Riding Dog

Dribble's page

141 posts. Alias of Magabeus.


SP 18/18; HP 20/20 | RP 4/4 | Spells 0/4 | Hyper 0/1


EAC 16; KAC 16 | Fort +1; Ref +2; Will +8 | Init: +5 | Perc: +10; SM: +10


CG Skittermander Mystic


Common, Vesk

Strength 10
Dexterity 13
Constitution 10
Intelligence 8
Wisdom 18
Charisma 16

About Dribble


Dribble has never left Vesk-3, content to be among friends and family. Recently she heard of the Scoured Stars incident and the Starfinder Society. She understands that the society is a place where friendships are fostered and discoveries made. She does not care much for the discovery part but feels the pain for everyone that has lost a friend of loved one in the Scoured Stars incident. That is when she realized that she could try to fill that gap! Searching the infosphere she found a dwarf that was recruiting for the society: Duravor Kreel. Using the little funds she had she booked passage to Absalom Station

Character Sheet:

CG Skittermander Xenoseeker Mystic 3
Init +5; Senses darkvision

EAC 16 (+1 dexterity, +5 armor)
KAC 17 (+1 dexterity, +6 armor)

Speed 30 ft.; Space 5 ft.; Reach 5 ft.
Base attack bonus +2

[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

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]

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.
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.


Level 0: 4 known, DC 13
Detect Magic
Telepathic Message
Token Spell

Level 1: 5 known, DC 16
Charm Person
School enchantment (charm, mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one humanoid creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus to its saving throw.
The spell does not enable you to control the charmed creature as if it were an automaton. It is unlikely to attempt to harm you, but it is also unlikely to attack any of its true friends or allies. You can try to give the target suggestions, but you must succeed at an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries of this check are not allowed.) An affected creature never obeys suicidal or obviously harmful suggestions. Any act by you or your
apparent allies that threatens the charmed creature breaks the spell. You must speak the creature’s language to communicate your suggestions, or else be good at pantomiming.

School enchantment (compulsion, language-dependent,
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
You give the target one of the following commands, which it obeys to the best of its ability at its earliest opportunity. If the target can’t carry out your command on its next turn, the spell
automatically fails.
Approach: The target moves toward you as quickly and directly as possible for 1 round, taking no other actions and triggering reactions (such as attacks of opportunity) for this
movement as normal.
Drop: The target drops whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall: The target falls to the ground and remains prone for 1 round. It can otherwise act normally.
Flee: The target moves away from you as quickly and directly as possible for 1 round, taking no other actions and provoking reactions (such as attacks of opportunity) for this movement as normal.
Halt: The target is dazed for 1 round.

Mind Thrust 1
School divination (mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
You divine the most vulnerable portion of your opponent’s mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.
1st: When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target.
2nd: When you cast mind thrust as a 2nd-level spell, it deals 4d10 damage to the target.
3rd: When you cast mind thrust as a 3rd-level spell, it deals 7d10 damage to the target.
4th: When you cast mind thrust as a 4th-level spell, it deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw.
5th: When you cast mind thrust as a 5th-level spell, it deals 15d10 damage to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.
6th: When you cast mind thrust as a 6th-level spell, it deals 17d10 damage to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.

Mystic Cure 1
School conjuration (healing)
Casting Time 1 standard action
Range touch
Targets one living creature
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless)
With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing.
Mystic cure restores a number of Hit Points to your target depending on the spell’s level.
1st: 1d8 + your Wisdom modifier
2nd: 3d8 + your Wisdom modifier
3rd: 5d8 + your Wisdom modifier
4th: 7d8 + your Wisdom modifier
5th: 9d8 + your Wisdom modifier
6th: 11d8 + your Wisdom modifier
In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit Points with a 5th-level mystic cure spell, or an extra 9d8 Hit Points with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can’t resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.
Casting this spell doesn’t provoke attacks of opportunity.

Share Language
School divination
Casting Time 1 standard action
Range touch
Targets one creature
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
For 24 hours, the target can read, understand, and communicate to the best of its ability in up to three languages that you already know. This doesn’t change the physical nature of the creature (if it lacks a means of speech, it still can’t talk) or its attitude toward you. It does, however, allow intelligent creatures that normally have no language to understand and (if physically capable) communicate in the languages granted by this spell.


Lvl 4: 6000

Personal Upgrade 1 (Wisdom): 1400

Arc Pistol, Static: 750
Battery 20/20: 60
Battery 20/20: 60
Battery 20/20: 60

D-suit 1: 2980
with Infrared Sensors: 200

Other purchases
Aeon Stone (Clear Spindle): 245
Backpack (Industrial): 25
Clothing (Professional): 5
Clothing (Everyday): 1
Hygiene Kit: 3
Credstick: 11
4* Serum of Healing Mk 1: 200