Anevia Tirablade

Desha Doash's page

384 posts. Organized Play character for Mjolbeard89.


Race

SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 |

Classes/Levels

Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |

Found Gear:
AC

Gender

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8

Homepage URL

Character Sheet

About Desha Doash

Desha "DD" Doash - SFS #177216-704
XP 21 | Fame 34
FACTIONS
Second Seekers (Jadnura) Tier 4 | Rep 45
Acquisitives Tier 0 | Rep 1
Dataphiles Tier 0 | Rep 1
Exo-Guardians Tier 0 | Rep 1
Second Seekers (Ehu Hadif) Tier 0 | Rep 1
Second Seekers (Luwazi Elsebo) Tier 0 | Rep 4

Bot Me!:
COMBAT
When a fight breaks out, Desha will primarily stick to her rifle. If a particularly potent enemy appears, though, she will turn her magic against the foe. She'll start out with support for her allies with Wisp Ally, then will turn to a more offensive tack with Mind Thrust.
[dice=Pulse Staccato Rifle]1d20+4[/dice [dice=Damage (So)]1d10[/dice
SOCIAL
Desha is a well trained diplomat, focusing especially on her Sense Motive and Diplomacy. He Empath Connection power allows her to better read someone for a limited time, but could be useful in knowing the best way to resolve a situation non-violently if the opportunity presents itself.
[dice=Sense Motve]1d20+11[/dice
EXPLORATION
Desha is also capable in her ability to puzzle things out with Perception, Mysticism, and Survival. If pursuing a particular target, her Bounty Hunter theme makes tracking that target down that much easier.
STARSHIP COMBAT
Desha is a formidable captain. She usually focuses on encouraging her crew to perform at their best...
[dice=Diplomacy (Encourage)]1d20+12[/dice
...but she can also really jump on someone's back if they're not getting the job done!
[dice=Intimidate (Demand)]1d20+11[/dice

Female Human Bounty Hunter Mystic (Empath)(Steward Officer) 8
LN Medium Humanoid (Human) 54 y.o.
Init +4; Senses Perception +18 (+20 visual); Darkvision and infrared 60ft
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DEFENSE
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KAC 24 (+4 Dex, +10 Armor)
EAC 24 (+4 Dex, +10 Armor)
hp 52 (4 racial+8*[6 class])
Stamina 56 (8*[6 Class]+8*[1 Con])
Resolve 8 (1/2 Level+4 WIS)
Fort +4, Ref +6, Will +10
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OFFENSE
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Speed 30 ft.; Fly 30 ft. (average maneuverability)
Melee
Bone Cestus, Austere +6 (1d6+8 P; critical bleed 1d4; analog, light bayonet bracket)
Unarmed Strike +6 (1d3+8 B; nonlethal, archaic)
Ranged
Pulse Staccato Rifle (Inspiring, Called, Trailblazer) +11 (1d10+8 So; range 40ft; automatic, bayonet attach, stabilized (bipod); critical deafen, inspiring; 40 charges, usage 1)
Vivifer Flare Rifle +11 (Tactical) (1d10+8 F; range 80ft; analog, bright, harrying; critical burn 1d6; 20 flares, usage 1)
Static arc pistol +10 (1d6+4 E; range 50ft; stun; critical arc 2; 20 charges, usage 2)
Semi-auto pistol, tactical +10 (1d6+4 P; range 30ft; 9 rounds)
------------------------------
STATISTICS
------------------------------
Str 10, Dex 14 (18), Con 13, Int 10, Wis 18, Cha 16 (18)
Base Atk +6
Feats Skill Synergy (Diplomacy, Intimidate), Divine Blessing (Hylax), Weapon Specialization (class), Spell Focus, Longarm Proficiency, Weapon Focus (Longarms), Weapon Specialization (Longarm), Tactful Advisor
Skills (8x(6+0 INT+1 Skilled bonus)= 48 skill points total) Culture +10 (+14 with Library Chip), Diplomacy +17, Intimidate +15, Life Science +5 (+9 with Library Chip), Mysticism +18, Perception +18, Profession (Bounty Hunter) +19, Sense Motive +18, Survival +9
Special
Library Chip (Culture) gives +4 to Culture checks to recall knowledge
+4 Culture when deciphering writing
+4 Mysticism to identify a magic item
Perception +2 on visual checks
ACP 0
Languages Common, Vercite, Akitonian, Ghibran, Vesk, Copaxi, Jinsul, Aklo, Aquan, Castrovelian (Lashunta)
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SPELLS
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0-level (6 known, DC 15): Daze, Detect Magic, Fatigue, Psychokinetic Hand, Stabilize, Telekinetic Projectile
1-level (5 known, 5/day, DC 16): Mystic Cure, Reflecting Armor, Seeking Shot, Wisp Ally, Share Language
2-level (4 known, 5/day, DC 17): Hold Person, Mind Thrust, Augury, Fog Cloud
3-levls (2 known), 3/day, DC18): Polar Vortex (NS), Summon Creature
Summons
[list]

