Razelago

Ajatus Sundalo's page

42 posts. Organized Play character for Anxa.


Full Name

Ajatus Sundalo

Race

Lashunta (Damaya) | Tempered Pilgrim |

Classes/Levels

Mystic (Overlord) 1| SP: 3/5; HP: 4/10; RP: 4/5 | BAB: 0; EAC: 12; KAC: 13; CMD: 21 | F-1; R+0; W+6 | Init: +0; Perc: +8; Sense Motive + 10; Spd: 30' | Spells: 1st 0/3

Gender

M

Size

M

Age

23

Alignment

LN

Deity

Eloritu

Strength 10
Dexterity 11
Constitution 8
Intelligence 12
Wisdom 18
Charisma 14

About Ajatus Sundalo

Ajatus Sundalo
SFS#: # 2352348-707
XP 0 | Fame 0
Faction Rep: Acquisitives - 0

Lashunta (Damaya) | Male | Tempered Pilgrim | Mystic (Overlord) 1
LN | Medium | Humanoid (Lashunta) | 23 years old | Ht: 5'6” | Wt: 143lbs
Init +4; Perception +8

DEFENSE
Armor: Second Skin (Max Dex: 4; Armor Pen: 0; Speed Adjust: 0)
KAC 12 | EAC 11 | CMD 20
Stamina 5 | HP 10 | Resolve 5
SAVES: Fort -1 | Ref +0 | Will +6

OFFENSE
BAB: +0 | Base Speed: 30' | Adjusted Speed: 30'
Melee
- Staff, Battle (lvl 1; Basic Melee; 2-Handed; Dam: 1d4 B; Crit: Knockdown ; Special: Analog, Block)

Ranged
- Laser pistol, Azimuth (lvl 1; Small Arms; 1-Handed; Dam 1d4 F; Rng: 80ft; Crit: Burn 1d4; Special: - ; Ammo: 20 Charges, 1/shot)

STATISTICS
Str 10(+0), Dex 11(+0), Con 8(-1), Int 12(+1), Wis 18(+4), Cha 14(+2)

FEATS
Armor: Light
Weapon: Basic melee, Small arms
Improved Initiative (+4 Initiative)

SKILLS Skill +Mod (Ranks)
Acrobatics +0
Athletics +0
Bluff +6 (1)
Culture +6 (1)
Diplomacy +8 (1)
Disguise +2
Intimidate +2
Mysticism +8 (1)
Perception +8 (1)
Profession (Mercenary) +8 (1)
Sense Motive +10 (1)
Stealth +0
Survival +4

LANGUAGES
Common, Castrovelian (Lashunta), Brethedan, Aklo, Goblin, Draconic

SPECIAL ABILITIES
Race: LASHUNTA (Damaya)
- Limited Telepathy: 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: Receive a +2 racial bonus to any two skills of their choice (Diplomacy and Sense Motive).
- Lashunta Magic: At will-Daze, Psychokinetic Hand; 1/day-Detect Thoughts. Caster level is equal to the Lashunta’s level. DC is equal to 10 + Chr + Spell Level.

Spell-Like Abilities:
Daze
Level 0; School - Enchantment (compulsion, mind-affecting)
Casting Time - 1 standard action; Range - Close (25 ft. + 5 ft./2 levels)
Target - one humanoid creature of CR 3 or lower
Duration - 1 round; Saving Throw Will negates; Spell Resistance yes
This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute.

Psychokinetic Hand
Level 0; School - Transmutation
Casting Time - 1 standard action; Range - Close (25 ft. + 5 ft./2 levels)
Target - one unattended object of no more than 10 lbs. or 1 bulk
Duration - Concentration; Saving Throw none; Spell Resistance no
You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.

