Enhanced Commando

Haro Phane's page

195 posts. Organized Play character for PatheticWretch.


Full Name

Haro Phane

Race

Human

Classes/Levels

Icon Mystic 3| SP 18/18 HP 22/22 RP 5/5 | EAC 13 KAC 15; | F +1; R +1; W +7 | Init +0 | Perc +10 | Pike (tactical): +5 (1d8+3 P)

About Haro Phane

Human Icon Mystic 3
N Medium Humanoid (Human)
Init +0; Senses Perception +10
Languages Common, Azlanti, Shirren
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DEFENSE
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EAC 13 KAC 15
SP 18 HP 22 RP 5
Fort +1, Ref +1, Will +7
Defensive Abilities
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OFFENSE
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Speed 25 ft. (5 squares)
Melee Pike (tactical) +5 (1d8+3 P)
Ranged Starknife (tactical, returning fusion) +2 (1d4+3 P)
Base Atk +2
Special Attacks
Connection Overlord
Known Mystic Spells (CL 3, Concentration +7): *connection spell
    1st (4/day) - charm person (DC 16; 1 RP), command (DC 16)*, life bubble, mind thrust (DC 16), mystic cure, wisp ally
    0th (at will) - daze, ghost sound, psychokinetic hand, stabilize, telekinetic projectile, token spell
Scrolls: none

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STATISTICS
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Abilities STR 16, DEX 10, CON 10, INT 10, WIS 18, CHA 11
Feats Advanced Melee Weapon Proficiency, Heavy Armor Proficiency, Weapon Specialization, Spell Focus
Skills Acrobatics -2, Athletics +2, Bluff +1, Culture +6, Diplomacy +8, Disguise +1, Intimidate +8, Life Sciences +4, Medicine +4, Mysticism +10, Perception +10, Piloting +0, Profession (Bounty Hunter) +9, Sense Motive +8, Stealth -1, Survival +8 Armor Check Penalty -2
SQ Theme Knowledge, Connection Power (Inexplicable Commands, Forced Amity), Healing Touch (5 hit points; 1/day), Channel Skill (Diplomacy, Intimidate), Mindlink
Combat Gear none Other Gear pike (tactical), starknife (tactical, returning fusion), survival knife, hidden soldier armor, consumer backpack, field rations (1/week), datapad, comm unit (personal), flashlight, binders, cred stick (8 credits)

SPECIAL ABILITIES:

Bonus Feat: Humans select one extra feat at 1st level.
Channel Skill (Su): 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.
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. 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 × 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 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.
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.
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.
Mindlink (Sp): 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.
Theme Knowledge (1st): Choose a Profession skill (Bounty Hunter). You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, increase the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes 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.
Proficiencies: Armor-light and heavy; Weapons-basic and advanced melee weapons and small arms
Skilled: Humans gain an additional skill rank at 1st level and each level thereafter.
Spells: You cast spells drawn from the mystic spell list. To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Wisdom modifier.
You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–4: Mystic. In addition, you receive bonus spells per day if you have a Wisdom modifier of +1 or higher, as shown on Table 4–5: Mystic Bonus spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.
Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new mystic level, you learn one or more new spells, as indicated on Table 4–6: Mystic Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Wisdom modifier.
Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.
You can cast any mystic spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.
You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem as a full action. This does not normally invoke the magic contained within, although it may do so in the case of a Cursed or trapped spell gem.

BACKGROUND:

Haro Phane was always talented, even as a child. His parents enrolled him in a program for gifted students. Unbeknownst to his parents, the program attempted to tap into latent psychic powers of the students, and they were subjected to all manner of mind experiments and control. Eventually, Haro's parents suspected something was amiss and informed the authorities. The program came under government oversight, and was shut down as a failed experiment. Around the same time, Haro's parents died under mysterious circumstances.

However, some of the school's experiments actually worked. Haro, now living with his aunt on Absolom Station, spent much of his time online in an attempt to forget his sad circumstances. During this time, he noticed that he had the ability to get his aunt to do what he wanted, just with a thought.

