<div class="floatright">(https://i.pinimg.com/originals/41/cd/cf/41cdcf5827b7ae428e9d710601f8cf34.jpg)<br/><br/>Name: Sephia<br/>Stage Name:<br/>Race: Kemos(Snake)<br/>Class and Level: Operative 3, Envoy 3<br/>Theme: Carouser<br/>Alignment: Chaotic Good<br/>Age: 26<br/>Height: 5'<br/>Weight: 10 lb.<br/>Deity: Weydan The Endless Horision<br/>Faction: Android Abolitionist Front <br/><br/>Home World: Akiton<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ability scores</div><div class="spoiler_body">Strength 12<br/>*Dexterity 16<br/>*Constitution 14<br/>*Intelligence 14<br/>Wisdom 10<br/>*Charisma 16<br/>(*=Stats  raised by level 5 bonus)<br/><br/>HP: 40<br/>SP: 48<br/>RP: 6<br/>KAC: 18=10+5+3<br/>EAC: 17=10+4+3<br/>BAB: +4<br/>Saves:<br/>Fortitude: 4= 2+2<br/>Reflex:        9=6+3<br/>Will:       6=6+0<br/>Speed:40'<br/>Initiative: +5<br/>Languages: Common,Furria, Akitonian,Ysoki,Vesk<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Special abilities</div><div class="spoiler_body">Racial<br/>Animal Sense: Kemos have Low-Light Vision.<br/>Keen Senses: Kemos get +2 perception skill rolls.<br/>Adaptive Biology: Kemo bodies are highly adaptive to environment, so they gain +2 to all fort saves against environmental hazards and against disease and toxins.<br/>Adopted Genes(Human): skilled (from human ancestry). <br/>Spy<br/>You can steal or adopt new identities as easily as most people<br/>change clothes, allowing you to infiltrate nearly any circle.<br/> Associated Skills: Bluff and Disguise. When you use Bluff to<br/>make a trick attack, you gain a +4 bonus to the skill check.<br/>Specialization Exploit: Master of disguise.<br/> Fool Detection (Ex): At 11th level, whenever you succeed at a<br/>saving throw against a spell, technological device, or ability<br/>that would provide information about you (such as detect<br/>thoughts), instead of negating the effect, you can provide false<br/>information that matches your cover identity. If such an effect<br/>has no saving throw, you can attempt a Bluff check opposed<br/>by the Sense Motive check of the caster or user, and provide<br/>similar false information on a success <br/>Skill Focus from Operative Specialization:<br/>Skill Focus(Bluff)<br/>Skill Focus(Disguise)<br/><br/><br/>Proficiency: Basic melee weapons, small arms, sniper weapons, grenades <br/>Light armor <br/><br/>Weapon Specialization (Combat) <br/>In all weapons types that are granted proficiency by classes<br/>EVASION (EX) 2nd Level<br/>If you succeed at a Reflex save against an effect that normally<br/>has a partial effect on a successful save, you instead suffer<br/>no effect. You gain this benefit only when unencumbered and<br/>wearing light armor or no armor, and you lose the benefit when<br/>you are helpless or otherwise unable to move. <br/><br/>TRICK ATTACK (EX) 1st Level<br/>You can trick or startle a foe and then attack when she drops<br/>her guard. As a full action, you can move up to your speed. Whether<br/>or not you moved, you can then make an attack with a melee<br/>weapon with the operative special property or with any small<br/>arm. Just before making your attack, attempt a Bluff, Intimidate, or<br/>Stealth check (or a check associated with your specialization; see<br/>page 94) with a DC equal to 20 + your target’s CR. If you succeed<br/>at the check, you deal 1d4 additional damage and the target is<br/>flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at<br/>5th level, and by an additional 1d8 every 2 levels thereafter. You<br/>can’t use this ability with a weapon that has the unwieldy special<br/>property or that requires a full action to make a single attack. <br/><br/>QUICK MOVEMENT (EX) 3rd Level<br/>As long as you are unencumbered and wearing light armor or no<br/>armor, your land speed increases by 10 feet. At 9th level, your<br/>land speed instead increases by 20 feet, and at 15th level, your<br/>land speed instead increases by 30 feet <br/><br/>Uncanny Shooter (Ex)<br/>Your ranged attacks with small arms do not provoke attacks<br/>of opportunity <br/><br/><br/>ENVOY IMPROVISATION 1st Level<br/>As you gain experience, you learn envoy improvisations—little<br/>tricks that bolster allies, confound enemies, or change the ebb<br/>and flow of battle using guile, inspiration, or luck. You learn your<br/>first envoy improvisation at 1st level, and you learn an additional<br/>improvisation at 2nd level and every 2 levels thereafter. The list of<br/>envoy improvisations appears on page 62.