| Race |
| SP 6/6 HP 8/8 | RP 5/5 | EAC 14 KAC 15 | Fort +0; Ref +2; Will +6 | Init: +2 | Perc: +8, SM: +8 |
| Classes/Levels |
| Speed 30ft | Spells: 1st 0/3 | Active conditions: none |
| Gender |
Male CN Ysoki Mystic 1 |
About Kaiole
Mystic Ysoki
Male ysoki themeless mystic 1
None Small humanoid (ysoki)
Init +2; Senses darkvision (60'); Perception +8
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DEFENSE
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EAC 14; KAC 15
SP 6 HP 8 RP 5
Fort +0, Ref +2, Will +6
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OFFENSE
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Speed Walk 30'
Melee knife, survival (small) +2 (1d4-1 , critical -; Analog, operative)
Ranged laser pistol, azimuth (small) +2 (1d4, critical Burn 1d4; -)
Mystic Spells Known (CL 1st; concentration +5)
1st(3/day)-mind thrust(DC 15), share language(DC 15), mystic cure(DC 15)
0th(0/day)-daze(DC 14), detect magic, stabilize(DC 14), telekinetic projectile
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STATISTICS
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Str 9, Dex 14, Con 10, Int 12, Wis 18, Cha 10,
Base Atk +0; Grp-5
Feats Harm Undead
Skills Engineering +7, Life Science +5, Mysticism +8, Perception +8, Profession (General Contractor) +13, Sense Motive +8, Survival +10,
Languages Abyssal, Akitonian, Common, Ysoki
Combat Gear serum of healing mk 1,
Other Gear clothing (profession (general contractor)), freebooter armor i (small), tool kit (profession (general contractor)), tool kit (engineering kit), tool kit (trapsmith's tools), backpack (industrial), medkit (basic), medpatch, battery, knife, survival (small), laser pistol, azimuth (small), 181.0 gp
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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Ysoki are small humanoids with the ysoki subtype
Cheek Pouches Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity
Darkvision Ysoki can see up to 60 feet in the dark. See page 263 for more information
Moxie Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter (see page 276), a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check
Scrounger Ysoki receive a +2 racial bonus to engineering, stealth, and survival checks
THEME BENEFITS
Themeless If you decide that none of the themes above fit your particular character concept, you can choose not to have a theme. You then gain the following benefits at the listed levels. A themeless character is considerably less powerful than a character with a theme, so choose this option with care
General Knowledge You gain a class skill of your choice when you create a themeless character. Also, you gain an ability adjustment of +1 to any ability score you choose
CLASS FEATURES:
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. Connections you can choose from begin on page 85. 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 (for example, weydan, the god of freedom, is unlikely to look kindly on overlords). 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 x 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 (see page 330) 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
Healing Channel You can heal yourself and your allies. You can spend 1 resolve point to channel this energy. Healing yourself with channeled energy is a move action, healing an ally you touch is a standard action, and healing all allies within 30 feet is a full action. This energy restores 2d8 hit points and increases by 2d8 at 3rd level and every 3 levels thereafter
Healing Touch Once per day, you can spend 10 minutes to magically heal an ally up to 5 hit points per mystic level
FEATS:
Harm Undead You can use your healing channel to harm undead When you use your healing channel, you can expend a mystic spell slot of the highest level you can cast to also deal damage equal to the amount you heal to all undead foes in the area. The undead can attempt a will save for half damage, at your usual connection power dc