CG Skittermander Xenoseeker Mystic 3
Init +5;
Senses darkvision
--------------------
Defense
--------------------
EAC 16 (+1 dexterity, +5 armor)
KAC 17 (+1 dexterity, +6 armor)
--------------------
Offense
--------------------
Speed 30 ft.; Space 5 ft.; Reach 5 ft.
Base attack bonus +2
Melee
Ranged
[dice=Arc Pistol, Static]1d20 + 3[/dice]
[dice=Damage (E)]1d4+1[/dice]
special: Stun
critical effect: Arc 2
charges: 20/20
range increment: 50 ft
Additional Ammunition
3* Standard battery: 20/20
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 10, Int 8, Wis 18, Cha 16
Skills: 15 ranks
Skill name (ranks): modifier as prepared die roll
Armor Check Penalty: 0
[dice=Culture (1 rank)]1d20+4[/dice]
[dice=Diplomacy (3 rank)] 1d20+9+1[/dice] (Insight from Channel Skill)
[dice=Intimidate (1 rank)] 1d20+7+1[/dice] (Insight from Channel Skill)
[dice=Mysticism (3 rank)]1d20+10[/dice]
[dice=Life Science (1 rank)]1d20+4[/dice]
[dice=Perception (3 rank)] 1d20+10[/dice]
[dice=Sense Motive (3 rank)]1d20+10[/dice]
Feats
Improved Inititative You gain a +4 bonus to initiative checks
Spell Focus[ooc] DC of spells is at +1
Languages: Common, Vesk
Class Abilities - Mystic
[ooc]Connection - Overlord
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.
Connection Spell
Spells: 1st—command, 2nd—hold person, 3rd—suggestion, 4th—confusion, 5th—dominate person, 6th—mass suggestion
Healing Touch (Su)
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
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.
Channel Skill (Diplomacy &Intimidate)
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
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
Forced Amity (Sp)
You can spend 1 Resolve Point as a standard action to shunt positive emotions and thoughts through your connection, forcing a humanoid creature to become friendly to you for a time. This functions as charm person.
Racial Abilities - Skittermander
Size and Type: Skittermanders are Small humanoids with the skittermander subtype.
Grappler: Skittermanders gain a +2 racial bonus to grapple combat maneuvers.
Hyper: Once per day, a skittermander can take an extra move action.
Low-Light Vision: A skittermander can see in dim light as if it were normal light.
Six-Armed: Skittermanders have six arms, which allows them to wield and hold up to six hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.
Theme Abilities - Xenoseeker
Theme Knowledge You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science 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 Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.