Almah Rovshki

Paladin of Lamashtu's page

11 posts. Alias of Charles Evans 25.


Full Name

Thenither

Race

Init +1 Percept +3 SenseMotive +7 // F 1 R 1 W 5 //

Classes/Levels

EAC 13 KAC 15 // Stamina 7/7 HP 8/12 Resolve 4/4 // Speed 30

Gender

Vesk Icon Mystic//

About Thenither

Thenither
Male vesk icon mystic 1
None Medium humanoid (vesk)
Init +1; Senses low-light vision; Perception +3

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DEFENSE
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EAC 13; KAC 15
SP 7 HP 12 RP 4
Fort +1, Ref +1, Will +5

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OFFENSE
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Speed Walk 30'
Melee dice= doshko, tactical null v KAC, ] 1d20+2 [/dice] … dice= damage] 1d12+2 [/dice] … (critical -; Analog, unwieldy)
Melee dice= knife, survival v KAC] 1d20+2 [/dice] … dice= damage] (1d4+2 [/dice] … (critical -; Analog, operative)

Mystic Spells Known (CL 1st; concentration +4)
1st(3/day)-mystic cure(DC 14), reflecting armor(DC ), mind thrust(DC 14)
0th(0/day)-detect affliction, detect magic, fatigue(DC 13), telekinetic projectile

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STATISTICS
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Str 14, Dex 12, Con 12, Int 8, Wis 16, Cha 11,
Base Atk +0; Grp+2
Feats Advanced Melee Weapon Proficiency
Skills Culture +4, Diplomacy +4, Mysticism +7, Sense Motive +7, Survival +7,
Languages Common, Vesk
Combat Gear serum of healing mk 1,
Other Gear doshko, tactical, kasantha microcord i, clothing (profession (actor)) (2), backpack (consumer), hygiene kit, cable line (titanium alloy/10 ft) (5), knife, survival, comm unit (personal), starstone compass, clothing (profession (con artist)), 99.0 gp

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SPECIAL ABILITIES
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RACIALTRAITS
Size And Type Vesk are medium humanoids with the vesk subtype
Armor Savant Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to ac. When they're wearing heavy armor, their armor check penalty is 1 less severe than normal
Fearless Vesk receive a +2 racial bonus to saving throws against fear effects
Low-light Vision Vesk can see in dim light as if it were normal light. For more details, see page 264
Natural Weapons [not implemented]vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn't count as archaic. Vesk gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 x their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual)

THEME BENEFITS
Icon Thanks to interstellar transmissions and drift travel, the galaxy is smaller than ever, and this connectivity has facilitated your ascension to celebrity status. You might be a famous performer or a celebrated scientist, but either way, you get recognized on the pact worlds and in associated systems. Your reason for traveling to unknown worlds might be to further spread your acclaim or to escape the limelight
Theme Knowledge Choose a profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a profession or culture check to recall knowledge about other icons of your profession or details about your profession's cultural aspects, increase the dc by 5. You gain a +1 bonus to checks with your chosen profession skill. Culture also becomes 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 culture checks. In addition, you gain an ability adjustment of +1 to charisma at character creation

CLASS FEATURES:
Connection You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic-once made, this choice can't be changed. Connections you can choose from begin on page 85. Many mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don't fit within their ethos (for example, weydan, the god of freedom, is unlikely to look kindly on overlords). As such, each connection lists the deities and philosophies commonly associated with it
Connection Power At 1st level, 3rd level, and every 3 levels thereafter, you gain a connection power unique to your connection. If a connection power allows a saving throw to resist its effects, the dc is equal to 10 + half your mystic level + your wisdom modifier. If the power requires an enemy to attempt a skill check, the dc is equal to 10 + 1-1/2 x your mystic level + your wisdom modifier
Connection Spell Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known listed on table 4-6: mystic spells known. These spells can't be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection's entry. If your connection lists a single variable-level spell (see page 330) for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level
Healing Touch Once per day, you can spend 10 minutes to magically heal an ally up to 5 hit points per mystic level
Share Pain Whenever a foe deals damage to you, you can spend 1 resolve point as a reaction to shift some of the pain back onto that foe. Unless the foe succeeds at a will save, reduce the damage you take from the attack by your mystic level (to a maximum of the attack's damage), and the foe takes an equal amount of damage. This is a mind-affecting pain effect

FEATS:
Advanced Melee Weapon Proficiency You know how to use advanced melee weapons You gain proficiency in advanced melee weapons (see weapon proficiency on page 243)

Notes:

Mind breaker connection.
Acquisitive faction. SF# 90661-708

Boons:
Social : Budding Media Celebrity (+5 to day job)
Personal : Dwarven Admittance (play a dwarf PC)
Slotless : Salvation's Delver (mk1 synaptic accelerator 1200 units, single use)

Notes: 'rebuild ' without the knife. Get heavy armor proficiency.