OTHER GEAR: backpack; field rations (2 weeks); medkit (basic); personal comms unit; spare battery; two rebreathers (disposable face-masks with a small canister of highly-pressurized oxygen and a carbon filter that allow someone to breathe for 10 minutes); injection gun (for medicinals); two vials of analgesic for field surgery; two canisters of sprayflesh; 600 credits
MAGIC ITEMS: None
Mystic Spells:
Level 0Spells/day=Unlimited; Save=DC14 Daze: This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC) for one round. Will save negates.
Detect Affliction: You determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction. If the target is poisoned or diseased, you automatically detect that fact and can determine the exact type of poison or disease with a successful DC 20 Intelligence or Wisdom check. If you are trained in Life Science or Medicine (depending on the nature of the poison or disease), you can attempt a DC 20 check of that skill if you fail your Wisdom or Intelligence check. If the target is cursed or suffering from a similar affliction, you must succeed at a DC 20 Intelligence or Wisdom check to determine that fact. You can then determine the exact nature of the curse with a successful DC 25 Mysticism check.
Stabilize: If the target of this spell has 0 Hit Points and is dying, it automatically stabilizes. If the creature later takes damage, it is no longer stable.
Telekinetic Projectile: You fling an object weighing up to 5 pounds (less than 1 bulk) at the target, making a ranged attack against its KAC. If you hit, you deal 1d6 bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack.
Token Spell: Token spells are often some of the first minor changes that spellcasters produce when they begin experimenting with magic. Once cast, token spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. You can slowly lift one item of light bulk. You can alter items in a 1-foot cube each round, coloring, cleaning, soiling, cooling, warming, or flavoring them. You can create small objects, but they look artificial and are extremely fragile (they can’t be used as tools or weapons). You can illuminate an object to shed dim light in a 30-foot radius. Token spell lacks the power to duplicate any other spell effects. Any actual change to an object (beyond moving, cleaning, or soiling it) persists for only 1 hour.
Level 1Spells/day=3; Save=DC15 Life Bubble: You surround the target creatures with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, thick, thin, and toxic atmospheres), as well as underwater or in a vacuum. It also makes the targets immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. In addition, the shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt Fortitude saving throws, as well as extreme pressures.
Mystic Cure: With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing. Mystic cure restores a number of Hit Points to your target depending on the spell’s level.
- 1st: 1d8 + your Wisdom modifier
Casting this spell doesn’t provoke attacks of opportunity. Remove Condition, Lesser: You remove any one of the following conditions affecting the target: shaken, sickened, or staggered. If the condition is the result of a disease or another ongoing effect, this spell removes the condition but does not cure the disease or ongoing effect, and the target can regain the condition from that effect as normal, potentially immediately. Lesser remove condition also doesn’t cure or remove other damage or conditions the target is suffering from any source, even the same source that caused the removed condition. Since this spell’s duration is instantaneous, it does not prevent the target from gaining the condition again. Casting this spell doesn’t provoke attacks of opportunity. Wisp Ally: You draw forth otherworldly energy to create a small, spherical, floating wisp that can distract your enemies in combat. This wisp can move 60 feet per round in any direction, and you can direct it as a move action on your turn. If the wisp occupies the same space as an enemy, the wisp provides your choice of either harrying fire or covering fire (see pages 246–247) against the enemy each round on your turn, and it follows that enemy within range automatically unless you direct it to change targets. The wisp is made of pure light and energy and can’t be damaged in combat, though it can be dispelled as normal. In addition to the function described above, the wisp sheds light in a 20-foot radius in a color of your choice (chosen when you cast the spell).
Special Abilities:
Armor Proficiency: Light armor
Channel Skill: (SU) Each connection has two skills associated with it. You gain a +1 insight bonus to skill checks with your connection’s associated skills. This bonus increases by 1 at 5th level and every 3 levels thereafter.
Great Fortitude: You gain a +2 bonus to Fortitude saving throws.
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.
Mindlink (SP): You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.
Mystic Strike: Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures.
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.
Weapon Proficiency: Basic melee weapons and small arms.
