlRangeUsage
Capacity
CritSpecial2710
34
+9, 1d4+3 P1m120
Bleed 1d3
analog, operative, in rifle Bayonet Bracket
2810
35
2910
36
Abilities
Spell Speaker
Slick Customer
Get 'Em!
Improved Get 'Em!
Inspiring Combo
Flower of Celebration
3011
37
Action:StandardSkill:
Diplomacy
Action:MoveAction:StandardAction:Full RoundAction:Standard3111
38
Range:30 ftEffect:
can forego Expertise
Target:
Enemy within 60 ft
Target:
Enemy within 60 ft
Effect:
Make 1 attack and
Effect:
Dazzling Flares, DC 15
3211
39
Max lvl Spell:
2 (or 3 if spend 1 RP)
to either reroll, or add
Effect:
+2 Morale to hit
Effect:
Attack Target with
use 1 Inspiration
Uses:x1 / day3312
40
Effect:
Ally's next spell before
Exp after rolling
Until SOYNT
+2 Morale to hit
Cooldown:
1d10 - 6 rounds
Used:03412
41
EoYNT can be 1 of:
Amplified
1 RP:
All targets within 60'
(min 1)3512
42
ExtendedHurry
Specialized Resolve
plus +2 Morale to Dmg
3613
43
Stretched
Action:Standard
Defensive:
Invigorating Spell
Signature Support
3713
44
TargetedEffect:
Ally gains +1 Move
Offensive:
Momentary Proficiency
Certainty
Effect:
Use Get 'Em with RP effect
3813
45
Unstoppable
Action next turn, to
Transport:
Temporary Patch
Effect:
No action, +2 to Skill Check
without spending the RP
3914
46
Widened
Move, 5ft Step, Draw
Utility:
Rapid Moves
Uses:x1 / dayUsed:04014
47
/ Sheathe a weapon
Used:0Uses:x1 / day
59
Special Qualities:
60
Atmospheric AdaptationHanakans’ exposure to a variety of atmospheres has made them immune to inhaled poisons and acclimated to thin and thick atmospheres.
61
62
Hanakan MagicHanakans gain the following spell-like abilities. The caster level for these effects is equal to the hanakan’s character level.
1/day—wisp ally
At will—detect magic, token spell
63
64
Hanakan SensesHanakans have darkvision with a range of 60 feet and low-light vision.
65
66
ScrambleA hanakan has a land speed of 40 feet and a climb speed of 20 feet.
67
68
Theme Knowledge (1):You gain a class skill of your choice when you create a themeless character. Also, you gain an ability adjustment of +1 to any ability score you choose. (Mysticism, +1 Int)
69
70
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.
71
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.
72
73
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).
74
1st:Diplomacy
75
5th:Medicine
76
77
Spell Speaker (Su):You’ve learned to speak with, encourage, and reprimand magical forces as if they were living beings. And, to your credit, magic listens. Through a combination of encouragements, you can coax magic to follow your instructions and overcome even difficult obstacles, enhancing your companions’ spellcasting.
This replaces the envoy improvisation gained at 1st level.
78
At 1st level, you can encourage the magic of an ally within 30 feet as a standard action, empowering the next 0-level or 1st-level spell they cast before the end of your next turn. The maximum level of spell that you can encourage increases by 1 for every 6 envoy levels you have, and you can increase this maximum level by 50% (rounded down) if you also spend 1 Resolve Point when using this ability. Once an ally has benefited from this encouragement, that ally can’t gain the benefits of your spell speaker ability again until they take a 10-minute rest to recover Stamina Points.
79
An empowered spell gains one of the following benefits:
80
Amplified
● The spell is especially potent. On the turn that they cast the spell, the spellcaster can reroll any of the dice rolled to determine the spell’s effect (such as damage dice) whose result is a 1 and take the second result. Any such die that rolls its maximum value (such as 4 on a d4) treats its result as though it were 1 higher.
81
Extended
● The spell’s duration is increased by 50%.
82
Stretched
● The spell’s range is increased by 50%. If the range is touch, the spellcaster treats their natural reach as 5 feet greater for the purpose of delivering the spell.
83
Targeted
● The spell eagerly seeks its target. On the turn that they cast the spell, the spellcaster can roll one attack roll (and any roll to resolve miss chance from concealment for that attack) twice and use the better result.
84
Unstoppable
● The spell overcomes all obstacles. The spell treats any targets’ resistances as though they were reduced by an amount equal to your Charisma modifier (minimum 0). The spellcaster treats their caster level as 2 higher for the purpose of overcoming spell resistance.
85
Widened● You increase the length of any line effect created by the spell by 50%. You increase the length of any cone effect created by the spell by 25% (minimum 5 feet). You increase the radius of any cylinder or burst effect created by the spell by 25%; this has no effect on spells that create a burst whose radius is less than 20 feet.
86
87
Envoy Improvisations: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.
88
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.
89
Spell Gem Understanding (Su):
(lvl 2)
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.
90
Get 'Em (Ex):
(Signature Support)
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.
91
Hurry (Ex):
(lvl 4)
As a standard action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to take a guarded step, move up to her speed, or draw or sheathe a weapon. The ally can use her extra move action in between her other actions, and she can even use it before or after a full action. A character can use no more than one extra action from hurry in a single round.
92
Improved Get 'Em (Ex)
(lvl 6)
Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll). If you spend 1 Resolve Point when using this ability, you grant a +2 morale bonus to attack and damage rolls against all enemies who are within 60 feet. You must have the get ’em envoy improvisation to choose this improvisation.
93
94
Inspiring Combo (Ex):At 2nd level, you have learned to synergize your combat actions with acts that inspire your allies or adapt to the current tactical situation. As a full action, you can both make a single attack and use one envoy improvisation you know. The improvisation must be one you can use as a standard action, move action, or swift action. You choose in which order to resolve these actions. Once you use this ability, roll 1d10 and subtract your Charisma modifier; you cannot use this ability again for a number of rounds equal to the result (minimum 1 round).
Choice: Get 'Em!
95
96
Signature Support (Ex):At 2nd level, you’ve developed a knack for giving a specific type of midcombat encouragement. 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.
97
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.
98
99
Skill Expertise: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.
100
Slick Customer (Ex):When you attempt a Diplomacy check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check. At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.
102
103
104
Iztheptar Research:
(Personal Boon)
The Society has researched a strange creature you encountered known as an iztheptar, developing a biological tool from these studies for you to test. While you have this boon slotted, you’re treated as having a unique biotech augmentation installed with the following ability: whenever you succeed at a Fortitude saving throw against a disease, an environmental hazard, or a poison, you receive a +2 insight bonus to Fortitude saving throws against the same disease, environmental hazard, or poison for the next 24 hours. This augmentation’s level equals your character level.
105
106
Certainty (Theme):
Once per day before you roll a skill check, you can gain a +2 bonus to that skill for that check.
107
108
(8 + Int mod / lvl)
Ranks:54Left:0
109
SkillsAbilityClass?BonusAbilityRanksMisc
Misc Notes
110
AcrobaticsDex*+9+51+0ACP
111
AthleticsStr*+0+0+0
ACP; +8 to Climb and don't need to make checks unless Hazardous Circumstances (heavy grav, ice/slipperiness, Severe or stronger wind)
112
BluffCha+15+66