About Prof. Spec SilvervanesSFS # 323300-706
Reputation:
0 Fame, 0 Global Reputation
Reputation with Acquisitives: Reputation with Dataphiles: Reputation with Exoguardians: Reputation with Second Seekers (Luwazi Elsebo): Reputation with Wayfinders: ___________________________________________ Name Spec Silvervanes
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Skills
Starship-Combat Version of Skills
Feats
Other Abilities:
Low Light Vision Natural Weapons
Xaursi Resistances
Faerie Feathers
Combat Gear
Other Gear:
Personal Communicator Mk I Healing Serum (1) Professional Clothes Professional's Tools Fire Extinguisher Hygiene Kit Basic Medkit --------------------
Special Abilities:
-------------------- Envoy Improvisation: Clever Feint As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks (see page 276) until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score. {The DC of this check is equal to either 10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater.} Skill Expertise Bluff and Sense Motive
Connection Power (1): Inexplicable Commands (Su)
Healing Touch
Mindlink
Forced Amity
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Detect Affliction:
School divination Casting Time 1 standard action Range 25 + 5 ft./2 levels. Target one creature or object Duration instantaneous Saving Throw none; Spell Resistance yes (harmless) 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. Detect Magic:
School divination Casting Time 1 standard action Range 60 ft. Area cone-shaped emanation Duration concentration, up to 1 minute/level Saving Throw none; Spell Resistance no You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired. Ghost Sound:
School illusion Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Effect illusory sounds Duration 1 round/level (D) Saving Throw Will disbelief; Spell Resistance no You create a volume of sound that rises, falls, recedes, approaches, or remains fixed. You choose what type of sound this spell creates when casting it and cannot thereafter change the sound’s basic character. The volume of sound created can produce as much noise as 20 normal humans. Thus, you can create shouting, singing, talking, marching, running, or walking sounds, as well as sounds of battle or small explosions. You can make noises that sound like machines, the general chatter of distant conversation, or the roar of an alien predator, but you can’t make specific sounds such as intelligible speech or the exact hum of a particular starship’s engines.
Psychokinetic Hand:
School transmutation Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one unattended object of no more than 10 lbs. or 1 bulk Duration concentration Saving Throw none; Spell Resistance no You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm. Stabilize:
School conjuration (healing) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one living creature Duration instantaneous Saving Throw Will negates (harmless); Spell Resistance yes (harmless) 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. Token Spell:
School tranmutation Casting Time 1 standard action Range 10 ft Targets See Text Duration See Text Saving Throw none; Spell Resistance yes 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 1 4 Known + 1 Connection (4x per day) DC15 Charm Person:
School enchantment (charm, mind-affecting) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one humanoid creature Duration 1 hour/level Saving Throw Will negates; Spell Resistance yes This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus to its saving throw. The spell does not enable you to control the charmed creature as if it were an automaton. It is unlikely to attempt to harm you, but it is also unlikely to attack any of its true friends or allies. You can try to give the target suggestions, but you must succeed at an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries of this check are not allowed.) An affected creature never obeys suicidal or obviously harmful suggestions. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the creature’s language to communicate your suggestions, or else be good at pantomiming.
Command:
School enchantment (compulsion, language-dependent, mind-affecting) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one living creature Duration 1 round Saving Throw Will negates; Spell Resistance yes You give the target one of the following commands, which it obeys to the best of its ability at its earliest opportunity. If the target can’t carry out your command on its next turn, the spell automatically fails. Approach: The target moves toward you as quickly and directly as possible for 1 round, taking no other actions and triggering reactions (such as attacks of opportunity) for this movement as normal. Drop: The target drops whatever it is holding. It can’t pick up any dropped item until its next turn. Fall: The target falls to the ground and remains prone for 1 round. It can otherwise act normally. Flee: The target moves away from you as quickly and directly as possible for 1 round, taking no other actions and provoking reactions (such as attacks of opportunity) for this movement as normal. Halt: The target is dazed for 1 round.
Mind Thrust:
School divination (mind-affecting) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one creature Duration instantaneous Saving Throw Will half; Spell Resistance yes You divine the most vulnerable portion of your opponent’s mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score. 1st: When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target.