  • 3x Small Water Elemental
  • Medium Archon
  • Medium First World Beast
  • Medium Devil
    Connection spells
    1: Detect Thoughts
    2: Zone of Truth
    ------------------------------
    SPECIAL ABILITIES
    ------------------------------
    Class Abilities
    Spells: 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.
    Channel Skill (Su): You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. Each connection has two skills associated with it. You gain a +1 insight bonus to skill checks with your connection’s associated skills. This bonus increases by 1 at 5th level and every 3 levels thereafter.
    Mindlink (Sp): You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.

    Empath Connection Abilities
    Empathy (Su): As a full action, you can attempt a Sense Motive check to read the emotions of a particular creature (DC = 20 or 10 + its Bluff modifier, whichever is higher). If you succeed, you learn its general disposition and attitude toward creatures within 30 feet of it, and you gain a +2 circumstance bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against that creature for 1 hour. Whether you succeed or fail, after opening your mind to read emotions, you take a –2 penalty to saving throws against mind-affecting effects for 1 minute.
    Greater Mindlink (Su): You can use your mindlink ability on the same creature as many times per day as you wish, and the communication can be both ways, though the maximum of 10 minutes of communication per round still applies.
    Replace 6th w/ Ephphany - Overbearing Stare (Su): Each day when you regain Stamina Points and daily-use abilities following an 8-hour rest (Core Rulebook 263), choose one of the following: AC, attack rolls, Fortitude saves, Reflex saves, or Will saves. You can focus your gaze on one creature within 30 feet as a swift action, bringing down upon it the full might of unseen spirits associated with your connection. The target must succeed at a Will save or take a –1 penalty to the chosen statistic. You can maintain this effect against only one opponent at a time, and it remains in effect until you stare at a new target, the opponent moves more than 30 feet away from you, or either you or the opponent fall unconscious or dies. The penalties of multiple overbearing stares don’t stack. Once you have used this ability against a target, you can’t do so again for 24 hours. This is a mind-affecting, sense-dependent curse effect.

    Archetype Abilities
    Diplomatic Training (Ex): You gain Culture and Diplomacy as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, you learn to speak and read a new language. See page 41 of the Starfinder Core Rulebook for a list of languages spoken in the Pact Worlds and beyond.
    You can use your Diplomacy skill for Intimidate checks to demoralize a target and your Culture skill for Life Science checks to identify humanoids and monstrous humanoids. When you attempt a Diplomacy check to change a creature’s attitude but you fail the check, the creature’s attitude worsens only if you fail the check by 10 or more.
    Military Training (Ex): You gain one of the following feats as a bonus feat (you must meet all the prerequisites of the chosen feat): Advanced Melee Weapon Proficiency, Improved Unarmed Strike, or Longarm Proficiency. At 6th level, if you chose Improved Unarmed Strike at 4th level, you gain Improved Combat Maneuver. Otherwise, you gain the Weapon Specialization feat as a bonus feat for the same weapon type to which the bonus feat you gained at 4th level applies. If you already have all the listed feats, you can choose a bonus combat feat instead.

    Race Traits
    Bonus Feat Humans select one extra feat at 1st level.
    Skilled Humans gain an additional skill rank at 1st level and each level thereafter.

