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58 posts. Organized Play character for Nomadical.


Race

SP 63 / 63 HP 46 / 46 | RP 13 / 13 |Spells 1) 6 / 6 2) 5 / 5 3) 3 / 3| Active conditions: None

Classes/Levels

Speed 30 ft, Fly 30 ft (average)| EAC 19; KAC 20 | Fort +5; Ref +6; Will +11

Gender

Male NG Draelik Mystic (dream prophet) 7

Deity

Ibra

Strength 10
Dexterity 18
Constitution 17
Intelligence 12
Wisdom 22
Charisma 10

About Laksell

Laksell
Male draelik (dream prophet) Mystic (Medic) 7
NG Medium humanoid (draelik)
Init +4; Senses darkvision 60 ft.; Perception +16

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Defense
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SP 63 HP 46 RP 13

EAC 19; KAC 20
DR 1/- and Resist Energy (all) but only to ranged attacks

Fort +5; Ref +6; Will +11
+2 vs. necromancy effects
Immune to magical sleep
Fortitude Save (Level 5 armor (D-suit I)): Immune to low-level radiation
Fortitude Save (Level 5 armor (D-suit I)): +4 circumstance bonus vs. radiation exposure (but not to cure radiation sickness)

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Offense
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Speed 30 ft. Fly speed 30 ft. (average, 5 ranks in Acrobatics)
Melee austere bone cestus +5 (1d6+7 P; bleed 1d4; analog)
Ranged accurate Shrieking Larva +9 (1d8+3 Sonic; Crit deafen (DC 16)) 30’ range
Special: unwieldy, living, thought, manual sight, accurate fusion
Accurate: Take a move action to aim to gain a +1 bonus to your next attack roll. May be combined with other effects that stem from taking a move action to aim
Manual Sight: Take a move action to aim to reduce penalties due to range and AC bonuses from cover by 2.

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Spells
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Spell-Like Abilities[/b] (CL 6th; melee +3)
. . 1/day—Augury (Standard action, 1 RP, 1 minute peek only), wisp ally
. . At will—fatigue (DC 11), ghost sound (DC 11), mindlink (once per individual each day)

Mystic Spells Known (CL 6th)
..3rd (3/day) DC 20 ---mind thrust*, mystic cure*

. . 2nd (5/day) DC 19 —force blast, reject augmentation, Remove Condition* (frightened, nauseated, paralyzed), lesser restoration, shield other

. . 1st (6/day) DC 18 — acidic mist, command, detect augmentation, life bubble,lesser remove condition (shaken, sickened, or staggered), share language

. . 0 (at will) DC 17 —detect affliction, detect magic, psychokinetic hand, stabilize, telepathic message, token spell
Connection healer
* This spell can be cast using a lower level spell slot to varying effect. See the spell’s description.
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Statistics
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Str 10 (+0); Dex 18 (+4); Con 17 (+3); Int 12 (+1); Wis 22 (+6); Cha 10 (+0)

Skills Acrobatics +9 (5 ranks), Bluff +5, Culture +5, Life Science +11, Medicine +13, Mysticism +19, Perception +16, Sense Motive +16, Stealth +4 (+9 in dim light or darker), Survival +16; (reduce the DC of Mysticism checks by 5 when identifying spells as they are being cast and to recalling knowledge about arcane symbols and magic traditions)

Feats
1) 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 19 (10 + 1/2 level + WIS)
3) Spell Focus: The DC of spells you cast increases by 1. This bonus does not apply to spell-like abilities.
5) Extra Resolve
7) Spell Penetration***

Languages Aklo, Brethedan, Common, Copaxi

Other Abilities
Healing channel (6d8): 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.

Empowered Healing touch: [Epiphany] Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level (35 HP). You can use your healing touch class feature as a standard action. You can also use healing touch more often by spending 1 Resolve Point each time you use healing touch after the first second* use each day. (Replaces Life Link) *Staff of Mystic Healing grants one additional use of healing touch each day at no Resolve cost.

Mystic Reach: [Epiphany] You can alter a mystic spell’s range by casting it as a full action instead of its normal casting time. Touch spells become close-range spells (25 ft. + 5 ft./2 levels), close-range spells become medium-range spells (100 ft. + 10 ft./level), medium-range spells become long-range spells (400 ft. + 40 ft./level), and long-range spells have their range doubled. You can’t use this ability to alter a mystic spell with a casting time of a full action or longer. You can use this ability once per day at no cost, but you must spend 1 Resolve Point each time you use it after the first in a single day. (Replaces Healer’s Bond)

Doctor (Ex) (2nd Level)
Whenever you use equipment or one of your abilities to restore Hit Points to a creature, any surplus healing beyond that required to restore the creature to its maximum Hit Points restores that many Stamina Points to the creature.
You can tend up to 20 patients with long-term care.
When you use the long-term stability task of Medicine, if you succeed at the Medicine check by 10 or more, the patient heals 1 HP and regains consciousness.
You can use Medicine to treat disease in only 1 minute instead of 10 minutes.

Necromancy resistance: Draeliks receive a +2 racial bonus to saving throws against necromancy effects.

Combat Gear austere bone cestus, accurate shrieking larva with 1 battery (20 charges), D-suit I

Other Gear personal comm unit, restoring rod kept within a Glove of Storing, Staff of Mystic Healing, aeon stone, amber hyberboloid (DR 1/- and Resist Energy (All) but only to ranged attacks)

Consumables: tier 2 antitoxin (2), tier 1 sedative, mk I serums of healing (4), mk II serum of healing (2), tier 2 counteractant (2), Rad Out serum, tier 2 Prismatilate (2)

Augmentations mk 2 synaptic accelerator (wisdom), mk 1 synergizing symbiote (dexterity)