<br/>If an improvisation allows you to grant an effect to an ally, you<br/>cannot grant yourself that effect unless the improvisation states<br/>otherwise. If an envoy improvisation allows a saving throw to resist<br/>its effects or requires an enemy to attempt a skill check, the DC is<br/>equal to 10 + half your envoy level + your Charisma modifier.<br/>Some envoy improvisations are language-dependent, mindaffecting, sense-dependent, or some combination of any or all of<br/>these. These terms are defined on page 270. <br/><br/>EXPERTISE (EX) 1st Level<br/>You are an expert at dealing with challenges that test your skills,<br/>be the challenges social or otherwise. At 1st level, when attempting<br/>a Sense Motive check, you can roll 1d6 (your expertise die) and<br/>add the result of the roll to your check as an insight bonus. You<br/>can use this and other expertise abilities as long as you have at<br/>least 1 Resolve Point remaining. At 5th level, anytime you roll your<br/>expertise die, you gain a +1 bonus to the result. At 9th, 17th, and<br/>20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as<br/>your expertise die instead of 1d6.<br/>Beginning at 9th level, you have even greater expertise with<br/>skills to which you can add your expertise die that you have also<br/>selected with the Skill Focus feat. For each such skill, once per day<br/>when rolling your expertise die to add to that skill, you may roll the<br/>expertise die twice and take the better of the two results. <br/><br/>SKILL EXPERTISE (EX) 1st Level<br/>At 1st level and every 4 levels thereafter, you can use expertise<br/>with one additional class skill. You must have at least 1 rank in<br/>a skill to select it, and it must come from the following list: Bluff<br/>(Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise<br/>(Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int). <br/><br/>EXPERTISE TALENT 3rd Level<br/>At 3rd level and every 4 levels thereafter, you choose an<br/>expertise talent, which gives you an extra option when using a<br/>skill with which you have expertise. The list of expertise talents<br/>appears on pages 269–270. <br/><br/><br/>WEAPON SPECIALIZATION (EX) 3rd Level<br/>You gain the Weapon Specialization feat as a bonus feat for<br/>each weapon type with which this class grants you proficiency <br/>Clever Feint (Ex)<br/>As a standard action, you can fake out an enemy within 60<br/>feet, making that enemy open to your attacks. Attempt a<br/>Bluff check with the same DC as a check to feint against<br/>that enemy (though this isn’t a standard check to feint,<br/>so Improved Feint and Greater Feint don’t apply). Even if<br/>you fail, that enemy is flat-footed against your attacks (see<br/>page 276) until the end of your next turn. If you succeed,<br/>the enemy is also flat-footed against your allies’ attacks<br/>until the end of your next turn. You can’t use clever feint<br/>against a creature that lacks an Intelligence score.<br/>At 6th level, you can spend 1 Resolve Point to treat a failed<br/>Bluff check for clever feint as if it were a success. <br/><br/>Look Alive (Ex)<br/>When you spend a Resolve Point to regain Stamina Points<br/>after a 10-minute rest, all allies who stay within 60 feet of you<br/>throughout the rest gain a +2 morale bonus to Perception and<br/>initiative checks for the next hour or until the next 10-minute<br/>rest to recover Stamina Points, whichever comes first. <br/><br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Skills</div><div class="spoiler_body"><br/>Acrobatics (Dex):            12=4+3+3+2* <br/>Athletics (Str):            10=4+1+3+2* <br/>Bluff (Cha):               17=6+3+3+3+2*<br/>Computers (Int):            9=2+2+3+2* <br/>Culture (Int):               9=2 +2+3+2*<br/>Diplomacy (Cha):             10=4+3+3<br/>Disguise (Cha):            17=6+3+3+3+2* <br/>Engineering (Int):            11=4+2+3+2*<br/>Intimidate (Cha):            10=2+3+3+2*<br/>Life Science (Int):            12=5+2+3+2*<br/>Medicine (Int):            11=4+2+3+2*<br/>Perception (Wis):            13=6+0+3+2+2*<br/>Physical Science (Int)   :         11=4+2+3+2*<br/>Piloting (Dex):            10=2+3+3+2*<br/>Profession (Psychiatrist)(Cha):      9=2+2+3+2*<br/>Profession (Dancer)(Cha)         11=3+3+3+2*<br/>Profession (Sex Worker(Cha,)      11=3+3+3+2*<br/>Sense Motive (Wis):            8=3+0+3+2*<br/>Sleight of Hand (Dex):         11=3+3+3+2*<br/>Stealth (Dex):               11=3+3+3+2*<br/> </div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feats</div><div