Monkey

Gusio's page

36 posts. Organized Play character for Mr. Bonkers.


Full Name

Gusio

Race

Maraquoi

Classes/Levels

Mystic (Arcanamirium Sage) lvl 2 | HP 17/17 SP 14/14 RP 5/5 | EAC 10, KAC 11 | Saves: F +1; R -1; W +7 | Init -1 | Perception +9 | Blindsense 30ft (Sound), Low Light Vision |

Gender

Zysha

Size

M

Alignment

N

Deity

Talavet

Languages

Common, Maraquai, Aklo, Brethedan, Celestial, Draconic, Eoxian, Lashunta, Jinsul, Vesk

Strength 10
Dexterity 8
Constitution 12
Intelligence 16
Wisdom 18
Charisma 11

About Gusio

Gusio
Zysha Maraquai Mystic (Arcanamirium Sage) 2
N Humanoid (Maraquai)
Init -1; Senses: Blindsense 30ft (sound), Low Light Vision; Perception +9
Languages: Common, Maraquai, Aklo, Brethedan, Celestial, Draconic, Eoxian, Lashunta, Jinsul, Vesk
Theme: Tempered Pilgrim: -5 DC for culture's customs

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Defence
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EAC: 10 KAC 11
HP 17 Stamina 14 Resolve 4
Fort +1, Ref -1, Will +7

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Offence
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Speed 30 ft. Climb 20 ft. (jump jets)

Melee Club +1 (1d6+0)B
or Melee Club -3/-3 (1d6+0)B

Ranged Flare Gun (1d3+0)F
Telekinetic Projectile +0 (1d6)B

Connection: Akashic
Spells:
lvl 1 (0/3-DC15): Charm Person, Identify, Mind Thrust I, Mystic Cure I
lvl 0: Detect Affliction, Detect Magic, Psychokinetic Hand, Stabilize, Telekinetic Projectile

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Statistics
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Str 10, Dex 8, Con 12, Int16, Wis 18, Cha 11
Base Atk+1
SQ: Blindsense 30ft (sound), low-light vision, Climber, Natural Hunter, Prehensile Tail, Channel Skill +1 (Culture, Mysticism, Profession, Mind Link, Wild Wise augmentation.

Feats: Proficiency (light armor/small arms/basic melee), Skill Synergy (Computers/Diplomacy)

Skills
Acrobatics -1 = -1a
Athletics +0 = 0a
Bluff +0 = 0a
Computers +8 = 2r +3c +3a
Culture +10 = 2r +3c +3a +2i
Diplomacy +7 = 2r +3c +2i
Disguise +0 = 0a
Engineering +0 =
Intimidate +0 = 0a
Life Science +7 = 1r +3c +3a
Medicine +8 = 2r +3c +3a
Mysticism +10 = 2r +3c +4a +1i
Perception +9 = 2r +3c +4a
Physical Science +0 =
Piloting -1 = -1a
Profession (Herb) +14 = 1r +3c +4a +5 circ +1i
Sense Motive +9 = 2r +3c +4a
Sleight of Hand
Stealth -1 = -1a
Survival +11 = 2r +3c +4a +2r
Skill bonusses: +8 to climb, +4 on navigation/disable magic trap, +5 to identify magic items

Carrying Capacity: unencumberd = <7
Current Weight Carried: 3 Bulk

Inventory:
Combat Gear: Club, Serum of Healing MKI x6, Spell Gem of Command x2, Spell Gem of Share Language x1.
Other Gear: Second Skin, Jump Jets, Industrial Backpack, Travel Clothing, Proffesional Clothing, Tier 1 Computer (2x mini, 2x range, self-charging), Personall Comm Unit, Medkit (Basic), Portable Beacon, Kits (hacking, trapsmit, navigathor, professional, aura translation), Starstone Compass, Binders x4.[/i]

Loot:
2x Ampule of Keen Senses, 1300 Cred

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Magic Item Scholar:
As an Arcanamirium sage, you have an almost instinctual grasp over magic and hybrid items. You gain an insight bonus equal to half your class level to Engineering and Mysticism checks to identify and repair hybrid and magic items, and you don’t need detect magic to determine whether an object is a magic item or to identify a magic item. You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem, even if you aren’t a spellcaster.

You gain access to the spell identify. If you have the spells class feature, you add identify to your list of spells known, and treat it as a spell on your class spell list. If you already have identify as a spell known, you instead gain an additional 1st-level spell known of your choice from your class spell list. If you do not have a class spell list or spells known, you gain identify as a spell-like ability you can cast twice per day.

Additionally, in typical settlements, you can find and purchase any hybrid or magic item with an item level up to your character level + 1. As normal, the GM can restrict access to some items regardless of their level.


Prehensile Tail:
A maraquoi’s tail is as effective as a hand at manipulating objects, which allows them to wield and hold up to three hands’ worth of weapons and equipment. This does not increase the number of attacks they can make during combat.

Theme Knowledge:
You have read and studied much in your eagerness to learn about and experience new cultures, and you often know about them before you encounter them. Reduce the DC of Culture checks to recall knowledge about a culture’s customs and related topics by 5. In addition, whenever you take a rank in Culture, you learn to speak and read two new languages instead of one. Culture 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 Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Wild Wise:
The soft purple fungus called wildwise attaches itself to your vocal cords and extends fine filaments into portions of your brain. It allows you to communicate in a general sense with animals and with magical beasts with an Intelligence score of 1 or 2. You can attempt Diplomacy checks to influence such creatures as well as understand in very vague terms information they try to convey to you. The information they give you usually consists of simple concepts such as “danger,” “food,” or “that way.”

Live Air Celebrity (Social):
Once per adventure, you may reroll a single failed acrobatics/athletics check, you gain a +3 bonus on profession cook (but only for checks called out in scenario), once per adventure a +2 KAC versus disarm or +2 saves versus dropping an item.