Detect Thoughts
Level 1; School - Divination (mind-affecting)
Casting Time - 1 standard action; Range - 60 ft.
Area - cone-shaped emanation
Duration - concentration, up to 1 minute/level; Saving Throw Will negates, see text; Spell Resistance no
You detect the surface thoughts of intelligent creatures around you. The amount of information revealed depends on how long you study a particular area or target.
1st Round: You detect the presence or absence of thoughts from conscious creatures that have Intelligence scores of at least 1 (or an Intelligence modifier of –5) or higher.
2nd Round: You detect the number of thinking minds and the Intelligence score (or modifier) of each. If the highest Intelligence score is 26 (or a modifier of +8) or higher and at least 10 points higher than your own Intelligence score (or 5 points higher than your own Intelligence modifier), you are stunned for 1 round and the spell ends. This spell doesn’t let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
3rd Round: You can read the surface thoughts of any mind in the area. A target who succeeds at its Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (an Intelligence score of 1 or 2 or an Intelligence modifier of –4 or lower) have simple, instinctual thoughts.
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.

Theme: TEMPERED PILGRIM:
- Theme Knowledge: Reduce the DC of Culture checks to recall knowledge about a culture’s customs and related topics by 5. In addition, whenever you take a rank in Culture, you learn to speak and read two new languages instead of one. Gain a +1 bonus to Culture. +1 to Charisma at creation.

Class: MYSTIC (OVERLORD):
- Healing Touch (Su): 1/day, spend 10min magically heal ally 5hp/mystic lvl
- Inexplicable Commands (Su) - When mind-affecting charm or compulsion spells or spell-like abilities ends, the target loses all memory that it was magically controlled or influenced. That creature still remembers the actions it took, but may be confused by them.

SPELLS:
Spell Saves = 10 + Wis Mod + Spell Level
0 Level: Detect Magic, Stabilize, Telekinetic Projectile, Token Spell
1st Level: Command, Charm Person, Mind Thrust

GEAR/POSSESSIONS:
- Second Skin (Light Armor, L Bulk)
- Laser pistol, Azimuth (Small Arms, L Bulk)
- Staff, Battle (Basic Melee, 1 Bulk)
- Comm Unit, Personal (Combines a minor portable computer (tier-0) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range. Includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres); L Bulk)
- Backpack, Industry (+2 Str for Bulk calc; 0 Bulk worn/1 Bulk carried)
- Clothing, Travel (+2mi per 8hr overland movement. Gain a +1 circumstance to Con to avoid taking nonlethal damage forced march.)
- Clothing, Professional (+1 circ bonus Prof: Mercenary; L Bulk)
- Sleeping Bag, Mess Kit, Canteen, Lighter (Total Bulk 0.3)
- Kits: Hygiene, Gear Maintenance (Total Bulk 1.1)
- Portable Light, Lantern (increase light 10ft radius; 10c, 1/hr; 1H; L Bulk)
- Restraints, Binders (4; A pair of binders immobilizes two limbs of your choice. A creature can escape binders with a successful Acrobatics check (DC = 20 + 1-1/2 × your level); N Bulk)
- Zipstick (A zipstick is a small pen-like device used to administer a small jolt of electricity. This jolt is enough to deal 1 electricity damage with a successful melee attack as an improvised weapon. A zipstick is most often used to activate or deactivate ion-bonding technology, such as ion tape; 1H; 20c, 1/u; Neg Bulk)
- R2E Meals (2, 1/day; L Bulk each)
- Tool Kits (+4 bonus; L Bulk each): Professional (Prof Mercenary); Disguise;
- Serum of Healing, MK1 (2; L Bulk each)
- Meditation Spheres (1 1/8 Stainless Steel Bearings (6); L Bulk per 3)

CARRYING CAPACITY
Unencumbered: 6
Encumbered: 12
Overburdened: 13
Total Carried: 4

CREDITS: 95

SLOTTED:
Acquisitives Champion
Personal:
Promotional:
Social:
Starship:
Slotless:

Purchased Boons:
Purchased:

Faction Boons: Acquisitives Champion (free starting boon)

Earned Boons:
None yet.

MISSION LOG: