Ratfolk Elder

Uploki's page

36 posts. Organized Play character for Deevor.


Full Name

Uploki

Race

Ysoki

Classes/Levels

Mystic/1 Spacefarer (Star Shaman)

Spoiler:
S 7/7 HP 8/8, R 4 | EAC 12 KAC 13 | Fort +1, Ref +1, Will +5 | Init +1 | Perc +7 | Darkvision | Ranged Charges 20 | Active Conditions: None

Gender

Male

Size

Small

Deity

Desna

Strength 8
Dexterity 13
Constitution 12
Intelligence 14
Wisdom 16
Charisma 10

About Uploki

Uploki

Male ysoki spacefarer mystic 3 - under construction:

CG Small humanoid (ysoki)
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense SP 14 HP 14 RP 4
--------------------
EAC 12; KAC 13
Fort +1; Ref +1; Will +6; +1 against radiation dangers
--------------------
Offense
--------------------
Speed 30 ft.
Melee survival knife +2 (1d4-1 S; analog, operative)
Ranged pulsecaster pistol +2 (1d4 E nonlethal; nonlethal)
Mystic Spells Known (CL 1st; ranged +2)
. . 1st (3/day)—magic missile, mystic cure, share language, (Liffle Bubble or Wisp Ally)
. . 0 (at will)—detect affliction, detect magic, psychokinetic hand, telekinetic projectile, stabilise
. . Connection star shaman
--------------------
Statistics
--------------------
Str 8 (-1); Dex 13 (+1); Con 12 (+1); Int 14 (+2); Wis 16 (+3); Cha 10 (+0)
Skills Acrobatics +1 (+6 to tumble through the space of a creature of Medium or larger size), Life Science +6, Medicine +6, Mysticism +7, Perception +7, Physical Science +6, Piloting +5 (1 ranks), Profession (lab Technician) +6, Survival +9
Feats Medical Expert
Languages Akitonian, Common, Ysoki
Other Abilities cheek pouches, healing touch, moxie, theme knowledge, walk the void
Other Gear second skin, pulsecaster pistol with 1 battery (20 charges), survival knife, basic medkit, [i]clear spindle aeon stone[/i], consumer backpack, fire extinguisher, personal comm unit, professional's tools, radiation environmental clothing, [i]starstone compass[/i], credstick (2 credits)

2nd level changes:
+6 HPs
+7 SPs
+0 RPs
+8 Skills (6+2)
Attack +1
Will +1
Add Channel Skill +1 to Perception and Pilot.
Mindlink
Spells known +1 0-level, +1 1-level.

Male ysoki spacefarer mystic 2 - under construction:

CG Small humanoid (ysoki)
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense SP 14 HP 14 RP 4
--------------------
EAC 12; KAC 13
Fort +1; Ref +1; Will +6; +1 against radiation dangers
--------------------
Offense
--------------------
Speed 30 ft.
Melee survival knife +2 (1d4-1 S; analog, operative)
Ranged pulsecaster pistol +2 (1d4 E nonlethal; nonlethal)
Mystic Spells Known (CL 1st; ranged +2)
. . 1st (3/day)—magic missile, mystic cure, share language, (Liffle Bubble or Wisp Ally)
. . 0 (at will)—detect affliction, detect magic, psychokinetic hand, telekinetic projectile, stabilise
. . Connection star shaman
--------------------
Statistics
--------------------
Str 8 (-1); Dex 13 (+1); Con 12 (+1); Int 14 (+2); Wis 16 (+3); Cha 10 (+0)
Skills Acrobatics +1 (+6 to tumble through the space of a creature of Medium or larger size), Life Science +6, Medicine +6, Mysticism +7, Perception +7, Physical Science +6, Piloting +5 (1 ranks), Profession (lab Technician) +6, Survival +9
Feats Medical Expert
Languages Akitonian, Common, Ysoki
Other Abilities cheek pouches, healing touch, moxie, theme knowledge, walk the void
Other Gear second skin, pulsecaster pistol with 1 battery (20 charges), survival knife, basic medkit, [i]clear spindle aeon stone[/i], consumer backpack, fire extinguisher, personal comm unit, professional's tools, radiation environmental clothing, [i]starstone compass[/i], credstick (2 credits)

2nd level changes:
+6 HPs
+7 SPs
+0 RPs
+8 Skills (6+2)
Attack +1
Will +1
Add Channel Skill +1 to Perception and Pilot.
Mindlink
Spells known +1 0-level, +1 1-level.