    Theme: Bounty Hunter
    Theme Knowledge: Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias, or specific identity to be your mark. Reduce the DC of Culture or Profession (bounty hunter) checks to recall knowledge about your mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5. If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark. You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week. Survival 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 Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
    Swift Hunter (6th Level): You know just how to ask around about your marks to gain information and insight in a hurry. You can use Diplomacy to gather information about a specific individual in half the normal time, and you reduce the penalty for following tracks using Survival while moving at full speed to 0.

    Feats
    Divine Blessing (Hylax): Gain limited telepathy as the shirren racial ability.
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    SLOTTED BOONS
    ------------------------------
    Ally: First Seeker's Intuition
    Faction: Second Seekers: Jadnura Champion, Improved
    Personal: N/A
    Promotional: N/A
    Social: Savior of the Scoured Stars
    Starship: Drift Maven
    Slotless: Copaxi Linguist, Jinsul Linguist, Surviving Companion, Triunite Technotheurgy, Counter Innovation, Kadrical Rises, Overcome the Past
    ------------------------------
    GEAR/POSSESSIONS
    ------------------------------
    Pulse Staccato Rifle (2000cr, level 4, 2)
    - Light Bayonet Bracket (150cr, level 1, L)
    - Heavy Bipod (700cr, level , L)
    - Austere Bone Cestus (600cr, level 2, L)
    - Inspiring Fusion (4th) (680cr)
    - Called Fusion (4th) (680cr)
    - Trailblazer Fusion (4th) (680cr)
    Vivifer Flare Rifle (3600cr, level 6, 1)
    - Tactical Fusion (6th)
    Static Arc Pistol (750cr, level 2, L)
    Semi-auto pistol, tactical (260cr, level 1, L)
    Vesk Brigandine III (8800cr, level 8, L)
    - Jetpack
    Ring of Resistance, mk. 1 (735cr, level 2, -)
    Mk. 1 Ability Crystal personal upgrade (+2 Cha) (1400cr, level 3, -)
    Mk. 2 Ability Crystal personal upgrade (+4 Dex) (6500cr, level 7, -)
    Advanced Darkvision Capacitors
    (2x) Serum of healing, mk 1 (50cr, level 1, L)
    Spell Gem (1st) - Share Language (140cr, L)
    Spell Gem (1st) - Remove Condition, Lesser (140cr, L)
    Tool kit, profession (bounty hunter) (20cr)
    Environmental Clothing - Extreme Gravity (10cr)
    Reconfigurable Clothing (100cr+cost of contained outfits)
    - Environmental Clothing - Heat climates (10cr)
    - Environmental Clothing - Cold climates (10cr)
    - Formal Clothing (5cr)
    - Uniform (5cr)
    - Everyday (1cr)
    Binders (5cr)
    Personal Comm Unit (7cr, L)
    Library Chip (Culture) (250cr, -)
    Virtual Harrow Deck (5cr, -)
    Binoculars (50cr, L)
    Credstick (10,900 credits)

    Carrying Capacity
    Encumbered: 6-10 bulk
    Overburdened: 11+ bulk
    Current Load Carried 4 bulk

    Purchases:
    After 1-25
    Purchase Second Seekers: Jadnura Champion, Improved faction boon (4 Fame), Regimental Dress I armor (1450cr), Ring of Resistance mk. 1 (735cr)
    End with 1644
    After 1-30 (earn 1558)
    1-28 Start with 3202
    Bought Environmental Clothing - Extreme Gravity (10cr)
    After 1-26 (earn 1467+30 from Day Job)
    1-31 Start with 4689, 15 Fame
    Sold Second Skin (25cr)
    Bought Staccato Pulse Rifle (2000cr), Inspiring fusion (4th) (680cr), Scoured Stars Veteran boon (2 Fame)
    After 1-31 (earn 1433+30 from Day Job)
    1-20 Start with 3497cr, 15 Fame
    After 1-20 (earn 1494+48 from Day Job)
    Sold Regimental Dress I (+145cr)
    Bought Lashunta Mind Mail I (1-26 chronicle, 4250cr)
    1-34 Start with 934cr, 17 Fame
    After 1-34 (earn 2726cr, 2 Fame)
    Bought Light Bayonet Bracket (150cr), Austere Bone Cetus (600cr), Dazzler Flare Rifle (445cr)
    2-00 Start with 2465, 19 Fame
    Bought Mk 1 Serum of Healing x2 (100cr), Serum of Enhancement (Sneak) (475cr)

    Slotless Boons:
    Copaxi Linguist (Slotless Boon): So long as you have this boon, all of your Starfinder Society Roleplaying Guild characters have access to the Copaxi language and can select it any time they would learn a new language.
    Jinsul Linguist (slotless boon): By having access to a Jinsul Hierocracy facility, you recovered enough data to give the Society a solid grasp of the Jinsul language. So long as you have this boon, all of your Starfinder Society Roleplaying Guild characters have access to the Jinsul language and can select it anytime they would learn a new language.
    Surviving Companion (Slotless Boon; Vanity): You managed to save a previously unknown alien creature from its captivity within a jinsul weapons-research facility. Since its salvation, the alien has taken a shine to you and often accompanies you on missions as a sort of mascot. Oddly, this alien seems capable of rapid self-cloning, and even if a single specimen made it off the station, the creature has replicated itself enough times so everyone on the mission has their own version of the creature. While the creature provides no special benefits, save where it is called out in a specific scenario, it's a loyal and affectionate pet that's willing to follow you on your adventures.
    Bubbles the Purple Pentapus
    Triunite Technotheurgy (Slotless Boon; Limited Use): You have performed a service for the church of Triune, and the faithful are willing to return the favor at a future date. When you would spend one or more Fame when using the Basic Purchasing Plan boon (Starfinder Society Roleplaying Guild 27), you can cross out this boon to gain one of the following benefits: decrease the Fame cost by 25% (rounded up, maximum discount 3 Fame) or increase the spell's caster level by 3. If you are treated as a construct--such as by being an android--instead decrease the Fame cost by 50% (rounded up, maximum discount 5 Fame) or increase the spell's caster level by 5.
    _ Counter Innovation (Slotless Boon; Limited Use): You curtailed a dangerous threat to Absalom Station: a bodysnatcher slime clinic. Doing so brought these slimes into the light so the Society can study them. You can check the box that precedes this boon to use your Downtime to work with Society engineers to come up with a better defense against these slimes. This earns you the cerebral countermeasures biotech augmentation (Starfinder Alien Archive 2 19) for only 3000 credits. This biotech augment is unique to your physiology and can be resold for only 300 credits.