Healer
Your connection channels the life force of all things—as well as its counterpart, death. You’re an expert healer, but not necessarily a selfless one. You might be a traveling doctor, a haunted medium, a military medic, or a tyrannical necromancer.
- Associated Deities: Desna, Hylax, Iomedae, Pharasma, Sarenrae, Talavet, Urgathoa, Weydan
- Associated Skills: Medicine and Mysticism
- Spells: 1st—6th mystic cure; replaced by 1st—lesser remove condition, 2nd—remove condition, 3rd—remove affliction, 4th—restoration, 5th—greater remove condition
Connections:
Maldor was born in the outskirts of old Chicago, and his best friend growing up was Korvan. They were of an age, and even though Maldor had a difficult family situation, Korvan's was worse. By a lot. Maldor's caring personality was already evident as a kid, and he naturally took to the less fortunate boy. They grew up on the streets together, and whenever Korvan's mom was too wasted, Maldor made sure his friend had food and could stay the night. They hadn't seen each other since they were almost teenagers and Maldor was taken by the corporation...
When Maldor was taken, he was placed in a military station to undergo testing and 'training.' It was here that he met MLE. They were in the same unit, designated to enhanace their mental powers. While Em's mystic abilities leaned toward empathy, Maldor was naturally gifted in healing. Because Maldor missed his little sister, he was naturally drawn to this 'orphan' and they became friends despite the harsh training environment. They often used their powers together in complementary ways during the exercises. Sometimes this drew praises from their instructors. Other times they were severely punished. Maldor never knew if the praises and punishments were just calculated parts of the experiment or the random and sadistic personalities of their trainers...
Now that they are free, Maldor is helping MLE survive because he at least grew up on the outside, and together they are trying to evade the hunters. Maldor is not just wandering aimlessly around the city - he is looking for his family, and perhaps his old friend Korvan.
Questions:
1. What's your characters economic situation, and the economic situation of their family?
- Maldor was raised by his hard-working father, who made just enough to keep him, his younger sister Kayla, and Maldor in a one-room flat with almost enough to eat. Maldor has not seen his family since he was taken to the station, although he has been looking for them since he escaped.
2. What does your character look like?
- Maldor used to dress in third-hand clothes that were the norm for most of the kids in the neighborhood. The colors were drab, but good for blending in to the surrounding environment. The heavy cloth and denim made them sturdy enough to withstand normal activities, and he had learned to stitch patches and rips to eke out as much life from them as possible. He is medium build - perfectly average 24 year old - although a bit lighter after his ordeal in the station...
3. Where was your character born?
- In the city (think Chicago), although closer to what used to be the suburbs than towards the inner city.
4. How did your character become whatever class they are or learn the skills they have?
- Maldor was taken when he was 13 - and experimented upon for the past 10 years. While in the station, he discovered that he had a caring nature and often found himself caring for the other kids in there with him. He learned how to bind wounds, and ease sickness, and basic first aid. His mystic connection came as part of the regime he was subjected to, and it amplified his healing talents. But he also learned some means of self-protection, like how to thrust into others' minds, or move small objects at dangerous speeds.
5. What does your character do for a living? How did they get into doing that?
- He is on the run now, living on the streets and hiding from the hunters. He trades his healing skills for food and scavenges equipment, although he is very careful to not do anything TOO miraculous for fear of being discovered.
6. What is their personality like?
- Maldor is caring, introverted, a bit snarky, easy to laugh, quick to cry at the suffering of girls who remind him of his little sister - and to try and protect them from the bad people who roam the streets.
7. If your character is religious, explain why and how. If not, there may be a reason for that as well.
- He is religious - he explains his mystic connection as his revelation experience with the One. He did not enjoy his experience in the station, but has accepted that the One has used his suffering to further His plan on Earth, and Maldor is hearing the quiet voice in his mind that he needs to embrace his path and stop hiding his gift.
8. Explain what your character’s alignment means to them.
- Maldor is neutral good because of his religious beliefs in the One. He follows a loose code of ethics, but he interprets it as a fairly wide path!
9. How does your character feel about technology? About trans-humanism? About other races?
- Maldor was always excited about tech and the prospect of meeting alien races. As a youngster, he would get lost in adventure vids of space heroes and explorers like Commander Shepard, or Rey the heroine.