Ganyavesha

Karametra, the Guide's page

3 posts. Alias of Niertis.


About Karametra, the Guide

Karametra
Human Priest Mystic of Desna (Healer) 1
NG Medium Humanoid (Human) Homeworld Absalom Station
Init +0; Senses Perception +8

DEFENSE
EAC 11, KAC 12, AC vs CM 20 (+1 Dex, +1/+2 Armor)
Stamina 6, HP 10, Resolve 5
Fort +0, Ref +0, Will +6

OFFENSE
Speed 30’
Melee Battle Staff +1 (1d4; special. Analog Block, crit. Knockdown)
Mystic Spells Known
. . 1st (DC 15) - *Mystic Cure, Life Bubble, Reflecting Armor, Mind Link
. . 0 (DC 14) - Detect Magic, Stabilize, Detect Affliction, Telekinetic Projectile

STATISTICS
Str 10, Dex 10, Con 10, Int 13, Wis 18, Cha 12
Base Atk +0; Melee +0; Range +0; Thrown +0
Proficiencies Armor Proficiency (Light), Weapon Proficiency (Basic Melee, Small Arms)
Feats Skill Synergy (Mysticisim, Culture), Medical Expert
Skills Culture 6(1), Diplomacy 4(1), Life Science 6(1), Medicine 8(1), Mysticisim 11(1), Perception 8 (1), Physical Science 3(1)
Languages Common, Castrovelian (Lashunta)
Class Abilities Connection (Healer), Connection Power, Connection Spells, Healing Touch (SU)
Gear Second Skin, Consumer Backpack, Everyday Clothing, Basic Medkit

SPECIAL ABILITIES

Priest Theme:

Theme Knowledge Choose a deity or a philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the DC of Culture and Mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

Connection You have a mysterious connection with some force that grants you magical powers. You must pick one connection upon taking your first level of mystic—once made, this choice can’t be changed.

Healer Connection:

Healing Channel (Su) 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 (Su) Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.