Picasi

Thesh Joskor's page

39 posts. Organized Play character for Half the Sky.


Full Name

Thesh Joskor

Race

| SP 24/24 HP 26/26 | RP 6/6 | EAC 17, KAC 17 | Fort 3; Ref 6; Will 8 | Init: 3 | Perc: 11, SM: 11

Classes/Levels

| Speed 10 Land/30 Fly | Reroll: 1/1 (4 novas) | Active conditions: None.

Gender

NB Bureaucrat Thyr Mystic 4

About Thesh Joskor

Thesh Joskor
Race: Thyr
Background: Bureaucrat
Class(es) and Level(s): Mystic 4
Alignment: N

Character sheet here (Hephaistos): Thesh Joskor

Init 3; Senses Limited Telepathy 30; Perception 11
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DEFENSE
SP 24 HP 26 RP 6
DR 0 ER fire 5 SR 0
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EAC 17; KAC 17
Fort 3; Ref 6; Will 8;

Save Macros
[dice=Fort]1d20+3[/dice]
[dice=Ref]1d20+6[/dice]
[dice=Will]1d20+8[/dice]

Defensive Abilities Healer/Healing Touch, Psychic Insight (see slotted boons, AP chronicle available upon request)
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Offense
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Speed 10 ft (land) | 30 ft (fly)
Melee
[dice=Unarmed]1d20+2[/dice]
[dice=bludgeoning]1d3+3[/dice]

Ranged

[dice=Acid Cannon, Micrergate]1d20+6[/dice]
[dice=acid]1d4+2[/dice]

Offensive Abilities
None, see spellcasting

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Statistics
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Str 8 (-1); Dex 16 (+3); Con 10 (+0); Int 13 (+1); Wis 18 (+4); Cha 10 (+0)
Skills
[dice=Acrobatics]1d20+7[/dice]
[dice=Athletics]1d20-1[/dice]
[dice=Bluff]1d20+0[/dice]
[dice=Computers]1d20+1[/dice]
[dice=Culture]1d20+11[/dice]
[dice=Diplomacy]1d20+0[/dice]
[dice=Disguise]1d20+0[/dice]
[dice=Engineering]1d20+1[/dice]
[dice=Intimidate]1d20+0[/dice]
[dice=Life Science]1d20+5[/dice]
[dice=Medicine]1d20+9[/dice]
[dice=Mysticism]1d20+12[/dice]
[dice=Perception]1d20+11[/dice]
[dice=Physical Science]1d20+1[/dice]
[dice=Piloting]1d20+3[/dice]
[dice=Sense motive]1d20+11[/dice]
[dice=Sleight of hand]1d20+0[/dice]
[dice=Stealth]1d20+3[/dice]
[dice=Survival]1d20+10[/dice]
Feats [FEAT LIST]
Languages Common, Shirren, Thyr
Other Abilities
1C: Healer
Healing Channel You can heal yourself and your allies. You can spend 1 Resolve Point to channel this energy. Healing yourself with channeled energy is a move action, healing an ally you touch is a standard action, and healing all allies within 30 feet is a full action. This energy restores 2d8 Hit Points and increases by 2d8 at 3rd level and every 3 levels thereafter.

2C: Mindlink You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.

Spells (max save DC 16 at M2/skill DC 20)
Level 0
Daze, Detect Magic, Realign, Stabilise, Starwalk, Telekinetic Projectile

Level 1 (4 slots)
Baleful Polymorph, Command, Dampen Spell 1, Fear, Lesser Remove Condition, Mind Thrust 1, Mystic Cure 1, Volcanic Wrath

Level 2 (3 slots)
Dampen Spell 2, Mind Thrust 2, Mystic Cure 2

Bonus Spells
Comprehend Languages

Gear
Ability Crystal Mk1, Acid Cannon Miceregate, Autoencoded Veil 1, Gear Maintenance Kit, Hygiene Kit, Mess Kit, Medkit Basic, Tool Kit (Disguise Kit)

SFS boons
Promotional: Shirt w/4 novas (as of May 2024)
Personal: Psychic Studies (AP 13/DoF 1) - Psychic Insight Feat
Faction: Second Seekers (Luwazi Elsebo) Champion
Social Boon: Saviour of Asanatown (AP 13/DoF 1)
Ally: Field Trainee (Second Seekers LE)
Slotless: Enemy of the Organisation (SFS 6-01), Society Shepherd (Luwazi Elsebo, extra rep)

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BOTTING

1. Depends on enemy layout. Usually tries to go at range. Depending on RC, may mind thrust or shoot range weapon.
2. Guarded step if trying to reposition before shooting or casting again.
3. In Starship combat, most likely magic officer.