Jagrin Grath

Hyong Yeon Yeol's page

29 posts. Organized Play character for Hayato Ken.


Race

SP 6 HP 10 RP 4||EAC 14, KAC 15, CMD 23||F +2; R +3; W +6|| Init. +3 || Perc. +7 ||Spd 30'

Strength 10
Dexterity 16
Constitution 11
Intelligence 10
Wisdom 16
Charisma 10

About Hyong Yeon Yeol

Hyong Yeon Yeol:

Male human Starfarer Star Shaman Mystic 1
CN medium humanoid
Init +3; Perception +7
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Defense
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EAC 14 KAC 15
HP 10 SP 6 RP 4
Fort +2 Ref +3 Will +5
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Offense
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Speed 30 ft
Melee Knife, survival +3 1d4 S
Unarmed strike +0 1d3-5 B
Ranged Hunting rifle +3 1d8 P
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SKILLS
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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
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Special Abilities
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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.
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Equipment
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Beacon; Comm unit, personal; Computer (tier 1); Flashlight; Hunting rifle; Knife, survival; 50 Rounds, longarm and sniper; Second skin

Spells Level 0:

Daze
Descriptors
Compulsion, Mind-Affecting
Level 0
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range close (25 + 5 ft./2 levels)
Target one humanoid creature of CR 3 or lower
Duration1 round
Saving Throw Will negates; Spell Resistance yes

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
Level 0
School divination
Casting Time 1 standard action
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute/level
Saving Throw none; Spell Resistance no

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
Level 0
School transmutation
Casting Time 1 standard action
Range 10 ft.
Target see text
Effect see text
Area see text
Duration 1 hour
Saving Throw none; Spell Resistance yes

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
Descriptors: Healing
Level 0
School conjuration (healing)
Casting Time 1 standard action
Range close (25 + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

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.
You can target a single creature or several creatures, but each missile can strike only one creature. You must designate targets before you attempt to overcome spell resistance or roll damage.
You can cast this spell as a full action. If you do, you fire three missiles instead of two.

Command
Descriptors: Compulsion, Language-Dependent, Mind-Affecting
Level 1
School enchantment (compulsion, language-dependent, mind-affecting)
Casting Time 1 standard action
Range close (25 + 5 ft./2 levels)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

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:
The target moves toward you as quickly and directly as possible for 1 round, taking no other actions and triggering reactions (such as attacks of opportunity) for this movement as normal.

Drop:
The target drops whatever it is holding. It can’t pick up any dropped item until its next turn.

Fall:
The target falls to the ground and remains prone for 1 round. It can otherwise act normally.

Flee:
The target moves away from you as quickly and directly as possible for 1 round, taking no other actions and provoking reactions (such as attacks of opportunity) for this movement as normal.

Halt:
The target is dazed for 1 round.

Mystic Cure
Descriptors: Healing
Level 1
School conjuration (healing)
Casting Time 1 standard action
Range touch
Target one living creature
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless)

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
2nd: 3d8 + your Wisdom modifier
3rd: 5d8 + your Wisdom modifier
4th: 7d8 + your Wisdom modifier
5th: 9d8 + your Wisdom modifier
6th: 11d8 + 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.