Ugimmo

Chakanta's page

37 posts. Organized Play character for Twilik.


Full Name

Chakanta

Gender

HP 12/12 | SP 5/7 | RP 4/4 | EAC 12 | KAC 13 | CMD 21 | F +1 R +1 W +5| Init +1 | Perc + 7| Blindsense 30'| Shirren Mystic 1 (Priest)

Spells Available:
Level 1- 2/3

Languages

Common, Shirren, Celestial, Ysoki

Strength 10
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 17
Charisma 8

About Chakanta

SFS:

SFS # 191662-701
Experience: 0
Faction: Wayfinders

Reputation 0 Fame, 0 Global Reputation
Reputation with Acquisitives:
Reputation with Dataphiles:
Reputation with Exoguardians:
Reputation with Second Seekers:
Reputation with Wayfinders:

BOONS:

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Slotted Boons
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Ally:
Faction: [b]Wayfinders Champion

Personal:
Promotional:
Social:
Starship:
Slotless:

________________
Available Boons
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Ability Scores and Stats:
____________
Ability Scores:
____________

Str: 10|+0
Dex: 12|+1 2 points
Con: 12|+1 +2 racial
Int: 14|+2 4 points
Wis*: 17|+3 +2 racial, +1 Priest theme, 4 points
Cha: 8|-1 -2 racial

*Key Ability Score

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Offense:
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Knife, survival:

Attack Roll: 1d20
Damage Roll: 1d4
S, Analog, operative

Semi-auto pistol, tactical: (9 rounds, uses 1)

Attack Roll: 1d20+1 (+1 dex)
Damage Roll: 1d6
30 ft, Uses 1 round, P, Analog

Smoke Grenade I: (2)

Attack Roll: 1d20
Explode (smoke cloud 1 minute, 20 ft.)

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Defense:
________

Second Skin: +1 EAC, +2 KAC, +5 Max Dex, no armor check penalty, no speed adjustment, 1 upgrade slot

HP: 12 (6 class+6 race)
SP: 7 (6 class +1 Con mod)
RP: 4 (1+ 3 Wis mod)
Initiative: 1d20+1 (+1 dex mod)
EAC: 12 (10 + 1 armor bonus + 1 dex mod)
KAC: 13 (10 + 2 armor bonus + 1 dex mod)
AC vs combat maneuvers: 21 (KAC + 8)

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Saves:
________

BAB: 0
Fort: 1 (+1 con)
Ref: 1 (+1 dex)
Will: 5 (2 + 3 wis)

Speed: 30ft (with and w/o current armor)

Skills:

Tot | Rank | Class | Mod | Misc |
_1_= ___ + ___ + _1_ + ___ Acrobatics AC penalty
_0_= ___ + ___ + _0_ + ___ Athletics AC penalty
_-1_= ___ + ___ + _-1_ + ___ Bluff
_8_= _1_ + _3_ + _2_ + _2_ Culture +2 racial trait
_5_= _1_ + _3_ + _-1_ + _2_ Diplomacy +2 racial trait
_-1_= ___ + ___ + _-1_ + ___ Disguise
_-1_= ___ + ___ + _-1_ + ___ Intimidate
_6_= _1_ + _3_ + _2_ + ___ Life Science
_6_= _1_ + _3_ + _2_ + ___ Medicine
_8_= _1_ + _3_ + _3_ + _1_ Mysticism +1 Priest theme
_7_= _1_ + _3_ + _3_ + ___ Perception
_1_= ___ + ___ + _1_ + ___ Piloting
_10_= _1_ + _3_ + _2_ + _4_ Profession (Philosopher, Int mod) +4 professional toolkit
_7_= _1_ + _3_ + _3_ + ___ Sense Motive
_1_= ___ + ___ + _1_ + ___ Stealth AC penalty
_3_= ___ + ___ + _3_ + ___ Survival

6 skills + 2 int mod = 8 skills per level

Class Skills: Bluff, Culture, Diplomacy, Disguise, Intimidate, Life Science, Medicine, Mysticism, Perception, Profession, Sense Motive, Survival

Feats:

Mystic Strike: Your magical power flows into your weapons. Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures.

Special Abilities:

_________
Racial
_________

BLINDSENSE: Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flatfooted against attacks from creatures it can’t see.

COMMUNALISM: Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.

CULTURAL FASCINATION: Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.

LIMITED TELEPATHY: Shirrens can communicate telepathically 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 speak.

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Mystic
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PROFICIENCIES: Light armor, Basic melee weapons, and small arms

SPELLS: You cast spells drawn from the mystic spell list (see page 336). To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Wisdom modifier.

You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–4: Mystic. In addition, you receive bonus spells per day if you have a Wisdom modifier of +1 or higher, as shown on Table 4–5: Mystic Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new mystic level, you learn one or more new spells, as indicated on Table 4–6: Mystic Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Wisdom modifier. Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You can cast any mystic spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.

You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem as a full action. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem.

CONNECTION (Healer): You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic—once made, this choice can’t be changed.

Connection Power: At 1st level, 3rd level, and every 3 levels thereafter, you gain a connection power unique to your connection. If a connection power allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier. If the power requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier.

Connection Spell 1st Level
Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known listed on Table 4–6: Mystic Spells Known. These spells can’t be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection’s entry.

If your connection lists a single variable-level spell (see page 330) for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level.

HEALING TOUCH (SU): Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

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Theme (Priest):
________________

THEME KNOWLEDGE: Choose a deity or a philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the DC of Culture and Mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation. Chosen Deity: Weydan

Connection:

HEALER

Your connection channels the life force of all things—as well as its counterpart, death. You’re an expert healer, but not necessarily a selfless one. You might be a traveling doctor, a haunted medium, a military medic, or a tyrannical necromancer.

Associated Deities: Desna, Hylax, Iomedae, Pharasma, Sarenrae, Talavet, Urgathoa, Weydan

Associated Skills: Medicine and Mysticism

Spells: 1st—6th mystic cure; replaced by 1st—lesser remove condition, 2nd—remove condition, 3rd—remove affliction, 4th—restoration, 5th—greater remove condition

Healing Channel (Su) 1st Level power: You can heal yourself and your allies. You can spend 1 Resolve Point to channel this energy. Healing yourself with channeled energy is a move action, healing an ally you touch is a standard action, and healing all allies within 30 feet is a full action. This energy restores 2d8 Hit Points and increases by 2d8 at 3rd level and every 3 levels thereafter.

Gear:

Combat Gear: Knife, survival, Semi-auto pistol, tactical, Second skin, Smoke Grenades (2), Rounds, small arms (Qty 3, contains 30 rounds each)

Healing Gear: Serum of Healing mk 1 (2)

Other Gear: Personal comm unit (80 capacity, 1/hour), Cable line titanium alloy (10 ft), Consumer backpack, Travel clothing, Tent (mass produced), Hygiene Kit, Trapsmith's tools, Professional toolkit, Small root with anti-toxin properties

Credits: 25
Bulk: 4

Unencumbered: 5
Encumbered: 6-10
Overburdened: 11+

Spells:

0 Level Spells:

Known: 4

Daze: Humanoid creature of CR 3 or lower is dazed.

Detect Magic: Detect spells and magic items within 60 feet.

Stabilize: Cause a dying creature to stabilize.

Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 damage to the target and object.

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1st level spells:

Known: 2+1 (Mystic Connection Spell) Per day: 3

Life Bubble: Encase targeted creatures with a shell of tolerable atmosphere.

Mind Thrust: Mentally deal 2d10 damage to one target.

Mystic Cure: (Connection spell) Restore 1d8 + your Wisdom modifier Hit Points to a living creature.