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About Hyong Yeon YeolHyong Yeon Yeol:
Male human Starfarer Star Shaman Mystic 1 CN medium humanoid Init +3; Perception +7 -------------------- Defense -------------------- EAC 14 KAC 15 HP 10 SP 6 RP 4 Fort +2 Ref +3 Will +5 -------------------- Offense -------------------- Speed 30 ft Melee Knife, survival +3 1d4 S Unarmed strike +0 1d3-5 B Ranged Hunting rifle +3 1d8 P -------------------- SKILLS -------------------- Acrobatics +3 Athletics +0 Bluff +0 Diplomacy +0 Disguise +0 Intimidate +0 Life Science +4 Medicine +4 Mysticism +7 Perception +7 Physical Science +4 Piloting +3 Sense Motive +7 Stealth +3 Survival +7 -------------------- Special Abilities -------------------- Healing Touch Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level. Theme Knowledge You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science 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 Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation. Walk the Void You are immune to the harmful environmental effects of outer space and vacuum. You also gain a fly speed of 20 feet while in space. In addition, whenever you can see the stars, you can determine your precise location. Finally, add Piloting to your list of class skills. -------------------- Equipment -------------------- Beacon; Comm unit, personal; Computer (tier 1); Flashlight; Hunting rifle; Knife, survival; 50 Rounds, longarm and sniper; Second skin Spells Level 0:
Daze
This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute. Detect Magic
You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired. Token Spell
Token spells are often some of the first minor changes that spellcasters produce when they begin experimenting with magic. Once cast, token spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. You can slowly lift one item of light bulk. You can alter items in a 1-foot cube each round, coloring, cleaning, soiling, cooling, warming, or flavoring them. You can create small objects, but they look artificial and are extremely fragile (they can’t be used as tools or weapons). You can illuminate an object to shed dim light in a 30-foot radius. Token spell lacks the power to duplicate any other spell effects. Any actual change to an object (beyond moving, cleaning, or soiling it) persists for only 1 hour. Stabilize
If the target of this spell has 0 Hit Points and is dying, it automatically stabilizes. If the creature later takes damage, it is no longer stable.
Spells Level 1:
Magic Missile Descriptors: Force Level 1 School evocation (force) Casting Time 1 standard action; see text Range medium (100 + 10 ft./level) Target up to three creatures, no two of which can be more than 15 ft. apart; see text Duration instantaneous Saving Throw none; Spell Resistance yes You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets) and deal 1d4+1 force damage each. You can’t target specific parts of a creature, and objects are not damaged by the spell.
Command
You give the target one of the following commands, which it obeys to the best of its ability at its earliest opportunity. If the target can’t carry out your command on its next turn, the spell automatically fails. Approach:
Drop:
Fall:
Flee:
Halt:
Mystic Cure
With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing. Mystic cure restores a number of Hit Points to your target depending on the spell’s level. 1st: 1d8 + your Wisdom modifier
In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit Points with a 5th-level mystic cure spell, or an extra 9d8 Hit Points with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can’t resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on. Casting this spell doesn’t provoke attacks of opportunity.
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