Aron Kir

Hayden BeShawn's page

71 posts. Alias of SynchroniciticallyChallenged.


Full Name

Hayden BeShawn

Race

Human (Corellian)

Classes/Levels

Jedi Sentinel (Magus) 1 | HP 8/8; WP 24/24; FP 5/5 | AC 17; Tou 17; FF 13 | F +3; R +4; W +2 | CMB +1; CMD 15; MSB +1; MSD 15 | Init +4 Perception +4

Gender

Male

Size

6'2"; 190lbs

Age

23

Special Abilities

Snark; wit; deep contemplation; intense focus; moderate to severe rambling.

Alignment

NL (CG)

Deity

The Force is my ally.

Location

Nar Shaddaa

Languages

Basic, Olys Corellisi, Huttese, Droidspeak

Occupation

Jedi Knight (slightly exiled)

Strength 13
Dexterity 18
Constitution 12
Intelligence 17
Wisdom 10
Charisma 8

About Hayden BeShawn

Statistics:
Male Human Magus (Runic Knight/Sphere Magus) 1
NL Medium Humanoid (Corellian)
Init +4; Senses Perception +4
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DEFENSE
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AC 17, touch 17, flat-footed 13 (+3 armor *applies to touch and flat-footed, +4 dex, +0 shield)
hp 9
Fort +3, Ref +4, Will +2
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OFFENSE
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Speed 30 ft.
Melee
Ranged
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STATISTICS
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Str 13, Dex 18, Con 12, Int 17, Wis 10, Cha 8
Base Atk +0; CMB +1; CMD 15
MSB +1
MSD 15
SP 5
Traits
Reckless (+1 Acrobatics *class skill)
Gifted Healer (+1d8 cure ability)
Feats
Combat Reflexes
Extra Magic Talent (Time)
Magic Talents
Life
Self Renewal
Divination
Expanded Divination (Alteration, Fate, Light)
Time
Combat Talents
Equipment
Finesse Training II
Staff Mastery
Polearm Dancer
Unarmored Training
Lancer
Skills (7 points; 2 class, 3 INT, 1 race, 1 FCB)
DEX
Acrobatics 9
Pilot (Fighter) 8
INT
Mechanics (Droid Hardware) 7
Medicine 7
Knowledge (Local) 7 <Corellia, Coruscant, Nal Hutta, and Korriban>
Knowledge (Force Traditions) 7
Linguistics 7
Force Use (Active) 7
WIS
Force Use (Passive) 4
Perception 4
Languages Basic, Droidspeak, Huttese, Olys Corellisi (Old Corellian)

Special Abilities:

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SPECIAL ABILITIES
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Blinding Staves Training
1st level: may treat any quarterstaff or staff carried (including magical staves) as a masterwork longspear.

Spheres:

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Spheres
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Magic
-Life
(Range Touch; Self application changes action required to swift)
1 sp - Cure: Std; 2d8 +1 hp; instantaneous
1 sp - Restore: Std; 1d4 points of ability damage -or- lessens one of the following by one step -or- removes the least condition: Exhaustion / Fatigue, nauseated / sickened, panicked / frightened / shaken, staggered, dazzled.
0 sp - Invigorate: Std; 1 temp hp; 1 hour duration
-Time
(Range Touch; Std action; Concentration up to one round per CL; 1 sp - one round per level without concentration)
Haste
Target makes one extra attack per round at highest base attack bonus.
Slow
Target is staggered for the duration.
-Divination
Divine (10 minute casting time; may spend 1 sp to drop it to a Std action; duration of concentration; concentration takes a full round action and caster is always flat-footed)
Magic Auras (Medium Range)
Divine Shapechanger (Strength and Location)
Detect Loyalties (Top 3 General Loyalties)
Divine Alignment (Aura and strength)
Divine Fate (Shared alignment or loyalty)
Divine Life (Location and status of health)
Ultravision (+CL to perception; 1/rd perception as free action)
Divine Time (1 hour/CL in the past; events out to medium range)
Combat
Finesse Fighting
Light weapons and Weapons with the Finesse quality use dexterity instead of strength for attack rolls.
Staff Mastery
Staves are now one-handed weapons or two-handed reach weapons or two handed double weapons, chosen at the start of each turn. They also gain the trip special quality. If you possess the Spear Dancer talent, quarterstaves are treated as finesse weapons in your hand, and you may wield a quarterstaff as a one-handed reach weapon. Additionally, spears and polearms gain the trip weapon special feature in your hands.
Spear Dancer
You may treat any spear or polearm you wield as though it had the finesse weapon special feature, and may wield it as a one-handed weapon.
Unarmored Training
When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
Lancer
Impale.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Money 0 GP 0 SP 0 CP

Background:


Appearance and Personality: