Full Name |
Sisyar |
Race |
| SP 14/14 HP 16/16| RP 5/5 | EAC 13; KAC 14 | Fort +3; Ref +2; Will +7 | Init: +6 | Perc: +12, SM: +9; low-light vision |
Classes/Levels |
| Speed 30ft | Healing Touch 1/1 | Spells: 1st 3/3 | Active conditions: None. |
Gender |
"Sisyar" Male NG ryphorian ace pilot mystic 2 |
About Sisyar
Sisyar
Male ryphorian ace pilot mystic 2
NG Medium humanoid (ryphorian)
Init +6; Senses low-light vision; Perception +12
DEFENSE
SP 14 HP 16 RP 5
EAC 12; KAC 13
Fort +3; Ref +1; Will +7
OFFENSE
Speed 30 ft.
Melee battle staff +0 (1d4-1 B; critical knockdown; analog, block)
Ranged pulsecaster pistol +3 (1d4 E nonlethal) or
shock grenade I -3 (explode [15 ft., 1d8 E, DC 7])
Mystic Spells Known (CL 2st, ranged +3)
1st (3/day)—mind thrust, magic missile*, share language, wisp ally
0 (at will)—daze, detect affliction, detect magic, stabilize, telekinetic projectile
*mystic spell
STATISTICS
Str 8 (-1); Dex 14 (+2); Con 12 (+1); Int 11 (+0); Wis 18 (+4); Cha 10 (+0)
Skills Culture +5 (2 rank), Mysticism +9 (2 rank), Perception +12 (2 rank), Piloting +11 (2 rank), Profession (Pilot) +9 (2 rank), Sense Motive +9 (2 rank)
Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5)
Feats Improved Initiative, Great Fortitude
Languages Common, Triaxian
Other Abilities healing touch, walk the void, mindlink
Combat Gear n/a
Other Gear second skin, battle staff, pulsecaster pistol with 2 batteries (20 charges each), basic medkit, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, credstick (?)
SPECIAL ABILITIES
Keen Senses Sisyar’s distinctive ears help them hear precisely, granting a +2 bonus to Perception checks.
Low-light Vision Ryphorians can see in dim light as if it were normal light.
Trimorphic Transitional ryphorians gain cold and fire resistance 2, and when in conditions of severe cold or heat, they have to attempt Fortitude saves only once per hour instead of once every 10 minutes. A ryphorian can stack this natural resistance with one other form of resistance.
Improved Initiative Sisyar gains a +4 bonus to initiative checks.
Great Fortitude Sisyar gains a +2 to Fortitude saves
Healing Touch (Su) Once per day, Sisyar can spend 10 minutes to restore 5 Hit Points to an ally.
Walk the Void Sisyar is immune to the harmful environmental effects of outer space and vacuum. Sisyar also gains a fly speed of 20 feet while in space. In addition, whenever Sisyar can see the stars, he can determine his precise location. Finally, add Piloting to his list of class skills.
Channel Skill Gains +1 insight bonus to Perception and Piloting
Mindlink Can use Mindlink as SLA but only once per person per day.
Spells Sisyar can cast the following spells, each as a standard action:
Detect Affliction: Sisyar can determine whether a creature or object is cursed, diseased, or poisoned, and can determine the exact affliction with a successful Life Science, Medicine, or Wisdom check.
Detect Magic: This reveals whether creatures or objects seen within a 60-foot cone are magical and, with concentration, can determine whether one magical source is a spell, magic item, or other effect, and its caster level.
Mind Thrust: This spell deals 2d10 damage (Will DC 15 half) to one creature with an Intelligence score.
Magic Missile: You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets) and deal 1d4+1 damage each. You can’t target specific parts of a creature, and objects are not damaged by the spell.
You can target a single creature or several creatures, but each missile can strike only one creature. You must designate targets before you attempt to overcome spell resistance or roll damage.
You can cast this spell as a full action. If you do, you fire three missiles instead of two.
Share Language: Keskodai can grant a creature touched the ability to read, understand, and speak (if able) up to three languages Keskodai knows.
Stabilize: This spell causes a dying creature that has 0 Hit Points to stabilize.
Telekinetic Projectile: Keskodai can telekinetically hurl an object weighing up to 5 pounds at a target within 30 feet, making an attack roll (+1 bonus) against its KAC. If he hits, both the target and the object take 1d6 bludgeoning damage.
GEAR DESCRIPTIONS
Basic Medkit Keskodai can use this kit to attempt a DC 25 Medicine check to treat deadly wounds.
Battle Staff If Keskodai successfully hits a foe with this two-handed weapon, he gains a +1 bonus to his AC against melee attacks from that foe for 1 round.
Mk 1 Serum of Healing Drinking this restores 1d8 HP.
Pulsecaster Pistol This weapon deals nonlethal electricity damage. It can be fired 20 times before its battery must be recharged or replaced.
Second Skin This armor’s environmental seals allow the wearer to survive in harsh environments for 1 day.