Witch Doctor

Keskodai the Mystic's page

52 posts. Organized Play character for Karmic Knight.


Full Name

Keskodai

Race

EAC: 12 KAC: 13 vsCM: 21 | SP: 7/7 HP: 10/12 RP: 5/5 | Init: +1 | F:+1 R:+1 W:+6 | Perception +8 | Conditions:

Classes/Levels

Mystic Spells:
CL 1st, ranged +1) 1st (3/3)—mind thrust, mystic cure, share language 0 (at will)—detect affliction, detect magic, stabilize, telekinetic projectile

About Keskodai the Mystic

Male Shirren – Mystic (Priest) 1
XP: 0
CG Medium humanoid (shirren)
Init +1; Senses Perception +8; Blindsense (vibration) 30 ft
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Defense
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EAC 12; KAC 13; vs CM: 21
SP 7; HP 12; RP 5
Fort +1 Ref +1 Will +6
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Offense
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Melee battle staff +0 (1d4; critical knockdown; analog, block)
Range pulsecaster pistol +1 (1d4 E nonlethal) 60 ft
Range shock grenade I -4, (explode[15 ft., 1d8 E, DC 7])
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Statistics
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Str 10, Dex 13, Con 12, Int 12, Wis 18, Cha 8
BAB +0; Movement 30 ft
Feats Harm Undead
Skills (AC Penalty: 0) | Computers +2 (1 rank), Diplomacy +5, Life Science +5, Medicine +5, Mysticism +9, Perception +8, Piloting +2 (1 rank); (reduce the DCs of Culture and Mysticism checks by 5 when recalling knowledge about religious traditions, religious symbols, and famous religious leaders)
Languages Celestial, Common, Shirren, Vesk; limited telepathy 30 ft.
Combat Gear mk 1 serums of healing (2), shock grenade;
Gear second skin, battle staff, pulsecaster pistol with 2 batteries (20 charges each), basic medkit, everyday clothing, field rations (1 week), hygiene kit, personal comm unit
Credstick 19

Explode:

Explosives have the explode special property, which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion. When you attack with this type of weapon or ammunition, aim at a grid intersection. Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw. Some exploding weapons, such as smoke grenades, don’t deal damage, so they don’t include the damage and damage type entries.

Botting instructions:
Coming soon

Combat macros:

[dice=Battle Staff]1d20[/dice]
[dice=Frag damage]1d4[/dice]

[dice=Pulsecaster pistol]1d20+1[/dice]
[dice=damage]1d4[/dice]

[dice= Shock grenade] 1d20-4[/dice]
[dice=damage]1d8[/dice]

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Racial Abilities
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Blindsense: Keskodai ignores all forms of visual camouflage
and invisibility when attempting Perception checks to
notice creatures within 30 feet, though creatures he can’t
see still gain full concealment.
Communalism: Once per day, as long as an ally is within
10 feet, Keskodai can roll a single attack roll or skill check
twice and take the higher result.
Limited Telepathy: Keskodai can communicate telepathically
with creatures within 30 feet that share a language with him.
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Class Abilities
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Harm Undead: When Keskodai uses healing channel as a full action, he can expend 1 Resolve Point to also deal damage to all undead within 30 feet. The damage is equal to the amount the healing channel heals, though undead can attempt a Will save (DC 14) for half damage.
Healing Channel (Su): Keskodai can spend 1 RP to restore
2d8 HP to himself (as a move action), an ally touched (as a
standard action), or all allies within 30 feet (as a full action).
Healing Touch (Su): Once per day, Keskodai can spend 10
minutes to restore 5 Hit Points to an ally.
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Spells
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Detect Affliction: Keskodai can determine whether a
creature or object is cursed, diseased, or poisoned, and
can determine the exact affliction with a successful Life
Science, Medicine, or Wisdom check.
Detect Magic: This reveals whether creatures or objects seen
within a 60-foot cone are magical and, with concentration,
can determine whether one magical source is a spell, magic
item, or other effect, and its caster level.
Mind Thrust: This spell deals 2d10 damage (Will DC 15 half)
to one creature with an Intelligence score.
Mystic Cure: With a touch, Keskodai can restore 1d8+4 Hit
Points to one living creature. Casting this spell doesn’t
provoke attacks of opportunity.
Share Language: Keskodai can grant a creature touched the
ability to read, understand, and speak (if able) up to three
languages Keskodai knows.
Stabilize: This spell causes a dying creature that has 0 Hit
Points to stabilize.
Telekinetic Projectile: Keskodai can telekinetically hurl an object weighing up to 5 pounds at a target within 30 feet, making
an attack roll (+1 bonus) against its KAC. If he hits, both the
target and the object take 1d6 bludgeoning damage.
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Gear Description
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Basic Medkit Keskodai can use this kit to attempt a DC 25
Medicine check to treat deadly wounds.
Battle Staff If Keskodai successfully hits a foe with this
two-handed weapon, he gains a +1 bonus to his AC
against melee attacks from that foe for 1 round.
Mk 1 Serum of Healing Drinking this restores 1d8 HP.
Pulsecaster Pistol This weapon deals nonlethal electricity
damage. It can be fired 20 times before its battery must
be recharged or replaced.
Second Skin This armor’s environmental seals allow the
wearer to survive in harsh environments for 1 day.