    Boons:
    1-22 The Protectorate Petition
    Copaxi Admittance (Personal Boon; Limited Use): As part of the Pact Worlds' official investigation of Tabrid Minor, you made a strong impression on the local copaxi inhabitants. Some have excitedly joined the Starfinder Society, inspired by your report's conclusions. You can use this boon only if your character has a Reputation Tier of 3 with one ore more factions. You can play a copaxi character, beginning at 1st level as normal.
    Copaxi Linguist (Slotless Boon): So long as you have this boon, all of your Starfinder Society Roleplaying Guild characters have access to the Copaxi language and can select it any time they would learn a new language.
    1-12 Ashes of Discovery
    _ / _ / _ Contractor's Respect (Social Boon; Limited Use): By successfully completing a mission to investigate an abandoned outpost in Near Space, you also earned the esteem of a prominent organization within the Pact Worlds. You can call upon the resources of this organization by slotting this boon. The organization loans you a set of armor or a non consumable weapon (but fully loaded with conventional ammunition) for the duration of this adventure. The loaned equipment must have an item level equal to or less than your character level +1, up to a maximum item level of 8. The item must be returned to the organization at the end of the adventure. Whenever you slot this boon, you must check one of the boxes.
    This boon might have additional uses based on the organization you have influenced. How this influence will pay out in the future is not yet clear. You will be told if this boon is important to a future scenario prior to slotting your boons. When all the boxes are checked, you can no longer earn loaned equipment while slotting this boon, as your preferred standing with this organization is expended.
    For tracking purposes your GM should mark the name of your hiring organization here: Xenowardens.
    Star Monster Slayer (Starship Boon): You defeated a spacefaring master known as a Besmaran whelp. Since this battle, you've mastered the art of battling against living starship-sized enemies when operating a starship of your own. While this boon is slotted, you gain a +2 bonus to all skill checks made in a starship combat against an enemy living starship. Any of your fellow crewmates who don't have this boon slotted instead gain a +1 bonus to their skill checks against enemy living starships--the direct result of your guidance during the battle.
    1-23 Return to Sender
    Jinsul Linguist (slotless boon): By having access to a Jinsul Hierocracy facility, you recovered enough data to give the Society a solid grasp of the Jinsul language. So long as you have this boon, all of your Starfinder Society Roleplaying Guild characters have access to the Jinsul language and can select it anytime they would learn a new language.
    Surviving Companion (Slotless Boon; Vanity): You managed to save a previously unknown alien creature from its captivity within a jinsul weapons-research facility. Since its salvation, the alien has taken a shine to you and often accompanies you on missions as a sort of mascot. Oddly, this alien seems capable of rapid self-cloning, and even if a single specimen made it off the station, the creature has replicated itself enough times so everyone on the mission has their own version of the creature. While the creature provides no special benefits, save where it is called out in a specific scenario, it's a loyal and affectionate pet that's willing to follow you on your adventures.
    1-25 The Beacon Code Dilemma
    Drift Maven (Starship Boon): Your experience with Drift travel grants you an edge when operating a starship on that plane. While in the Drift, you gain the following benefit based on your starship role.
    Captain: After starships are placed on the map at the start a starship combat, you can immediately move your starship 1d4+1 hexes and choose your facing before the encounter begins.
    Engineer: When you use the divert action to send power to the starship's engines, you increase the speed by 1d2+2 that round.
    Gunner: Increase the range of weapons you fire by 2 hexes.
    Pilot: You gain a +2 bonus to Piloting checks to perform the back off, barrel roll, flip and burn, flyby, and slide stunts.
    Science Officer: In any round in which you use the target systems action, any gunnery check that scores a critical hit deals additional damage equal to twice the number of ranks you have in the Computers skill.
    Triunite Technotheurgy (Slotless Boon; Limited Use): You have performed a service for the church of Triune, and the faithful are willing to return the favor at a future date. When you would spend one or more Fame when using the Basic Purchasing Plan boon (Starfinder Society Roleplaying Guild 27), you can cross out this boon to gain one of the following benefits: decrease the Fame cost by 25% (rounded up, maximum discount 3 Fame) or increase the spell's caster level by 3. If you are treated as a construct--such as by being an android--instead decrease the Fame cost by 50% (rounded up, maximum discount 5 Fame) or increase the spell's caster level by 5.
    1-30 Survivor's Salvation
    _ Counter Innovation (Slotless Boon; Limited Use): You curtailed a dangerous threat to Absalom Station: a bodysnatcher slime clinic. Doing so brought these slimes into the light so the Society can study them. You can check the box that precedes this boon to use your Downtime to work with Society engineers to come up with a better defense against these slimes. This earns you the cerebral countermeasures biotech augmentation (Starfinder Alien Archive 2 19) for only 3000 credits. This biotech augment is unique to your physiology and can be resold for only 300 credits.
    1-26 Truth of the Seeker
    First Seeker's Intuition (Ally Boon): You helped rescue First Seeker jadnura from the clutches of an aberrant creature. Jadnura's seen you in his meditations, and though he's not personally with you, Jadnura's attention manifests in strange ways as he's witnessed some of your destiny and how to influence it. When this boon is slotted, you can cross it off this Chronicle sheet to purchase a single weapon fusion for 50% of its normal value following the mission briefing when you'd normally slot boons. Otherwise, while this boon is slotted, once per adventure you can immediately attach any weaopn fusion you find during the course of a scenario onto a weapon by spending 5 minutes. Unlike the normal application of a fusion seal, the effects of the seal occur immediately and do not require a 24-hour adjustment period to activate.
    1-31 Treading History's Folly
    Journey to the Scoured Stars: Segment 6 (Unidentified Boon): You learned about the mentrasi, the species who received the relic that led First Seeker Jadnura into the Scoured Stars. During this journey, you also learned far more about the Scoured Stars' history, as well as the existence of its deity, Kadrical. This boon represents your character's future involvement in this critical step toward solving the Scoured Stars mystery. Other boons representing future steps toward unraveling the mystery of the Scoured Stars will appear in future scenarios, and collecting these boons will result in a unique benefit to be detailed on a future Chronicle sheet.
    _ / _ Spirits of a Doomed People (Ally Boon): You saved the spirits of those mentrasi bound to the strange menhir in the lost city of Xaharee. While these spirits have passed on to their final judgment, some still linger around you, wishing to repay the favor you've done for their people. When this boon is slotted and you have 0 Hit Points and are dying, you can check one of the boxes on this boon. You immediately gain 1 Hit Point and 2d8 temporary Hit Points, as one of the mentrasi spirits temporarily rejuvenates you. You can activate this boon without spending an action even if it is not your turn, though you cannot activate it after being attacked but before damage is dealt. You can only benefit from this effect once in a 24-hour period. Once the final box is checked, this boon can no longer be slotted.
    1-20 Duskmire Accord 9
    Duskmire Allegiance (Ally Boon): You befriended one or more groups within the Duskmire vault in the mysterious complex of Salvation's End. When you first earn this boon, select one of the following groups to be your most fervent ally and cross the remaining options off this boon.
    Yetis: The raucous yetis of the Muckfur tribe hold regular celebrations, even after their escape from the Duskmire vault. Prior to the start of a scenario, you can partake in a Muckfur party and gain some yeti-inspired confidence before your mission. For the duration of the scenario in which this boon is slotted, you gain a +1 bonus to Strength- and Dexterity-based skill checks and a +1 bonus to Fortitude saves.

