Cleric of Pharasma

Ohmarc Lightwalker's page

220 posts. Organized Play character for GM Harpwizard.


Race

Human Mystic 9

Classes/Levels

SP 72/72 HP 58/58 RP 8/10 | EAC 21 KAC 22 | Spells 1: 7/7 2: 6/6 3: 4/4 | F+4 R+5 W+12 | Init+0 | Perc+18

About Ohmarc Lightwalker

SP 56/56 HP 46/46 RP 9/9 | EAC 21 KAC 22 | Spells 1: 7/7 2: 6/6 3: 4/4 | F+4 R+5 W+12 | Init+0 | Perc+18

Ohmarc Lightwalker
Human priest mystic (medic) 9 Character Operations Manual
NG Medium humanoid (human)

Init +0; Perception +18

Speed 30 ft.
Space 5 ft, Reach 5 ft
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Defense
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SP 72 HP 58 RP 10
EAC 21; KAC 22
Fort +4; Ref +5; Will +12
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Offense
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Speed 30 ft.
Melee club +6 (1d6+4 B; analog, archaic, thrown)
Ranged

• aphelion laser rifle +8 (3d6+9 F; critical burn 1d6)
• azimuth laser pistol +6 (1d4+4 F; critical burn 1d4) or
• club +6 (1d6+4 B; analog, archaic, thrown) or
• Corona laser rifle +8 (2d6+9 F; critical burn 1d6)

+6 CMB
26 AC vs. Combat Maneuvers

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Spells
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Caster Level: 9
Spell Attack: +9

0 Level (Unlimited) [6 known](DC 17)
• Daze
• Detect Magic p. 348 Range 60 ft. Cone Shaped Emanation
• Fatigue
• Ghost Sounds
• Psychokinetic Hand (p. 370) Telekinetically move an object of 1 bulk or less
• Telekinetic Projectile (p. 380) Telekinetically hurl an object dealing 1d6 damage to target
• Telepathic Message (p. 381) Send a short telepathic message and hear simple reply

1st Level (7 Spells/day) [5 + 1 known] DC 18
• Identify
• Lesser Confusion
• Lesser Remove Condition*
• Life Bubble
• Mystic Cure (p. 367) Restore 1d8+4 (Wis) hit points to a living creature
• Mind Thrust (p. 365) Mentally deal 2d10 damage to one target.
• Remove Condition, Lesser
• Share Language (p. ) Target understands languages of the caster.

2nd Level (6 Spells/day) [4 + 1 known] DC 19
• Darkvision
• Force Blast (p. 356) 2d6 force damage to each creature in a 30 foot cone unless it succeeds at a Reflex saving throw for half damage.
• Mystic Cure* (p. 367) Restore 3d8+4 (Wis) hit points to a living creature
• Mind Thrust (p. 365) Mentally deal 4d10 damage to one target.
• Remove Condition
• See Invisibility

3rd Level (4 Spells/day) [2 + 1 known] DC 20
• Dispel Magic (p. 351) Dispel one magical spell or effect.
• Haste (p.358 ) The targeted creatures move and act more quickly than normal (+30 ft. move, One additional move action)
• Mind Thrust (p. 365) Mentally deal 7d10 damage to one target
• Mystic Cure* (p. 367) Restore 5d8+4 (Wis) hit points to a living creature

(Saving Throw DC = 10+level of spell+key ability modifier +1 Spell Focus]

Spell-Like Abilities[/b] (CL 9th)
. . At will—mindlink (once per individual each day)
Mystic Spells Known (CL 9th; ranged +6)
. . 3rd (4/day)—dispel magic, haste, mind thrust* (DC 20), mystic cure*
. . 2nd (6/day)—darkvision, force blast (DC 19), mind thrust* (DC 19), mystic cure*, remove condition
. . 1st (7/day)—lesser confusion (DC 18), identify, life bubble, mind thrust (DC 18), lesser remove condition, share language
. . 0 (at will)—daze (DC 17), detect magic, ghost sound (DC 17), psychokinetic hand, telekinetic projectile, telepathic message

Mystic 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 10 (+0); Con 13 (+1); Int 12 (+1); Wis 23 (+6); Cha 18 (+4)

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Skills
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Bluff +13,
Computers +2 (1 ranks),
Culture +9,
Diplomacy +19 (+21 vs. lay followers and lower-ranking clergy),
Disguise +8,
Engineering +0 (1 ranks),
Intimidate +11 (+13 vs. lay followers and lower-ranking clergy),
Life Science +5,
Medicine +16,
Mysticism +22,
Perception +18,
Physical Science +2,
Profession (Life Coach) +10,
Sense Motive +15,
Survival +18; (theme knowledge (priest))

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Feats
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Longarm Proficiency,
Skill Focus (diplomacy),
Spell Focus,
Toughness,
Weapon Focus (longarms),
Weapon Specialization (longarms)

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Other
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Languages Abyssal, Azlanti, Celestial, Common, Eoxian, Kasatha, Vesk, Ysoki
Other Abilities doctor[COM], healer's bond, healing channel (8d8), lifelink (9 HP), mantle of the clergy, medical specialist[COM], steal life

