Mothman

Korskal's page

98 posts. Organized Play character for Pixie Rogue.


Full Name

Korskal

Race

Shirren

Classes/Levels

F+1 R+1 W+6 SP 7/7 HP 6/12 RP 5/5 Spells 1st 2/3

Gender

Male

Size

Medium

About Korskal

DEFENSE
SP 7 HP 12 RP 5
EAC 12; KAC 13
Fort +1; Ref +1; Will +6
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OFFENSE
Speed 30 ft.
Melee battle staff +0 (1d4 B; critical knockdown; analog, block)
Ranged pulsecaster pistol +1 (1d4 E nonlethal) or
shock grenade I –4 (explode [15 ft., 1d8 E, DC 7]) or
telekinetic object +2 (1d6 B)
Mystic Spells Known (CL 1st, ranged +1)
1st (3/day)—mind thrust, mystic cure, share language
0 (at will)—detect affliction, detect magic, stabilize, telekinetic projectile
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STATISTICS
Str 10 (+0); Dex 13 (+1); Con 12 (+1); Int 12 (+1); Wis 18 (+4);
Cha 8 (–1)
Skills 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)
Feats Harm Undead
Languages Celestial, Common, Shirren, Vesk; limited telepathy 30 ft.
Other Abilities healing channel, healing touch
Combat Gear mk 1 serums of healing (2), shock grenade; Other 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 (159 credits)
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SPECIAL ABILITIES
Blindsense Korskal 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, Korskal can roll a single attack roll or skill check twice and take the higher result.
Harm Undead When Korskal 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) Korskal 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, Korskal can spend 10 minutes to restore 5 Hit Points to an ally.
Limited Telepathy (Su) Korskal can communicate telepathically
with creatures within 30 feet that share a language with him.
Spells Korskal can cast the following spells, each as a
standard action:
Detect Affliction: Korskal 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, Korskal can restore 1d8+4 Hit Points to one living creature. Casting this spell doesn’t provoke attacks of opportunity.
Share Language: Korskal can grant a creature touched the ability to read, understand, and speak (if able) up to three languages Korskal knows.
Stabilize: This spell causes a dying creature that has 0 Hit Points to stabilize.
Telekinetic Projectile: Korskal 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 DESCRIPTIONS
Basic Medkit Korskal can use this kit to attempt a DC 25 Medicine check to treat deadly wounds.
Battle Staff If Korskal 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.