Shag Solomon

Altorin Cyrido's page

82 posts. Organized Play character for Agent Eclipse.


Race

| SP: 16/16 HP: 16/16 | RP: 4/4 | EAC: 14 KAC:16 AC vs CM:11 | F:2 R:0 W:6 | Init: 0 | Speed 25ft | 1st-Level Spell: 3/3 | Active Conditions: |

Classes/Levels

Skills:
Cul: 4 | L.Sci: 4 | Med: 5 |Mys: 9/13 | Per: 11 | Prof (Gambling): 12/13 | Sense Motive: 7 | Survival: 8/12

Gender

CG Male Transitional Ryphorian (Solar Disciple) Mystic

Languages

Common, Triaxian, Draconic

Occupation

Drifter

Strength 13
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 16
Charisma 10

About Altorin Cyrido

# 54329-705
Transitional Ryphorian Mystic Centurion(Solar Disciple) 2
CG Medium Humanoid (Ryphorian)
Initiative 0|25 ft.

Defense::

EAC 14|KAC 16|CMB AC 11|
SP 16 | HP 16 | RP 4
Fort 2|Reflex 0|Will 6|
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Armor: Lashunta Ringwear I
EAC 2 | KAC 4 | Max DEX +2 | ACP -2 | Speed -5ft.
Upgrade Slot 0


Offense::

BAB 1| Melee 2| Ranged 1| Thrown 2|

Spear, Tactical: 1d6P | 20 ft.
dice=Spear, Tactical]1d20+1+1
Base + Str
dice=Damage]1d6+1

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Spell DC: 10+Spell Level+Wisdom Modifier


Skills::

Bluff: 0
Culture: 4 (1 Rank)
Diplomacy: 0
Disguise: 0
Intimidate:0
Life Science: 4 (1 Rank)
Medicine: 5 (1 Rank)(Channel +1)
Mysticism: 9/13 (2 Rank)(Channel +1)(+4 When dealing with traps)
Perception: 11 (2 Rank+Theme Knowledge+Racial)
Profession: 12/13 (Gambler)(2 Rank+Professional’s Tools)(+1 Dayjob Checks)
Sense Motive: 7 (1 Rank)
Survival: 8/12 (2 Rank)(+4 When orienteering)


Racial Traits:

Bonus Feat:
Ryphorians gain a bonus feat at 1st level.

Keen Senses:
Ryphorians’ distinctive ears help them hear precisely, granting a +2 bonus to Perception checks.

Low-Light Vision:
Ryphorians can see in dim light as if it were normal light.

Trimorphic:
Transitional ryphorians gain cold and fire resistance 2, and when in conditions of severe cold or heat, they have to attempt Fortitude saves only once per hour instead of once every 10 minutes. A ryphorian can stack this natural resistance with one other form of resistance.


Theme Traits (Solar-Disciple):

Theme Knowledge (1st):
You’ve read extensively about the physics of the sun and its associated planes and the best theories about how they interact to produce the solar environment. You’ve also made a study of every sun-based religion of the Pact Worlds, from the Church of the Dawnflower down to the most primitive sun cult. Reduce the DC of Physical Science checks to recall knowledge about scientific questions concerning the sun and light by 5. Reduce the DC of Mysticism checks to recall knowledge about sun-focused religions, the Elemental Plane of Fire, and the Positive Energy Plane by 5. Perception 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 Perception checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.


Feats:

Heavy Armor Proficiency:
No penalty to attack rolls while wearing heavy armor

Bodyguard:
As a reaction when an adjacent ally is attacked, you can grant that ally a +2 circumstance bonus to its AC against that attack. If you do so, you take a –2 penalty to your own Armor Class until the beginning of your next turn.


Mystic Class Abilities:

Connection (Healing):
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.

Many mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don’t fit within their ethos. As such, each connection lists the deities and philosophies commonly associated with it.

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:
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 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.


Healing Connection Abilities:

Associated Skills:
Medicine and Mysticism

Spells:
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):
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.


Spells:

Spells:
You cast spells drawn from the mystic spell list. 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.

Spells Known:

0-Level:
Detect Magic
Stabilize
Telekinetic Projectile
Telepathic Message

1st-Level:
Mystic Cure (Connection)
Summon Creature 1
Wisp Ally


Gear::

Equipped:
Lashunta Ringwear (415C | 2)

Spear, Tactical (375C | 1)

Backpack, Indus. (25C | L)

In Bags:
Profession Outfit (5C | L)
Comm Unit, Personal (7C | L)
Navigator’s Tools (20C | L)
Professional’s Tools (20C | L)
Trapsmith’s Tools (20C | L)
Serum of Healing, MK1 (50C | L)

63C

Description:

Background: