Sally Scrabblebones

Archaius Maelstrom's page

121 posts. Organized Play character for TriShadow.


Full Name

Archaius Maelstrom

Race

Winterborn Ryphorian

Classes/Levels

Mystic 1/ Technomancer 1 | Stamina: 13 | HP 15 | Resolve: 3 | EAC: 14 KAC: 15 | F:+1/ R:+2/ W:+6 | Initiative: +6 | Perception: +9

Gender

MALE

Size

M

Alignment

Chaotic Neutral

Strength 8
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 14
Charisma 10

About Archaius Maelstrom

Archaius Maelstrom

Mystic 1/ Technomancer 1 | Stamina: 13 | HP 15 | Resolve: 3 | EAC: 14 KAC: 15 | F:+1/ R:+2/ W:+6 | Initiative: +6 | Perception: +9
Armor: Freebooter Armor {+2/+3} Bulk = L
Weapons:
Survival Knife {1d20+2; 1d4 S} Bulk = L
Azimuth Laser Pistol (1d20+2; 1d4 F (Crit=1d4 burn)} Bulk = L
BAB:+0
Melee: -1
Ranged: +2
Thrown: -1
CMB: -1

ENERGY RESISTANCE: Cold (5)

SPELLS
Mystic
0th level unlimited (DC 12) Fatigue, Grave Words, Stabilize, Telekinetic Projectile
1st level 3 cast/day (DC 13) Magic Missle, Mind Thrust, Mystic Cure

Technomancer
0th level unlimited (DC 12) Dancing Lights, Detect Magic, Mending, Psychokinetic Hand
1st level 3 cast/day (DC 13) Magic Missile, Supercharge Weapon

Skills:
Acrobatics (Dex) +2 {+2 stat}
Athletics (Str) -1
Bluff (Cha) +0
Computers (Int) +7 {2 ranks, +3 class, +2 stat}
Culture (Int) +7 {2 ranks, +3 class, +2 stat}
Diplomacy (Cha) +0
Disguise (Cha) +0
Engineering (Int) +7 {2 rank, +3 class, +2 stat}
Intimidate (Cha) +0
Life Science +7 {1 rank, +3 class, +2 stat, +1 theme}
Medicine (Int) +7 {1 rank, +3 class, +2 stat}
Mysticism (Wis) +7 {2 ranks, +3 class, +2 stat}
Perception (Wis) +9 {2 ranks, +3 class, +2 stat, +2 race}
Physical Science (Int) +6 {1 rank, +3 class, +2 stat}
Sense Motive (Wis) +2 {0 ranks, +2 stat}
Stealth (Dex) +2 {+2 stat}
Survival (Wis) +6 {1 rank, +3 class, +2 stat}

Feats
Improved Initiative (BONUS ~ Race)
Spell Penetration {1st}

Gear
Freebooter Armor Bulk = L
Survival Knife Bulk = L
Azimuth Laser Pistol Bulk = L
Back-up battery Bulk = L
Engineering Kit Bulk = L
Comm Unit Bulk = L
Medkit Bulk = L
Spell Gems (Life Bubble x1, Magic Missle x1) Bulk = L
Serum of healing, mk 1 Bulk = L
CREDITS: 1891

THEME KNOWLEDGE (1ST)
You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick Physical Science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

MYSTIC

CONNECTION 1st Level
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. Connections you can choose from begin on page 85.

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 (for example, Weydan, the god of freedom, is unlikely to look kindly on overlords). As such, each connection lists the deities and philosophies commonly associated with it.

Connection Power 1st Level
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) 1st Level {1/day}
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

TECHNOMANCER

SPELL CACHE 1st Level {1/day}
As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level. If your spell cache is damaged, it is restored to full Hit Points
the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.

WEAPON PROFICIENCIES
Basic Melee Weapons, Small Arms

ARMOR PROFICIENCIES
Light Armor

FEATS
Improved Initiative, Spell Penetration

ABILITIES
Healing Touch (1 /day) (Su): Spend 10 minutes to heal an ally up to 5 Hit Points per mystic level.

Low-Light Vision (Ex): See in dim light as if it were normal light.

Spell Cache (item type, 1 /day) (Su): Activate to cast any one spell known for free.

Spell Penetration: +2 to caster level checks to overcome spell resistance.

Theme Knowledge (specialized field, Life Science) (Ex): -5 DC for checks related to knowledge of the chosen field of study.

Walk the Void (Su): Flight speed 20 in space, immune to effects of space.

BOONS
Faction

Slotless

Social

Instructor:
Prerequisites: Second Seekers (Luwazi Elsebo) Tier 1
Cost: 2 Fame
Benefit: This boon represents time spent outside of adventuring that you’re taking to train a potential new Starfinder. At the end of every adventure you have this boon slotted, record the total amount of Fame you earned. You can expend your Downtime at the end of an adventure to increase the amount of Fame recorded for this boon by 1. Once you have accrued 40 Fame with this boon, your student has come into his or her own and is ready to become a full-fledged Starfinder (a new character). Have your GM mark the Chronicle sheet where you accomplished this, and keep a copy with your new character.

When your new character reaches 5th level, instead of choosing four ability scores to increase, you can choose five. Otherwise you follow all other rules for leveling up. This bonus only applies at 5th level.

Special: You can apply this boon only to one new character, and only once the objectives have been completed.

APPLIED REWARDS
Alien Archive TIER 2 {Ryphorian}
1-99: The Scoured Stars Invasion {3, 5, 2160}

SESSIONS
01 - 1-10 Half-Alive Streets {1, 2, 725}
02 - 1-22 The Protectorate Petition {1, 2, 771

XP: 5 / FAME: {Earned = 9 | Current = 7} / CREDITS: 1891