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About Cadan Xera___________________________________________ Cadan Xera
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Ranged
Stowed on the ship unless I can find a way to carry more bulk
Azimuth Laser Pistol
Space 5 ft.; Reach 5 ft. Special Attacks
Supernatural Abilities
Spell-Like Abilities
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Skills 42 ranks = (7 = 6 Mystic + 1 Int) * 6 level
Starship-Combat Version of Skills
Feats
Languages (Base + 1 Int + 6 Culture + 2 Diplomatic Training)
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Mystic Connection: Overlord Overlord Power - Inexplicable Commands (Su): When one of your 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. Mystic - Healing Touch (Su): (1/1, 30hp) Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level. Mystic - Channel Skill (Su): +2 Diplomacy, Intimidate Mystic - Mindlink (Sp): You can use mindlink at will as a spell-like ability, though only once per day on any given individual. Mystic - Archetype Penalty: For the highest level of mystic spell you can cast, reduce the number of mystic spells known by 1. Steward Officer - Diplomatic Training (Ex):
Mystic - Weapon Specialization (Ex): Basic melee weapons and small arms Overlord Power - Forced Amity (Sp): You can spend 1 Resolve Point as a standard action to cast charm person. Mystic - Archetype Penalty: You don’t gain access to the highest-level connection spell you would normally have access to. Steward Officer - Military Training (Ex): Longarm Weapon Proficiency
Mystic - Echoes of Obedience (Su): Even creatures that resist your dominance can’t shake the lingering echoes of your mind. When a creature succeeds at a saving throw against one of your mind-affecting charm or compulsion spells or spell-like abilities and negates the effect, it takes a –1 penalty to AC, attack rolls, and skill checks until the beginning of your next turn. This is a mind-affecting effect. Ace Pilot - LONE WOLF (6TH) You know at least a little bit about handling every role on a starship, and you can sub in for certain tasks in a pinch. Whenever you need to attempt a skill check either during starship combat or to directly repair or otherwise maintain your starship, you can treat half your ranks in Piloting as your ranks in the appropriate skill for the check, if that would be better (since you effectively have ranks in the related skill, you are considered trained in the skill for the purposes of this check). [dice=Overcome SR, Spell Penetration]1d20+6+2[/dice]
*Connection Spell
Heavy Bipod - move action to drop arms, move action to deploy or grip arms; while deployed or gripped, reduce penalty for range by 2, and reduce penalty for full attacks by 2 A sniper scope reduces penalties due to range and AC bonuses from cover by 2.
Scopes:
A scope is a telescopic sighting device with an incorporated reticle that attaches to a small arm or railed weapon’s top rail. A scope can’t be added to a weapon with a sight. As a move action, you can aim through a scope. This can be done as part of the same move action required to aim a weapon with the sniper weapon special quality, or as part of a sneak attack where you do not take any movement even if you also aim a sniper weapon as part of that action. Aiming through a scope reduces penalties to attack rolls due to range as well as bonuses to AC from cover.
In addition, a scope increases a weapon’s range increment for determining penalties to attack rolls due to range. For small arms, a scope increases the weapon’s normal range increment to 1-1/2 times its listed range for this purpose. For longarms and heavy weapons, the increase is 4 times the normal range increment. For sniper weapons, the increase is twice the range increment of the sniper special property. The reduction in penalties due to aiming with a scope applies only to the next attack roll you make with the weapon before the end of your next turn. Scopes also confer other benefits depending on their type. You can also view distant objects through a scope as a move action, which grants you a +1 circumstance bonus to vision-based Perception checks against objects 30 feet or farther from you. You can use a scope for this purpose when it is not attached to or integrated with a weapon. A detached scope does not provide improved accuracy. Invigorating Fusion Seal:
After making a successful attack with this weapon that drops a foe (by killing it or rendering it unconscious), you feel a rush of energy that eliminates the fatigued condition and reduces exhaustion to fatigue. If you were neither exhausted nor fatigued, you instead gain a +3 morale bonus to Strength-, Dexterity- and Constitution-based ability checks and skill checks, and you gain a +10 enhancement bonus to your speed for all of your modes of movement until the end of your next turn. Called Fusion Seal - swift action to summon to hands --------------------
1950 Lashunta Tempweave, L (SOLD)
Other Gear
0020 navigator's kit, L
0055 Stabilize Spell Chip, --
2 Bulk + 7L Armor upgrades
Kinetic Longarm Spell chips
119 credits left (Loot) tactical dueling sword
+195 credits from selling lashunta tempweave +4500 credits story award -4650 corona laser rifle 164 credits left +1217 credits from selling other loot 1381 credits -1350 sniper scope 31 credits NOTE: WBL section suggests spending no more than 25% of total wealth on protective equipment and another 25% on weapons. For level 6 that should be 3750 credits each; current spending is around 2274 credits) Bot Me!:
Cadan tries to stay out of melee as much as possible, taking advantage of Agile Casting to use cover when spellcasting and otherwise blasting things with his longarm. He will use his pistol when appropriate to the target.
In ship combat, Cadan prefers to fly the ship, but he can also serve as a Captain or a Gunner |