    Faction Boons:
    Second Seekers Jadnura Champion (Faction Boon): This faction boon allows the character to gain Reputation with the Second Seekers ( Jadnura) faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of the scenario.
    Second Seekers Jadnura Champion, Improved (Faction Boon): This faction boon allows the character to gain Reputation with the Second Seekers (Jadnura) faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of the scenario.
    In addition, once per adventure, anytime you succeed at a Life Science or Physical Science skill check that is written into the adventure, you recover 1 Resolve Point, up to your Resolve Point total.

    Mission Log:
    Rescued from the Scoured Stars (start at level 2)
    1-22 The Protectorate Petition
    1-12 Ashes of Discovery
    Skittershot
    1-23 Return to Sender (COM Playtest pregen)
    1-25 The Beacon Code Dilemma (COM Playtest pregen)
    1-30 Survivor's Salvation
    1-26 Truth of the Seeker
    1-31 Treading History's Folly
    1-20 Duskmire Accord 9
    1-34 Heart of the Foe
    2-00 Fate of the Scoured God
    1-27 King Xeros of Star Azlant
    3-00 The Last Bite

    Mystic Archetype Adjustments:
    2nd Level For the highest level of mystic spell you can
    cast, reduce the number of mystic spells known by 1. At 2nd
    level, this means you know two 1st-level spells and five 0-level
    spells, and at 3rd level, you know three 1st-level spells and six
    0-level spells. At 4th level, you know four 1st-level spells, but
    you know only a single 2nd-level spell (as 2nd level is now the
    highest levels of mystic spell you can cast), and so on.
    4th Level You don’t gain access to the highest-level
    connection spell you would normally have access to.
    6th Level You don’t gain access to the highest-level
    connection power you would normally have access to.
    9th Level You either don’t gain the healing touch class
    feature or don’t gain a feat you would otherwise gain from
    reaching an odd-numbered character level (see page 26); this
    feat could be the one normally gained at 9th level.
    12th Level At 11th level and again at 14th level, you don’t
    gain the increase to your channel skill bonus. Your channel
    skill bonus is thus 1 lower than normal at 11th level and 2
    lower than normal at 14th level—it remains +3 and doesn’t
    increase to +4 until 17th level).
    18th Level You don’t gain access to the highest-level
    connection power you would normally have access to. If
    you would already not gain access to your highest-level
    connection power, you instead don’t gain access to the two
    highest-level connection powers you would normally have
    access to.