Telakin (Doppleganger)

Enslig's page

48 posts. Alias of The Ragi.


Race

| SP 12/12 HP 12/16 | RP 4/5 | EAC 14; KAC 13 | Fort +0; Ref +2; Will +7 | Init: +2 | Perc: +9, SM: +9, Darkvision 60 ft.

Classes/Levels

| Speed 30ft | Speak with Animals, Heat Tracker, 1/day — Healing Touch (10 HP), Mindlink | Spells 1st level (3/3): Mystic Cure (1d8+4 HP), Defrex Hardiness, Wisp Ally, Life Bubble |

Gender

Golden Breeze | Male N Phentomite Wild Warden Mystic 2

Deity

The Green Faith

Strength 10
Dexterity 15
Constitution 10
Intelligence 10
Wisdom 18
Charisma 10

About Enslig

Enslig
Male phentomite wild warden mystic (xenodruid) 2
N Medium humanoid (phentomite)
Init +2; Perception +9
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Defense
SP 12 HP 16 RP 5
EAC 13; KAC 14
Fort +0; Ref +2; Will +7
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Offense
Speed 30 ft.
Melee Survival Knife +3 (1d4 S; Analog, Operative, Thrown 20 ft., Called fusion)
Offensive Abilities TK Projectile +3 (1d6 B; 25 ft. + 5 ft./2 levels range)
Mystic spells known (CL 2th)
1st (3/day) - mystic cure, wisp ally, defrex hardiness, life bubble
0 (at-will) - daze, detect magic, stabilize, telekinetic projectile, token spell,
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Statistics
Str 10 (0); Dex 15 (+2); Con 10 (0); Int 10 (0); Wis 18 (+4); Cha 10 (0)
Skills Acrobatics +2, Athletics +0, Bluff +0, Diplomacy +0, Disguise +0, Intimidate +0, Life Science (theme skill) +6, Mysticism +9, Perception +9, Piloting +3, Profession (Herbalist) +8, Sense Motive +9, Stealth +2, Survival +11
Feats Creature Companion Adept
Languages Common, Orrian
Other Abilities Heat Tracker, Natural Agility, Healing Touch, Mindlink
Gear ravenous drake creature companion, second skin, survival knife, mk 1 serum of healing(6), tool kits (navigator's, professional's, trapsmith's), consumer backpack, sleeping bag, rope (50 ft.), binoculars, professional clothing, xenowarden's boots, small environmental field collar

Character sheet

Spells:

---1st level spells--- DC 15

Mystic Cure
Source Starfinder Core Rulebook pg. 367 | Classes Mystic 1-6 | 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

Wisp Ally
Source Starfinder Core Rulebook pg. 385 | Classes Mystic 1, Witchwarper 1 | School conjuration (creation) | Casting Time 1 standard action | Range close (25 ft. + 5 ft./2 levels) | Effect one distracting, glowing servant | Duration 1 round/level | Saving Throw none; Spell Resistance no

You draw forth otherworldly energy to create a small, spherical, floating wisp that can distract your enemies in combat. This wisp can move 60 feet per round in any direction, and you can direct it as a move action on your turn. If the wisp occupies the same space as an enemy, the wisp provides your choice of either harrying fire or covering fire (see pages 246–247) against the enemy each round on your turn, and it follows that enemy within range automatically unless you direct it to change targets. The wisp is made of pure light and energy and can’t be damaged in combat, though it can be dispelled as normal.

In addition to the function described above, the wisp sheds light in a 20-foot radius in a color of your choice (chosen when you cast the spell).

Defrex Hardiness
Source Near Space pg. 155 | Classes Mystic 1 | School abjuration | Casting Time 1 standard action | Range touch | Targets one creature | Duration 1 minute/level | Saving Throw none; Spell Resistance no

The target becomes infused with the resilience of a defrex and sprouts bristling spines. It gains DR/— equal to your caster level, and any creature adjacent to the target that hits it with a melee attack takes piercing damage equal to your caster level.

Life Bubble
Source Starfinder Core Rulebook pg. 363 | Classes Mystic 1, Technomancer 1, Witchwarper 1 | School abjuration | Casting Time 1 standard action | Range medium (100 ft. + 10 ft./level) | Targets up to one creature/level, no two of which can be more than 30 ft. apart | Duration 1 day/level | Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You surround the target creatures with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, thick, thin, and toxic atmospheres), as well as underwater or in a vacuum. It also makes the targets immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. In addition, the shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt Fortitude saving throws, as well as extreme pressures.

Life bubble doesn’t provide protection from energy damage, negative or positive energy (such as found on the Negative and Positive Energy Planes), or radiation; it also doesn’t provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater).

