Giant Slayer

Garven's page

82 posts. Organized Play character for Lupulus.

Full Name



EAC 15, KAC 18, CMD 26 | F+2, R+0, W+6, +2 vs poison, spells, and SLAs | Init +0, Perc +8 | Dwarf Mystic 2


SP 0/16 | HP 17/18 | RP 4/4 | Spells 1st 3/3 |



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Inventory Sheet

About Garven

Male dwarf (medium) biotechnician mystic 2 Archetypes Augmented,
CN Medium humanoid (dwarf, necrograft)
Init +0; Senses darkvision (60'); Perception +8

EAC 15; KAC 18
SP 16 HP 18 RP 4
Fort +2, Ref +0, Will +6
, +2 racial bonus to saving throws against poisons, spells, and spell-like abilities, +2 racial bonus to saving throws against poisons, spells, and spell-like abilities
Speed Walk 20'
Melee bone blade +4 (2d4+3 , critical Staggered; Necrograft, (Bone Blade))
Melee singing disk, sopranino +4 (1d4+3 , critical Confuse; Analog, thrown (20 ft.))

Mystic Spells Known (CL 2nd; concentration +4)
1st(3/day)-mystic cure(DC 14), polymorph, detect augmentation
0th(0/day)-detect affliction, detect magic, ghost sound(DC 13), psychokinetic hand, stabilize(DC 13)

Str 16, Dex 10, Con 14, Int 11, Wis 16, Cha 8,
Base Atk +1; Grp+4
Feats Heavy Armor Proficiency
Skills Computers +2, Culture +5, Diplomacy +3, Life Science +4, Medicine +5, Mysticism +9, Perception +8, Sense Motive +7, Survival +7,
Languages Akitonian, Common, Dwarven, Eoxian
Combat Gear serum of healing mk 1, spell gem (share language),
Other Gear bone blade, singing disk, sopranino, defiance series, squad, dragon gland, wyrmling, binders, cable line (titanium alloy/10 ft) (5), tool kit (navigator's tools), tool kit (trapsmith's tools), tool kit (rider's kit), resistant hide, mk 1 (e), undead adrenal glands, 102.0 gp

Size And Type Dwarves are medium humanoids with the dwarf subtype
Darkvision Dwarves can see up to 60 feet in the dark
Slow But Steady Dwarves have a land speed of 20 feet, which is never modified when they are encumbered or wearing heavy armor. They also gain a +2 racial bonus to saving throws against poisons, spells, and spell-like abilities, and when standing on the ground they gain a +4 racial bonus to their kac against bull rush and trip combat maneuvers
Stonecunning Dwarves gain a +2 bonus to perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
Traditional Enemies Dwarves still train to fight their ancient enemies. A dwarf gains a +1 racial bonus to attack rolls against a creature with the goblinoid or orc subtype and a +4 racial bonus to ac against an attack from a creature with the giant subtype
Weapon Familiarity Dwarves are proficient with basic and advanced melee weapons and gain specialization with those weapons at 3rd level

Biotechnician You are a biotech researcher or avid user of such tech, constantly seeking out or developing new biotechnologies and combining existing augmentations with advancements in other fields. You might be a member of the augmented, a researcher in one of bretheda's cutting-edge biotech corporations, a spellcasting genetomancer blending biotechnology with magic, or even a voluntary test subject for new augmentations. Either way, you have taken a strong hand in your own evolution
Theme Knowledge You have a sharp mind for the intricacies of biotech augmentations and keep up-to-date on current research in the field, whether because you work to develop such technology or because you are the beneficiary of biotech augmentations- or, most likely, both. Reduce the dc of life science checks to identify biotech augmentations and to recall knowledge about famous biotech corporations and researchers by 5. Medicine 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 your medicine checks. In addition, you gain an ability adjustment of +1 to intelligence at character creation
Industry Connections You've forged and maintained a number of connections with significant players in the biotech industry, scoring yourself favors and preferred treatment. As long as you are able to contact your connections in the industry, you gain a 10 percent discount off the typical list price for biotech augmentations installed in you
Test Subject Thanks to your enthusiasm for biotech gear and constant tinkering with your dna, you can adopt experimental, cutting-edge augmentations in your body beyond what most people can support. You can install one additional piece of biotech augmentation than a typical member of your race. For example, a human could have both a dragon gland and a wildwise implant (starfinder core rulebook 211, 212) even though they both occupy the throat system
Adaptive Biotech You have learned to leverage your biotech augmentations in ways their creators hardly envisioned. Up to twice per day as a standard action, you can deactivate a piece of biotech implanted in your body (except for a prosthetic limb), rendering it inert until your next 8-hour rest, to regain 1 resolve point. An inert piece of biotech doesn't grant its usual benefits (for instance, an inert venom spur can't be used to attack), and you can shut down a single biotech implant only once per day