Mystic Cure:
School conjuration (healing) Casting Time 1 standard action Range touch Targets one living creature Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless) 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
In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit Points with a 5th-level mystic cure spell, or an extra 9d8 Hit Points with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can’t resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on. Casting this spell doesn’t provoke attacks of opportunity.
Share Language:
School divination Casting Time 1 standard action Range touch Targets one creature Duration 24 hours Saving Throw Will negates (harmless); Spell Resistance yes (harmless) For 24 hours, the target can read, understand, and communicate to the best of its ability in up to three languages that you already know. This doesn’t change the physical nature of the creature (if it lacks a means of speech, it still can’t talk) or its attitude toward you. It does, however, allow intelligent creatures that normally have no language to understand and (if physically capable) communicate in the languages granted by this spell. --------------------
Personality and Appearance:
Professor Spectrum Silvervanes is a pudgy (mostly feathers … honest!) little owl man, standing a whopping three feet tall, and weighing in at a grand total of 50 pounds … possibly soaking wet? His feathers are a medium charcoal grey, tending towards ash on the outer edges. Upon close observation, the vanes of the feathers are actually a metallic silver, but most people never bother to look that closely at his otherwise drab plumage. Unless of course he happens to be doing his impression of a solar-powered lightshow …. Then the silver is really set off by the point of light cascading across his feathers (easily most visible on the wings.) He is most often found dressed in a tweed coat and slacks, thick spectacles, and a distinct lack of shoes or gloves (as talons tend not to mix well with these things.) Many species are just getting going in their third decade, but since xaursi become adults somewhere between 5-8 years of age and rarely live beyond 50-55 without technology, he considers himself to be “getting on in years” at 38. Spec, as his few friends call him, is often easily distracted, tends to fixate on minutiae, and sometimes a little out of touch with others. On the other hand he is also kind and sympathetic, loves to talk, and will help most people for the price of asking. --------------------
Background:
Spectrum Silvervanes was once a young xaursi on a planet called Ashaleth in the outer region of the Xa-Osoro system out in the Vast. He was born about 270 years after a hideous event where one of the divine stars in the center of the system essentially exploded …. And took the xaursi homeworld and most of the inner system with it. Now, xaursi are dimorphic, born to subraces “blessed” by one of the two stars. Spec happens to be Oso, blessed by Osoro the Dark … also the star that exploded. The young owl never could get his head around the idea that Osoro was dead, but xaursi were still born dedicated to him. This just didn’t make sense, especially in light of young Spec’s seemingly mystical way of convincing people to do what he wanted, and then mysteriously forget why they would do such a thing. So despite the laughter of his fellow gloom-birds, Spec set out on a personal quest to prove his own theory. He believed that Osoro did not abandon his people, but instead was a fledgling god whilst in a star, and upon his maturation burst out from his physical stellar form and spread out through the galaxy as an idea or pattern of thought. To prove this, Spec slowly made his way to the Arcanamirium on Absalom Station and enrolled in classes to pursue Xenoneurology (to better understand the new realms of Osoro) and classic Hypnotism (to get answers from said realm.) He also quickly realised that advanced schooling is definitely not cheap, and was forced to work and save creds to take classes when he could. It took many many years, but eventually his moonlighting at the Eyeswide Agency was sufficient to seem him through to his degrees. He was even offered an adjunct professorship. Unfortunately it was teaching a hated second year class that no one else wanted (The Principles of Applied Psychic Manipulation on Conflict De-escalation.) During his second semester teaching and snooping simultaneously, he realized that he was never going to see more than what was directly available at that point. Serendipitously, the evening of that revelation he received an invitation to a dinner party that promised to be anything but ordinary... --------------------
All My Boons:
Dataphiles Champion Bot Me!:
Spec Silvervanes is a….. well he tries really hard in combat.. In the first round of combat, he usually flies up to some advantageous position. He also likes to distract people with his Clever Feint ability (Natural Weapon)
(Tactical Numbing Beam)
(Azlanti Pacification Rifle)
(Static Arc Pistol)
Mind Thrust - Will Save 15 [/ ooc]
[ooc]Clever Feint
In ship combat, he serves as Captain, 2nd rate science officer, or 3rd string Gunner. As a Captain, she likes to lead off with a nice spot of encouragement. [spoiler=Mystic Gunnery]
Etc... [/spoiler] |