---0 level spells--- DC 14

Daze
Source Starfinder Core Rulebook pg. 347 | Classes Mystic 0, Technomancer 0, Witchwarper 0 | School enchantment (compulsion, mind-affecting) | Casting Time 1 standard action | Range close (25 ft. + 5 ft./2 levels) | Targets one humanoid creature of CR 3 or lower | Duration 1 round | Saving Throw Will negates; Spell Resistance yes

This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute.

Detect Magic
Source Starfinder Core Rulebook pg. 348 | Classes Mystic 0, Technomancer 0, Witchwarper 0 | School divination | Casting Time 1 standard action | Range 60 ft. | Area cone-shaped emanation | Duration concentration, up to 1 minute/level | Saving Throw none; Spell Resistance no

You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired.

Stabilize
Source Starfinder Core Rulebook pg. 378 | Classes Mystic 0 | School conjuration (healing) | Casting Time 1 standard action | Range close (25 ft. + 5 ft./2 levels) | Targets one living creature | Duration instantaneous | Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

If the target of this spell has 0 Hit Points and is dying, it automatically stabilizes. If the creature later takes damage, it is no longer stable.

Telekinetic Projectile
Source Starfinder Core Rulebook pg. 380 | Classes Mystic 0 | School evocation | Casting Time 1 standard action | Range close (25 ft. + 5 ft./2 levels) | Targets one object and one creature | Duration instantaneous | Saving Throw none; Spell Resistance no

You fling an unattended object weighing up to 5 pounds (less than 1 bulk) at the target, making a ranged attack against its KAC. If you hit, you deal 1d6 bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack.

Token Spell
Source Starfinder Core Rulebook pg. 382 | Classes Mystic 0, Technomancer 0, Witchwarper 0 | School transmutation | Casting Time 1 standard action | Range 10 ft. | Targets, Effect, or Area see text | Duration 1 hour | Saving Throw none; Spell Resistance yes

Token spells are often some of the first minor changes that spellcasters produce when they begin experimenting with magic. Once cast, token spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. You can slowly lift one item of light bulk. You can alter items in a 1-foot cube each round, coloring, cleaning, soiling, cooling, warming, or flavoring them. You can create small objects, but they look artificial and are extremely fragile (they can’t be used as tools or weapons). You can illuminate an object to shed dim light in a 30-foot radius.

Token spell lacks the power to duplicate any other spell effects. Any actual change to an object (beyond moving, cleaning, or soiling it) persists for only 1 hour.

Jagare
Small dragon 2
Senses darkvision 60 ft., low-light vision Perception +6
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Defense
HP 20
EAC 12; KAC 15
Fort +5; Ref +1; Will +1
Space 5 ft. Reach 5 ft. (10 ft. with suctioning vortex)
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Offense
Speed 30 ft.; climb 20 ft.;
Melee Bite +2 (1d4+2 P)
Special Suctioning vortex +2
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Statistics
Str +2; Dex +1; Con +0; Int -4; Wis +0; Cha +0
Skills Acrobatics +6, Athletics +6, Perception +6, Stealth +6, Survival +6

Suctioning Vortex (Ex) As a standard action, a ravenous drake can make a special melee attack targeting KAC by powerfully inhaling, drawing its prey into its mouth. Against a target larger than the drake, this functions as the attach universal creature ability; if the attack succeeds, the drake moves to the nearest adjacent space and attaches to the target. If the attack fails, the drake moves but doesn’t attach.

Against a target of the ravenous drake’s size or smaller, this instead functions in many ways like the swallow whole universal creature ability. The drake gains a +4 bonus to the initial attack roll but doesn’t deal damage upon initially hitting the target. On its subsequent turns, while grappling or pinning the target, the drake deals its bite damage. The drake can swallow a creature of its size or smaller. While it has swallowed a creature of its same size, the drake gains the encumbered and flat-footed conditions.

The movement from this ability—both for the drake and its target—does not provoke attacks of opportunity. The DC of Strength checks to remove an attached drake equals 10 + the drake’s level. Use the drake’s level in place of its CR to calculate the Athletics check DC to climb out of its stomach.

Attach (Ex): Once attached, the creature gains a +4 bonus to its AC (from cover) and a +2 circumstance bonus to melee attacks, but it can attack only the creature to which it’s attached. An attached creature can’t move on its own (though it moves with its target), take actions that require two hands, or make attacks of opportunity. An attached creature can be removed with a successful Strength check (DC = 10 + 1-1/2 × the creature’s CR) made as a move action, or it can remove itself from its target as a move action.

Background
Enslig is a survival specialist, hired by colonies to verify if their initial planetary surveys are worth anything - what can be hunted and what has to be hunted, to ensure the colonists can thrive in their new world without damaging it more than necessary. He travels through the wilderness with his pet ravenous drake Jagare as his only companion. Despite living like a hermit, he appreciates the encounters with other people who dare to go into the wild and usually grows very fond of the locals before moving on. And while not on an assignment, he’ll be in the nearest developed planet or system, writing reports, guides and papers on what he saw and met in those new worlds.