Faelyn'n SFS Pregen's page

12 posts. Alias of Faelyn.


Full Name

Keskodai

Race

Shirren

Classes/Levels

Mystic (Priest) 4 | SP 28/28 HP 30/30 RP 6/6 | EAC 16 KAC 16 | FORT +3, REF +2, WILL +8 | INIT +1 | Perc +11 (Blindsense Vibrations 30 ft.)

Gender

Male

Size

Medium

Alignment

Neutral Good

Deity

Pharasma

Languages

Celestial, Common, Shirren, Vercite, Vesk, Limited Telepathy 30 ft.

Strength 10
Dexterity 13
Constitution 12
Intelligence 12
Wisdom 18
Charisma 8

About Faelyn'n SFS Pregen

Male Shirren Priest Mystic 4
NG Medium Humanoid (Shirren)
Init: +1; Senses: Blindsense (vibration) 30 ft.; Perception +11
--------------------
DEFENSE
--------------------
SP 28 HP 30 RP 6
EAC 16; KAC 16
Fort +3; Ref +2; Will +8
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee
Battle staff +3 (1d4+4 B; critical knockdown; analog, block)
Ranged
Thunderstrike sonic pistol +4 (1d8+2 So; critical deafen [DC 13])
Shock grenade I -1 (explode [15 ft., 1d8 E, DC 7])
--------------------
Spell-Like Abilities (CL 4th)
0 (at will) - Mindlink
Mystic Spells Known (CL 4th; ranged +5)
2nd (3/day) - Fog cloud, Mind thrust*, Mystic cure*
1st (4/day) - Command, Disguise self, Lesser remove condition, Reflecting armor, Share language
0 (at will)—Detect affliction, Detect magic, Fatigue, Psychokinetic hand, Stabilize, Telekinetic projectile
*This spell can be cast using a 1st- or 2nd-level spell slot to varying effect. See the spell’s description.
--------------------
STATISTICS
--------------------
Str 10 (+0); Dex 13 (+1); Con 12 (+1); Int 12 (+1); Wis 18 (+4); Cha 8 (–1)

Skills:

Computers +5 (4 ranks)
Diplomacy +8
Life Science +8
Medicine +9
Mysticism +13
Perception +11
Pilot +5 (4 ranks)
(reduce the DCs of Culture and Mysticism checks by 5 when recalling knowledge about religious traditions, religious symbols, and famous religious leaders)

Feats: Harm Undead, Spell Focus
Languages: Celestial, Common, Shirren, Vercite, Vesk; limited telepathy 30 ft.
Other Abilities Healing channel, Healing touch, Lifelink
Combat Gear: mk 1 serums of healing (2), shock grenades I (2)
Other Gear: defrex hide, battle staff, thunderstrike sonic pistol with 2 batteries (20 charges each), mk 1 ring of resistance, basic medkit, everyday clothing, field rations (1 week), hygiene kit, personal comm unit,
credstick (44 credits)
--------------------
SPECIAL ABILITIES
--------------------
Blindsense: Keskodai ignores all forms of visual camouflage and invisibility when attempting Perception checks to notice creatures within 30 feet, though creatures he can’t see still gain full concealment.
Communalism: Once per day, as long as an ally is within 10 feet, Keskodai can roll a single attack roll or skill check twice and take the higher result.
Harm Undead: When Keskodai uses healing channel as a full action, he can expend 1 Resolve Point to also deal damage to all undead within 30 feet. The damage is equal to the amount the healing channel heals, though undead can attempt a Will save (DC 16) for half damage.
Healing Channel (Su): Keskodai can spend 1 RP to restore 4d8 HP to himself (as a move action), an ally touched (as a standard action), or all allies within 30 feet (as a full action).
Healing Touch (Su): Once per day, Keskodai can spend 10 minutes to restore 20 Hit Points to an ally.
Lifelink (Su): At the start of Keskodai’s turn, he can select one ally within 30 feet who has taken Hit Point damage. Keskodai restores up to 4 Hit Points to that ally (not to exceed the ally’s maximum HP), and takes the same amount of damage to his Hit Points (bypassing his SP). Damage taken from lifelink can’t be reduced through any means. This does not take an action.
Limited Telepathy (Su): Keskodai can communicate telepathically with creatures within 30 feet that share a language with him.
Mindlink (Sp): Keskodai can touch a creature to telepathically transmit as much information as could normally be communicated in 10 minutes. Keskodai can use this on a specific creature only once every 24 hours.
Spells:
Keskodai can cast the following spells, each as a standard action:
Command: Keskodai can give a verbal command (which must be approach, drop, fall, flee, or halt) and target one living creature within 35 feet. For 1 round, the target obeys that command (Will DC 16 negates). This is a compulsion, language-dependent, mind-affecting effect.
Detect Affliction: Keskodai can determine whether a creature or object is cursed, diseased, or poisoned, and can determine the exact affliction with a successful Life Science, Medicine, or Wisdom check.
Detect Magic: This reveals whether creatures or objects seen within a 60-foot cone are magical and, with concentration, can determine whether one magical source is a spell, magic item, or other effect, and its caster level.
Disguise Self: Keskodai can change his appearance to that of a different humanoid creature for 40 minutes. He gains a +10 bonus to Disguise checks. Creatures that interact with him in this form can attempt a DC 16 Will save to realize his appearance is illusory.
Fatigue*: Keskodai makes a melee attack with his base attack bonus plus his Wisdom modifier (total +7) against a target’s EAC. If the attack hits, the target is fatigued for 4 rounds (Fort DC 15 negates).
Fog Cloud: This spell creates a 20-ft.-radius-spread cloud of fog that grants concealment (a 20% miss chance for attackers) or total concealment (50% miss chance) for creatures more than 5 feet from the attacker.
Lesser Remove Condition*: This spell removes one of the following conditions from a touched target: shaken, sickened, or staggered. This does not remove a disease or other ongoing effect that could cause the target to regain the condition.
Mind Thrust (1st-Level Spell): This spell deals 2d10 damage (Will DC 16 half) to one creature within 35 feet that has an Intelligence score.
Mind Thrust (2nd-Level Spell): This spell deals 4d10 damage (Will DC 17 half) to one creature within 35 feet that has an Intelligence score.
Mystic Cure* (1st-Level Spell): With a touch, Keskodai can restore 1d8+4 Hit Points to one living creature.
Mystic Cure* (2nd-Level Spell): With a touch, Keskodai can restore 3d8+4 Hit Points to one living creature.
Psychokinetic Hand: Once this spell is cast, as long as Keskodai concentrates (a standard action each round), he can take a move action to move an object within 35 feet that weigh 10 pounds or less up to 15 feet. He can’t preform fine manipulation (such as firing a weapon or using a computer), but could push a single button or close a container’s lid.
Reflecting Armor: Once cast, this spell lasts for 40 minutes or until dismissed. When Keskodai takes Hit Point damage from an attack made by a weapon within 100 feet, he can dismiss this spell as a reaction, causing the attacker to take the same amount of damage (to a maximum of 10 damage, Reflex DC 16 half).
Share Language: Keskodai can grant a creature touched to read, understand, and speak (if able) up to three languages Keskodai knows.
Stabilize: This spell causes a dying creature that has 0 Hit Points to stabilize.
Telekinetic Projectile: Keskodai can telekinetically hurl an object weighing up to 5 pounds at a target within 30 feet, making an attack roll (+4 bonus) against its KAC. If he hits, both the target and the object take 1d6 bludgeoning damage.
* Casting this spell does not provoke attacks of opportunity.