Male ysoki spacefarer mystic 1:

CG Small humanoid (ysoki)
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense SP 7 HP 8 RP 4
--------------------
EAC 12; KAC 13
Fort +1; Ref +1; Will +5; +1 against radiation dangers
--------------------
Offense
--------------------
Speed 30 ft.
Melee survival knife +1 (1d4-1 S; analog, operative)
Ranged pulsecaster pistol +1 (1d4 E nonlethal; nonlethal)
Mystic Spells Known (CL 1st; ranged +1)
. . 1st (3/day)—magic missile, mystic cure, share language
. . 0 (at will)—detect affliction, detect magic, psychokinetic hand, telekinetic projectile
. . Connection star shaman
--------------------
Statistics
--------------------
Str 8 (-1); Dex 13 (+1); Con 12 (+1); Int 14 (+2); Wis 16 (+3); Cha 10 (+0)
Skills Acrobatics +1 (+6 to tumble through the space of a creature of Medium or larger size), Life Science +6, Medicine +6, Mysticism +7, Perception +7, Physical Science +6, Piloting +5 (1 ranks), Profession (lab Technician) +6, Survival +9
Feats Medical Expert
Languages Akitonian, Common, Ysoki
Other Abilities cheek pouches, healing touch, moxie, theme knowledge, walk the void
Other Gear second skin, pulsecaster pistol with 1 battery (20 charges), survival knife, basic medkit, [i]clear spindle aeon stone[/i], consumer backpack, fire extinguisher, personal comm unit, professional's tools, radiation environmental clothing, [i]starstone compass[/i], credstick (2 credits)

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Original Idea:

Name : Uploki
Race : Ysoki
Theme : Spacefarer
Class : Mystic Connection: Star Shaman

Health and Resolve
Stamina : 7 Current : 7
Hit Points : 8 Current : 8
Resolve : 4 Current : 4

Defence
Second Skin Level 1 Cred250 EAC Bonus+1 KAC Bonus+2 Max Dex Bonus +5 Armour Check Penalty — Speed Adjustment — Upgrade Slots 1 Bulk L
Energy Armour Class 12 10+ArmourBonus+1+DexMod1+MiscMod0
Kinetic Armour Class 13 10+ArmourBonus+2+DexMod1+MiscMod0
AC vs Combat Maneuvers 19 8+KAC
DR: - Resistances: -
Saves Base + Ability Mod + Misc Mod
[dice=Fort] 1d20+0+1+0[/dice] [dice=Reflex] 1d20+0+1+0[/dice] [dice=Will] 1d20+2+3+0[/dice]

Attack
BAB: +0
Melee: -1 Ranged: +1
Melee Weapon : 1d20-1 Damage
Ranged Weapon : 1d20+1 Damage
Thrown Weapon : 1d20-1 Damage
[dice=Melee Weapon Survival Knife:]1d20-1[/dice] [dice=Damage(S) ]1d4-1[/dice] Lvl 1/95Cred/Bulk L/Analog,operative
[dice=Ranged Weapon 30ft, Pulsecaster Pistol:]1d20+1[/dice] [dice=Damage(E)]1d4[/dice] Lvl 1/250Cred/19 Charges/Usage 1/Bulk L/Non-Lethal

Magic
Spells per day : 1 - 2+1
Spells slots used : 1 - 1
Spells Known
0 - 4 1 - 3
0 - Detect Magic, Psychosomatic Hand, Telekinetic Projectile, Token Spell
1 - Mystic Cure, Wisp Ally, Connection Spell Shooting Stars(Magic Missile)

Feats and Abilities
Theme
THEME KNOWLEDGE (1ST) You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science is 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 Physical Science checks. In addition, you gain an
ability adjustment of +1 to Constitution at character creation.
Race
CHEEK POUCHES Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity.
DARKVISION Ysoki can see up to 60 feet in the dark.
MOXIE Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter (see page 276), a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an Acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check.
Class
SPELLS You cast spells drawn from the mystic spell list (see page 336). To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a
saving throw against your spell is 10 + the spell’s level + your Wisdom modifier. You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–4: Mystic. In addition, you receive bonus spells per day if you have a Wisdom modifier of +1 or higher, as shown on Table 4–5: Mystic Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.
Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new mystic level, you learn one or more new spells, as indicated on Table 4–6: Mystic Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Wisdom modifier.
Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level. You can cast any mystic spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one. You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem as a full action. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem.
CONNECTION 1st Level
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 1st Level 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.
Connection Spell 1st Level 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 (SU) 1st Level Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
Connection - Star Shaman
Your connection channels the energy of the cosmos, its celestial bodies, and the dark voids between them. You might be a brilliant astronomer, a daredevil starpilot, a Drift explorer, a prophetic astrologer, or a would-be transhuman godling. D Associated Deities: Desna, The Devourer, Ibra, Nyarlathotep, Sarenrae, Triune
Associated Skills: Perception and Piloting
Spells: 1st—shooting stars (as magic missile), 2nd—darkvision, 3rd—irradiate, 4th—remove radioactivity, 5th—telekinesis, 6th—control gravity
Connection - Power
Walk the Void (Su) 1st Level: You are immune to the harmful environmental effects of outer space and vacuum. You also gain a fly speed of 20 feet while in space. In addition, whenever you can see the stars, you can determine your precise location. Finally, add Piloting to your list of class skills.