Channel Skill 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
Connection 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. Connections you can choose from begin on page 85. Many mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don't fit within their ethos (for example, weydan, the god of freedom, is unlikely to look kindly on overlords). As such, each connection lists the deities and philosophies commonly associated with it
Connection Power At 1st level, 3rd level, and every 3 levels thereafter, you gain a connection power unique to your connection. If a connection power allows a saving throw to resist its effects, the dc is equal to 10 + half your mystic level + your wisdom modifier. If the power requires an enemy to attempt a skill check, the dc is equal to 10 + 1-1/2 x your mystic level + your wisdom modifier
Connection Spell Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known listed on table 4-6: mystic spells known. These spells can't be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection's entry. If your connection lists a single variable-level spell (see page 330) for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level
Favored Augmentation Select one system of the body for which you can acquire augmentations. When you purchase and install an augmentation with an item level no greater than your character level into that system, you reduce the augmentation's price by 50%
Healing Touch Once per day, you can spend 10 minutes to magically heal an ally up to 5 hit points per mystic level
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
Personal Modification You gain a personalized biotech augmentation that is keyed to your genetic code. Your body synthesizes the organic material for the augmentation and you magically manipulate your dna strands to integrate it into the biological system of your choice. Once implanted, the personal augmentation occupies that system, preventing the installation of any other upgrade, and you can only remove or implant the augmentation in a new system through the transform biotech class feature (see below). The personal augmentation provides a benefit based on which of your body's systems you implant it in: arms, brain, ears, eyes, feet, hands, heart, legs, lungs, skin, spinal column, or throat
+1 Wis Score Bonus (2x) Gm awarded pc with +1 wis bonus

Heavy Armor Proficiency You know how to use heavy armor You gain proficiency in heavy armor (see page 242)

Augmented Favored Augmentation[b] (skin) Select one system of the body for which you can acquire augmentations. When you purchase and install an augmentation with an item level no greater than your character level into that system, you reduce the augmentation’s price by 50%.

[b]Electric Resistance 2 from Resistant Hide Augmentation

Necrograft Subtype (2 necrografts) Adding even a single necrograft to a living body causes the recipient creature to gain the necrograft subtype. Abilities, items, and spells that detect or identify undead reveal necrografts (identifying only the augmentations as undead, rather than the recipient creature as a whole). Creatures with this subtype are also damaged by spells that damage undead and can be subjected to other undead-specific effects. If a spell or ability that does something other than deal damage would not normally affect such a creature but does affect undead, it can affect a creature with the necrograft subtype, but that creature gains a bonus to its AC and saving throw against the effect equal to 4 – the number of necrografts it has (to a minimum bonus of +0).

amphibious, breath weapon, breathing, compression, defensive abilities, limited telepathy, racial traits, senses, and trample.

1st Level:
CR 1
Natural Attack: Attack Bonus = 1.5 * Target Level (Max +3), Damage = 1d4+1+Str
+1 Str or Dex Ability and Skill Checks
1 Spelcial ABility, +1 if real form
Defense: DR 1/magic or single resistance 2
Movement (1 FREE): Land 30 or Swim 20
Racial Traits: None
Senses: Low Light Vision or Tracking (scent)

Form 1
Shirren still recognizeable (specific medium humanoid)
Speed 30 ft.
Limited Telepathy
+1 Str Checks and Skills

Form 2
Deepborn Woikoko still recognizeable (specific medium humanoid)
Low Light Vision
Speed: Swim 20 ft.
+1 Str Checks and Skills

Form 3
medium humanoid
Resistances fire 2
Speed 30 ft.
+1 Str Checks and Skills

Form 4
medium humanoid
DR 1/magic
Speed 30 ft.
+1 Str Checks and Skills



Personal: Dwarven Admittance
Ally: Dream Whisperer


Dwarven Admittance: +2 to any stat 14 or under (Wis 14 to 16)

Dream Whisperer: Once per adventure, when I miss an attack or save, treat roll as 2 higher unless it was 1.

Budding Media Celebrity: Slot to gain icon theme's celebrity ability in place of own level 6.

Private Vault: Vanity room for magic item display, but also vault is warded by nondetection.
Salvation's Delver: Discounted price for Synaptic Accelerator personal upgrade (1,200 instead of 1,400)