NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:
Strength
22
Dexterity
14
Constitution
17
Intelligence
10
Wisdom
16
Charisma
8
About Ordyt
NG oread Mystic11/Blitz-Soldier1 [Spacefarer]
Stamina 108, 79hp; Resolve Points: 11
F +8, R +5, W +11, Ini +6; Spd45* (50ft, -5ft armor)
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DEFENSE
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KAC30 (+18 armor, +2 Dex)
EAC28 (+16 armor, +2 Dex)
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OFFENSE
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BAB +9
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CLASS ABILITIES
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Primary Fighting Style: Blitz
Crusader Connection
Healing Touch 1/day (10m to heal 5hp per Mystic level [40hp total])
Channel Skill +3
Mindlink (At-Will SLA)
Sworn Protector:
At the start of each turn, you can designate one ally within 30 feet of you as being under your protection. As a reaction when an attack hits the selected ally, you can make one melee or ranged attack against the enemy who made the attack. If your attack hits, it deals no damage, but that enemy gains the off-target condition until the end of their next turn.
Smite Evil:
Once per day as a move action, you can infuse one weapon you touch, granting it the holy weapon fusion. If the weapon scores a critical hit against an evil creature, it applies the wound critical hit effect in addition to any other critical hit effect the weapon has. If the weapon already has the wound critical hit effect, it instead gains the severe wound or staggered critical hit effect (your choice). The weapon retains these benefits for 1 minute per mystic level. You can activate smite evil additional times per day by expending 1 Resolve Point each time after the first.
Sacred Weapon:
Once per day, you can spend 1 minute to add one of the following weapon fusions to one weapon of your choice: axiomatic, holy, merciful, or returning. The weapon retains this fusion for 24 hours or until you use this ability again.
Stellar Revelations (Single-Use):
Glow of Life: As a move action, you can spend 1 Resolve Point to recover a number of Hit Points equal to twice your level.
Flare: As a move action, you can shed light in a 30-foot radius for 1 minute. You choose dim, normal, or bright light each time you activate this revelation. As a standard action, you can create a flash of brilliant light, forcing one creature within 30 feet to succeed at a Reflex save or be blinded for 1 round. Blind or sightless creatures are not affected by this use of this revelation.
Stellar Rush: As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties (see page 248).
When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. If you attempt this bull rush, the target takes 2d6 fire damage (Reflex half), regardless of
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SPACEFARER THEME
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Theme Knowledge: You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Physical Science checks.
Eager Dabbler: In your journeys, you’ve picked up quite a few Tricks about all sorts of things, even if you haven’t formally studied them, and you can often use this logic and intuition to your advantage. You gain a +2 bonus to skill checks if you don’t have any ranks in that skill. This ability does not allow you to attempt checks for trained-only skills.
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OREAD ABILITIES
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Resist Acid 5
Darkvision 60ft
Earth Affinity (convert acid damage to bludgeoning)
At-Will Energy ray (Acid Only; CL1; 30ft)
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SPELLS
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*/6/5/4/2/-/-
[0]: Telepathic Message, Detect Magic, Stabilize, Psychokinetic Hand, Detect Affliction
[1]: Reflecting Armor, Mystic Cure, Mind Thrust, Lesser Remove Condition, Disguise Self, Seeking Shot
[2]: Shield Other, Mystic Cure II, Mind Thrust II, Remove Condition, See Invisibility
[3]: Dispel Magic, Mystic Cure III, Haste, Ray of Exhaustion
[4]: Mind Thrust IV, Resistant Armor
Equipment:
Vesk Overplate III armor [Jump Jets & Purple Forcefield upgrades]
Minimal Speed Suspension cybernetics
Mk I Biosythetic Nanites [Treat Wounds +1d8; Fast Healing 2]
298 credits
Merc-class NIL Grenade Launcher
[1] Mk2 cryo-grenade
Holoskin
[5] resin restraints
Douser
The Burning Ascendance of the Malikah
Botting:
Ordyt tries to avoid fights if he can, but if he's straightforward and brutally efficient when he needs to be. He keeps his tactical pike in hand if trouble seems likely, charging at the first opportunity. If that would be tactically unwise Ordyt hangs back to protect casters and ranged specialists--preferably from cover!