Race |
KAC 15 (16) EAC 15 (16) | F +3 R +2 W +6 (+2 vs. poison, spells, SLAs) | Perc +9 (darkvision, stone cunning) SM +9 | |
Classes/Levels |
Speed 20 ft | 1st 1/4 | Healing Touch 1/1 | Active Conditions: --- |
Gender |
LG Male Dwarf Mystic 3 | SP 0/26 HP 24/24 RP 1/5 | |
About Mordin Gimhargruest
Mordin Gimhargruest
Male xenoarchaeologist dwarf mystic (healer) 3.2
LG Medium humanoid (dwarf)
Init +1; Darkvision 60 ft, Perception +9 (+2 vs. stonework)
DEFENSE
KAC 15 EAC 15
AC vs. CM 23 (+4 vs. bull rush and trip combat maneuvers)
SP 26 HP 24 RP 5
Fort +5, Ref +2, Will +6 (+2 vs. poison, spells, spell-like abilities)
Extreme Gravity Environmental Protection (reduce damage from extreme gravity by 1)
Radiation Environmental Protection (+1 bonus to saves vs. radiation effects)
OFFENSE
Speed 20 ft.
Melee thunderstrike pulse gauntlet +4 (1d6+2+1 B/So) (knockdown) (20/20; 1)
Ranged pulsecaster pistol +3 (1d4+1 E) (non-lethal) (20/20; 1)
Mystic Spellcasting (Caster Level 1st; Concentration +5)
1st . . . (4/4) [DC 15]: mind thrust I, mystic cure I (1d8+3), seeking shot (pw), summon monster I (aa), wisp ally
0th . . . [DC 14]: detect affliction, detect magic, psychokinetic hand, stabilize, telekinetic projectile, token spell
STATISTICS
Str 14, Dex 12, Con 14, Int 11, Wis 16, Cha 8
Base Atk +2
Feats
Armor Proficiency (light)
Great Fortitude
Harm Undead
Weapon Proficiency (basic melee, advanced melee, small arms)
Weapon Specialization (basic melee, advanced melee, small arms)
Skills 6
Charisma -1
Culture +4’
Dexterity +1
Diplomacy +3’
Engineering +4’
Intelligence +0
Life Science +4’
Medicine +6’’
Mysticism +10’’’
Perception +9’’’
Profession (physician) +7’
Sense Motive +9’’’
Strength +2
Survival +8’’
Wisdom +3
Languages Common, Dwarven, Goblin’
SQ connection (healer), theme knowledge, slow but steady, stonecunning, traditional enemies, weapon familiarity (basic and advanced melee weapons)
Combat Gear thunder strike pulse gauntlet, pulsecaster pistol, basic lashunta tempweave
Other Gear industrial backpack, titanium alloy cable line (50 ft), basic medkit, engineering kit, lantern, (2) binders, starstone compass, hygiene kit, radiation and extreme gravity environmental outfit
Bulk: 5.1 / 6 (industrial backpack) Maximum Bulk
Credits: 3510
SPECIAL ABILITIES
Channel Skill (Su): +1 insight bonus to Medicine and Mysticism
Healing Channel (Su): (1 RP) Heal himself as a move action, heal an ally he touches with a standard action, or heal all allies within 30 feet with a full action. This energy restores 2d8 Hit Points and increases by 2d8 at 3rd level and every 3 levels thereafter [2d8].
Healing Touch (Su): (1/day) Spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level [10 HP].
Lifelink (Su): At the start of his turn, he can choose an ally within 30 feet who has taken Hit Point damage and transfer the damage to himself, healing the ally for the same amount.
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.
Theme Knowledge (xenoarchaeologist): You have trained yourself to have few presuppositions about the foreign devices you uncover. Reduce the DC to identify rare, ancient, or alien tech by 5.
CHRONICLES