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Gear
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mk I serum of healing;
D-III Armor(upgrade: jump jets),
azimuth laser pistol with 1 battery (20 charges),
club,
corona laser rifle with 1 high-capacity battery (40 charges),
industrial backpack,
mk 2 ring of resistance,
personal comm unit,
staff of mystic healing,
freebooter armor II
credstick (42,652 credits);

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Augmentations
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mk 1 ability crystal (charisma),
mk 2 ability crystal (wisdom)

Ohmarc Lightwalker 7:

Priest Mystic 7
Human
NG
Init +0; Senses Perc +16
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Defense
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EAC 16, KAC 18 [EAC: 10+6(Armor) +0(Dex), KAC: 10+8(Armor) +0(Dex)]
SP 56 [(6 Mystic + 1 Con +1 Toughness) x Level 7) ]
HP 46 [4 Human + (6 Mystic x Level 7) ]
RP 9 [.5 x Level 7 + 6 Wis ]
Fort +3 ([3] + 1 Con)
Ref +4, ([4] + 0 Dex)
Will +11 ([5] + 6 Wis)
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Offense
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Speed 30 ft.
+3 BAB
Melee: Club +3 (1d6 +2 B, analog, archaic)
Ranged: Laser Pistol, Azimuth +3 (1d4 +2 Fire, critical burn 1d4)
Space 5 ft.; Reach 5 ft.
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Statistics
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Str 10,
Dex 10,
Con 13, [1] Assigned, +2 Advancement, +2 Race, +1 Theme
Int 12,
Wis 23, [5] Assigned, +1 Advancement
Cha 18 [4] Assigned, +2 Advancement

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Starship
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Gunnery = Piloting + Dex

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Skills
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Acrobatics +0 (+0 Dex)
Athletics 0
• Bluff +12 ([5]+4 Cha +3 Class)
Computers +2 ([1] + 1 Int)
• Culture +9 ([5]+1 Int +3 Class)
• Diplomacy +17 ([7]+3 Class +4 Cha +3 Skill Focus)
• Disguise +8 ([1]+4 Cha +3 Class)
Engineering 0
• Intimidate +11 ([4]+3 Class +4 Cha)
• Life Science +5 ([1]+3 Class +1 Int)
• Medicine +11 ([5] + 3 Class, +1 Int +2 Channel)
• Mysticism +19 ([7]+3 Class, +6 Wis, + 3 Skill Focus)
• Perception +16 ([7]+3 Class, + 6 Wis )
Physical Science +2 ([1] + 1 Int)
Piloting 0
• Profession (Spiritual Advisor) +10 ([1]+3 Class, +6 Wis)
• Sense Motive +14 ([5]+3 Class, + 6 Wis)
Sleight of Hand + 0 (+0 Dex)
Stealth +0 (+0 Dex)
• Survival +14 ([5]+3 Class, + 6 Wis)

[skill ranks per level = 6(Mystic) + 1(Human) + 0(Int)]
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Feats
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Light Armor (Class)
Basic Melee Weapons (Class)
Small Arms (Class)
Skill Focus (Diplomacy) (Human)
Skill Focus (Perception) (1st Level)
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Spells Known
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0 Level (Unlimited) [6 known](DC 13)
• Detect Magic p. 348 Range 60 ft. Cone Shaped Emanation
• Fatigue
• Ghost Sounds
• Psychokinetic Hand (p. 370) Telekinetically move an object of 1 bulk or less
• Telekinetic Projectile (p. 380) Telekinetically hurl an object dealing 1d6 damage to target
• Telepathic Message (p. 381) Send a short telepathic message and hear simple reply

1st Level (6 Spells/day) [5 + 1 known]
• Identify
• Lesser Confusion
• Lesser Remove Condition*
• Life Bubble
• Mystic Cure (p. 367) Restore 1d8+4 (Wis) hit points to a living creature
• Mind Thrust (p. 365) Mentally deal 2d10 damage to one target.
• Remove Condition, Lesser
• Share Language (p. ) Target understands languages of the caster.

2nd Level (5 Spells/day) [4 + 1 known]
• Darkvision
• Force Blast
• Mystic Cure* (p. 367) Restore 3d8+4 (Wis) hit points to a living creature
• Mind Thrust (p. 365) Mentally deal 4d10 damage to one target.
• Remove Condition
• See Invisibility

3rd Level (3 Spells/day) [2 + 1 known]
• Mystic Cure* (p. 367) Restore 5d8+4 (Wis) hit points to a living creature
• Dispel Magic (p. 351) Dispel one magical spell or effect.

(Saving Throw DC = 10+level of spell+key ability modifier+1 Spell Focus]
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Mystic
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Connection: Healer
• Healing Channel (4d8) Uses 1 Resolve Point
• Healing Touch (5 hp/level) (1 per day)
Channel Skill (+1 Mysticism & Medicine)
Mindlink (2nd Level) Form a mental link with creatures I touch
Lifelink
Weapon Specialization [+1 Damage per level or +1/2 Damage/ Level]

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Gear
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Defrex Hide
Azimuth Laser Pistol (battery, 20 charges)
battery (20 charges),
Medkit, Basic (DC 25 Medicine to Treat Deadly Wounds)
personal comm unit
2 healing serum mk1,
Industrial backpack

credstick ( credits) Bulk 1 8L
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Special Abilities
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Bonus Feat - Humans select one extra feat at 1st Level
Skilled - Humans gain an additional skill rank at 1st level and each level thereafter.