| Full Name |
Skitt |
| Race |
| SP: 0/6, HP: 6/8, RP: 2/4 | EAC 14, KAC 15, CMD 23 | DR: -- Resistances: -- | F:+0 R:+3 W:+5 | Init +3 | Perc +3, Bluff +5, Diplomacy +5, Intimidate +1, Sense Motive +3 | |
| Classes/Levels |
Life Sciences +4, Mysticism +8, Survival +7 | Speed 30 ft. | Spells: 1st: 0/3 | Healing Touch: 0/1, Hyper: 0/1 | Active Conditions: None |
| Gender |
Male Skittermander Priest Mystic 1 |
| Size |
Small |
| Alignment |
CG |
| Deity |
Weydan |
| Languages |
Common, Skittermander, Speak with Animals |
| Strength |
10 |
| Dexterity |
16 |
| Constitution |
10 |
| Intelligence |
8 |
| Wisdom |
17 |
| Charisma |
12 |
About Skitt
Skitt
Male Skittermander Priest Mystic 1
CG Small humanoid (skittermander)
Init +3; Senses Low-light Vision, Perception +3
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DEFENSE
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SP 6 HP 8 RP 4
EAC 14 (10 +1 armour, +3 Dex, +0 misc)
KAC 15 (10 +2 armour, +3 Dex, +0 misc)
AC vs. Combat Maneuvers 23 (8+KAC)
DR — Resistances —
Fort +0, Ref +3, Will +5
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OFFENSE
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Speed 30 ft.
Melee survival knife +3 (1d4 S) (analog, operative)
Ranged telekinetic projectile +3 (1d6 B)
…azimuth laser pistol +3 (1d4 F/burn 1d4) (80 ft.) (Ammo 20 / Usage 1 / Used 0)
Spells Known (CL 1st, Concentration +4)
1st—3/day—charm person, life bubble, mystic cure
0—At Will—ghost sound, stabilize, telekinetic projectile, token spell
Offensive Abilities hyper
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STATISTICS
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Str 10, Dex 16, Con 10, Int 8, Wis 17, Cha 12
Base Atk +0
Feats +1
Proficiencies Light armour, basic melee, small arms
Skills Bluff +5, Diplomacy +5, Disguise +1, Intimidate +1, Life Science +4, Mysticism +8, Perception +3, Piloting +3, Sense Motive +3, Stealth +3, Survival +3
(7 points; 6 class, 1 INT)
Abilities connection (xenodruid), connection power (speak with animals), grappler, healing touch, hyper, six-armed, theme knowledge
Languages Common, Skittermander
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SPECIAL ABILITIES
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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 × your mystic level + your Wisdom modifier. (DC 14)
…Speak with Animals: You can communicate with any creature of the animal type, though this doesn’t make it friendly. If an animal is friendly toward you, it may do you favors. This ability allows you to use Intimidate to bully animals, and you can use any other language-dependent effect against animals.
Grappler +2 to grapple
Healing Touch (Su): Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
Hyper 1/day he can take an extra move action
Theme Knowledge (Priest) Choose a deity or a philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the DC of Culture and Mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
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GEAR/POSSESSIONS
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Combat Gear survival knife, azimuth laser pistol, serum of healing mk 1 (7), medpatch
Possessions second skin (upgrade slot: unused), prosthetic tummy mouth (augmentation), personal comm unit, industrial backpack, mass produced tent, R2E (T’Kesh: 40), key to Durovar's room, flashlight, digital watch, batteries (2)
Carrying Capacity
Unencumbered 0-5 Encumbered 6-10 Overburdened 11+
Current Bulk 5 (4 L)
Credits 600