Feats
Medical Expert @ 1st
You are an expert at medical science and caring for the ill.
Prerequisites: Life Science 1 rank, Medicine 1 rank, Physical
Science 1 rank.
Benefit: You can use the Medicine skill in conjunction with a medpatch or sprayflesh to treat deadly wounds as a full action. If you have an ability that enables you to treat deadly wounds more often but with a longer time frame (such as the envoy’s surgeon expertise talent), you cannot use this feat to use that ability more quickly. When used in this way, the medpatch or sprayflesh does not perform any of its normal functions. You can also use the Medicine skill to provide longterm care with just a medkit.
Normal: It takes 1 minute to treat deadly wounds, and longterm care requires a medical bay or medical lab.

Skills Skills per level 8 = 6 + 2
Ranks + Class Bonus + Ability Mod + Misc Mod
[dice=Acrobatics:]1d20+0+0+1+0[/dice]
[dice=Athletics:]1d20+0+0+1+0[/dice]
[dice=Bluff:]1d20+0+0+0+0[/dice]
[dice=Computer:]1d20+0+0+2+0[/dice] - not skilled
[dice=Culture:]1d20+0+0+2+0[/dice] - not skilled
[dice=Diplomacy:]1d20+0+0+0+0[/dice]
[dice=Disguise:]1d20+0+0+0+0[/dice]
[dice=Engineering:]1d20+0+0+2+2[/dice] - not skilled
[dice=Intimidate:]1d20+0+0+0+0[/dice]
[dice=Life Science:]1d20+1+3+2+0[/dice]
[dice=Medicine:]1d20+1+3+2+0[/dice]
[dice=Mysticism:]1d20+1+3+3+0[/dice]
[dice=Perception:]1d20+1+3+3+0[/dice]
[dice=Physical Science:]1d20+1+3+2+0[/dice]
[dice=Piloting:]1d20+1+3+1+0[/dice]
[dice=Profession(Astrologer):]1d20+1+3+3+0[/dice]
[dice=Sense Motive:]1d20+0+0+3+0[/dice]
[dice=Sleight of Hand:]1d20+0+0+1+0[/dice] - not skilled
[dice=Stealth:]1d20+0+0+1+2[/dice]
[dice=Survival:]1d20+1+3+3+2[/dice]

Equipment:
Combat (including armour)
Survival Knife (95), Pulsecaster Pistol (250), Second Skin (250)
Other (for potions and scrolls see magic) Medikit-Basic (100), Aeon Stone Clear Spindle (245), Comms Unit-Personal (7), Fire Extinguisher (15), Starstone Compass (3), Backpack=consumer (3), Tools (20), Travel Clothes (10)

Spent 995 Credits
Pocket 5 Credits

Spell Descriptions:

DETECT MAGIC 0
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.

PSYCHOKINETIC HAND 0
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.

TELEKINETIC PROJECTILE 0
School evocation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one object and one creature
Duration instantaneous
Saving Throw none; Spell Resistance no
You fling an object weighing up to 5 pounds (less than 1 bulk) at the target, making a ranged attack against its KAC. If you hit, you deal 1d6 bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack.

TOKEN SPELL 0
School transmutation
Casting Time 1 standard action
Range 10 ft.
Target, Effects or Area see text
Duration 1 hour
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.

MYSTIC CURE 1
School conjuration (healing)
Casting Time 1 standard action
Range touch
Targets one living creature
Duration instantaneous
Saving ThrowWill 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
2nd: 3d8 + your Wisdom modifier
3rd: 5d8 + your Wisdom modifier
4th: 7d8 + your Wisdom modifier
5th: 9d8 + your Wisdom modifier
6th: 11d8 + 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.

WISP ALLY 1
School conjuration (creation)
Casting Time 1 standard action
Range close (25ft + 5ft/2 levels)
Targets one distracting, glowing servant
Duration 1 round/level
Saving Throw none; Spell Resistance no
You draw forth otherworldly energy to create a small, spherical, floating wisp that can distract your enemies in combat. This wisp can move 60 feet per round in any direction, and you can direct it as a move action on your turn. If the wisp occupies the same space as an enemy, the wisp provides your choice of either harrying fire or covering fire against the enemy each round on your turn, and it follows that enemy within range automatically unless you direct it to change targets. The wisp is made of pure light and energy and can’t be damaged in combat, though it can be dispelled as normal.

In addition to the function described above, the wisp sheds light in a 20-foot radius in a color of your choice (chosen when you cast the spell).

SHOOTING STARS (MAGIC MISSILE) 1
School evocation(force)
Casting Time 1 standard action; see text
Range medium (100 ft. + 10 ft./level)
Targets up to three creatures, no two of which can be more than 15 ft. apart; see text
Duration instantaneous
Saving Throw none; Spell Resistance yes
You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets) and deal 1d4+1 force 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.