class="spoiler_body">Quick Draw<br/>Improved Unarmed Strike<br/>Skill Synergy<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body"><br/>Knife, survival <br/>1 <br/>95 <br/>1d4 S <br/>— <br/>L <br/>Analog, operative<br/><br/><br/>Zero pistol, frostbite-class <br/>5 <br/>3,060 <br/>1d6 C <br/>60 ft. <br/>Staggered <br/>20 charges <br/>1 <br/>L <br/>—<br/><br/><br/>Needler pistol <br/>1 <br/>105 <br/>1d4 P <br/>30 ft. <br/>Injection<br/>DC +2<br/>6 darts <br/>1 <br/>L <br/>Analog, injection<br/><br/><br/>Tool kit, engineering specialty (demoltions)<br/>2 <br/>445 <br/>— <br/>L <br/>— <br/>—<br/><br/><br/>Tool kit (Disguise kit)<br/>1 <br/>20 <br/>— <br/>L <br/>— <br/>—<br/><br/><br/>Flashlight <br/>1 <br/>1 <br/>1 <br/>L <br/>10 <br/>1/hour<br/><br/><br/>Ammunition:<br/><br/><br/>Darts X3<br/>1 <br/>20 <br/>25<br/>L<br/><br/><br/>Rounds, small arm (Frostbite-class)X3<br/>1 <br/>40 <br/>30 <br/>L<br/><br/><br/><br/><br/><br/><br/><br/>Stationwear, elite <br/>6 <br/>4,100 <br/>+4 <br/>+5 <br/>+7 <br/>— <br/>— <br/>0 <br/>L<br/><br/>Medkit, basic <br/>1 <br/>100 <br/>2 <br/>1 <br/>— <br/>—<br/><br/><br/><br/><br/>UPB (1000) <br/>1000 <br/>1<br/>Backpack:<br/>Industrial <br/>1 <br/>25 <br/>1<br/><br/>Comms:<br/><br/>Personal <br/>1 <br/>7 <br/>1 <br/>L <br/>80 <br/>1/hour<br/><br/><br/><br/><br/>Medicinals:<br/>Sedatives<br/>Tier 2 <br/>5 <br/>3,000 <br/>1<br/><br/><br/>Tier 1 <br/>1 <br/>150 <br/>5<br/>Analgesic <br/><br/>Tier 1 <br/>1 <br/>150 <br/>5<br/>Antitoxin<br/><br/>Tier 1 <br/>1 <br/>150 <br/>5<br/><br/><br/><br/><br/><br/><br/>Clothing<br/>Everyday <br/>1 <br/>1 <br/>L<br/>Formal <br/>1 <br/>5 <br/>1<br/>Professional <br/>1 <br/>5 <br/>L<br/><br/><br/>Hygiene kit <br/>1 <br/>3 <br/>1<br/><br/><br/><br/><br/><br/><br/><br/><br/></div></div><br/><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background</div><div class="spoiler_body">Sephia  was   created in a lab on  Akiton , Where two scientist with the hopes of becoming up and coming  rising stars in the underworld.   Akif a human male who had a real knack for making weapons and drones and a real sadist.  Yon a human female a skilled geneticist.  These two would use drones and their own created Kimos. They were created to be there loyal agents and minions of the new gang these two would be building. This is why the setup shop on Akiton to avoid the attention of the law. However, The AAF and its Allies from the church of Weydan caught wind of this operation and set out to disrupt these two budding criminals activities.  After fighting many drones and one  feisty adolescent  Snake Kimo.<br/><br/>The group of Priests and Androids each took and adopted the Kimo children and raised them. The Priestess who took in Sephia are a Kashunta name Zye and a Female Shirren named Cesca. They raised her and taught her the ways of Weydan and helped her find a  new life exploring and eventually  working to free other androids and other slaves of  other races while exploring the galaxy.<br/><br/>As she reached her early adult hood she met  an Android  Female Melody, A Male Lashunta named Taeon, A Male human named Belor and a female Vesk named Katara. One of the  most recent adventures this group  was they planned to  strike at a  Golden League slave ring, however the before the infiltration begun it was doomed to fail As Belor sold them out to the Golden League. This is where fate turned and she  became a slave. After  bidding her time and trying to find the right time to escape was cut short due to the intervention of a Ysoki named Smikey and  he struck the ship   and freed many slaves. Sephia  then asked to  join him so she could find her friends<br/> that have been dispersed through Golden League holdings.<br/>This is when she joined and enterted the shows. For the opening of each show she would do a burlesque dance and to make a game of the live sex shows and wear disguises to see if the can find her in her disguise usually providing someone else pleasure in the orgy.<br/> <br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Personality</div><div class="spoiler_body">Sephia is quite the caregiver and enjoys taking care of others. She tends to  during the live shows help others to perform at their best. She tends to deflect  questions of her past with humor and well like by everyone but keeps herself distant. Cause she values her role as a caretaker and counselor to the crew to much to unload her problems on them she relies on Smikey for that.<br/></div></div><br/></div>