Everything changed for Haro when he entered a bounty hunting competition he liked to follow online on a whim. The fates aligned and he found himself face-to-face with the biggest bounty of all, a crime lord named Midnight. Using the power of his mind, he compelled her to turn herself in. The she soon escaped, Haro became a celebrity, at least within that circle, almost overnight. He won a ship, which he named Hunter's Bounty,, then hired a crew to help him become the most famous bounty hunter in the galaxy.

Public Persona:

aka 'Deathstroke'
"You would be surprised how little I care what you think."

"Could be plundering villages right now"
"I know just where you are weakest!"
"I've come to collect!"
"Called your bluff, friend."

He is just here for the money, and he has no remorse or qualms about his line of work. He sometimes may sound like he is just fed up with it, and he could be "pillaging villages and burning them" rather than work under someone else commands. He is propably has some anger management issues as he shows while being abusive and selfish.

In reality:
Glory hound
Weary of having to do this all the time?

Appearance

Personality

1. Background
    a. Conflict
    b. Challenges
    c. Mystery
    d. Passion
    e. Birthplace
    f. Family
    g. Professions and Crafts
    h. Significant Past Events
        i. Family-related events
        ii. Personal events
        iii. Notable individuals
    i. Mysteries
    j. Existing Conflicts
    k. What triggered adventuring?
    l. Initial possessions
    m. Bound duties
    n. Quests
2. Primary Motivators - Recognition and Acquisition
3. Emotion and Core Traits
    a. Emotional Disposition and Moodiness - Excited, Labile
    b. Core Traits
        i. Outlook:
        ii. Integrity:
        iii. Impulsiveness:
        iv. Boldness:
        v. Agreeableness:
        vi. Interactivity:
        vii. Conformity:
4. Secondary Personality Traits
    a. Sense of Humor
    b. Favorite Topics of Conversation
    c. Group Affiliations
    d. Religion and Spirituality
    e. Quirks, Habits, and Oddities
    f. Hobbies and Enjoyments
    g. Mental Disorders
    h. Barks

Level Progression:

Level 1:
Class Taken: Mystic
Class Feature Gained: connection, connection power, connection spell, healing touch
Stamina points Gained: 6
Hit points Gained: 10
Skill Points (6+0+1): culture (1), diplomacy(1), intimidate (1), mysticism (1), perception (1), profession (bounty hunter)(1), survival (1)
Feats: advanced melee weapon proficiency, heavy armor proficiency

Level 2:
Class Taken: Mystic
Class Feature Gained: channel skill +1, mindlink
Stamina points Gained: 6
Hit points Gained: 6
Skill Points (6+0+1): culture (1), diplomacy(1), intimidate (1), medicine (1), mysticism (1), perception (1), sense motive (1)

Level 3:
Class Taken: Mystic
Class Feature Gained: connection power
Stamina points Gained: 6
Hit points Gained: 6
Skill Points (6+0+1): athletics (1), diplomacy(1), intimidate (1), life science (1), mysticism (1), perception (1), stealth (1)
Feats: weapon specialization, spell focus

*weapon specialization (add level to dmg advanced melee weapons)
*the DC of Spells you cast increases by 1. At 11th level, the DC of your Spells instead increases by 2, and at 17th level, the DC of Spells you cast instead increases by 3. This bonus does not apply to Spell-Like abilities.

Dice:

[dice=Pike (tactical, reach) (P)]1d20+5;1d8+3[/dice]

[dice=Starknife (tactical, returning fusion (P)]1d20+2;1d4+3[/dice]

[dice=Pike (tactical, reach, get 'em) (P)]1d20+5+1;1d8+3[/dice]

[dice=Starknife (tactical, returning fusion, get 'em) (P)]1d20+2+1;1d4+3[/dice]

[dice=diplomacy (to Encourage gunner)] 1d20 + 8[/dice] [ooc]If beats DC 10, Gunner gets +2 to hit.[/ooc