| Full Name |
Xysh |
| Race |
Speed 30 | EAC 29, KAC 29 | Fort +11, Ref +8, Will +15 | |
| Classes/Levels |
Init +4; darkvision 60 ft.; Perception +22 | Spells: 1st - 5/5; 2nd - 5/5; 3rd - 1/4; 4th - 1/3; | Active conditions: none |
| Gender |
Male LG Shirren Scholar Mystic 12 | SP 96/96, HP 41/78, RP 13/13 |
About Xysh
Xysh
Male shirren scholar mystic 12
LG Medium humanoid (shirren)
Init +4; Senses Limited Telepathy 60 ft., blindsense 30 ft.; Perception +22
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Defense
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SP 96; HP 78; RP 13
EAC 29; KAC 29
Fort +11; Ref +8; Will +15
Defensive Abilities
Resist cold 10, electricity 15, fire 10
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Offense
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Speed 30 ft.
Melee Tactical Baton +13 (1d4+6 B)
Ranged Static Arc Pistol (holy) +13 (1d6+6 E), 50 ft.
Ranged Aphelion Laser Pistol (thundering) +13 (3d4+6 F), 90 ft.
Ranged Aphelion Shoulder Laser +13 (2d8+6 F), 40 ft.
Ranged Decimator Disintegrator Pistol (underwater) +13 (1d20+6 A), 20 ft.
Special Attacks
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Spells
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Caster Level Check +13 (DC 18 + spell level)
Cantrips - Detect Affliction, Detect Magic, Psychokinetic Hand, Stabilize, Telekinetic Projectile, Token Spell
1st - Identify (b), Comprehend Customs, Lesser Remove Condition, Life Bubble, Megavitamin, Mind Thrust, Mystic Cure, Reflecting Armor, Summon Creature, Wisp Ally
2nd - Augury (b), Force Blast, Lesser Restoration, Mind Thrust, Mystic Cure, Remove Condition, Song of the Cosmos
3rd - Tongues (b), Haste, Lesser Resistant Armor, Mind Thrust, Remove Affliction, Summon Creature
4th - Divination (b), Confusion, Mind Thrust, Mystic Cure, Resistant Armor, Soul Reap, Mind Probe [special]
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Statistics
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Str 10 (+0); Dex 18 (+4); Con 14 (+2); Int 17 (+3); Wis 24 (+7); Cha 10 (+0)
Skills Acrobatics +4, Athletics +0, Bluff +15, Computers +3, Culture +23, Diplomacy +10, Disguise +4, Engineering +7, Intimidate +4, Life Science +19, Medicine +11, Mysticism +25, Perception +22, Physical Science +4, Piloting +16, Profession (maintenance worker) +30, Profession (chef) +16, Profession (orator) +9, Profession (electrician) +12, Sense Motive +6, Sleight of Hand +4, Stealth +4, Survival +13; (reduce DC of Culture checks by 5 to recall knowledge about xenobiology)
Feats Great Fortitude, Skill Synergy (Diplomacy, Engineering), Weapon Specialization
Languages Common, Aklo, Celestial, Dwarven, Elven, Kasathan, Kiirinta, Shirren, Triaxian, Vercite, Vesk, Jinsul, Akitonian, Ysoki, Castrovellian, Brethedan, Eoxian, Sarcesian
Other Abilities Blindsense, Communalism, Cultural Fascination, Limited Telepathy, Tip of the Tongue, Research Maven, Connection (Akashic), Healing Touch, Channel Skill, Mindlink, Weapon Specialization, Telepathic Bond, Mastery, Efficient Mentor
Gear Pearly White Spindle Aeon Stone, Turquoise Cube Aeon Stone,
Antigravity Belt, Industrial Backpack, Environmental Clothing, Professional Clothing (4), Fire Extinguisher, Hygeine Kit, Advanced Medkit, Medpatch, Flashlight, Psychic Booster, Radiation Badge, Radiation Sweeper, Binders Restraints, Ring of Counterspells (mind thrust), Ring of Resistance Mk 3 (Fort), Serum of Healing MK 3, Spell Gem (acidic mist), Starstone Compass, Tool Kit (engineering, navigator's, professional's (maintenance worker, chef, orator, electrician, weaponsmithing))
Static Arc Pistol (holy), Tactical Baton, Aphelion Laser Pistol (thundering), Aphelion Shoulder Laser, Standard Battery (3), Super-Capacity Battery (2)
Hardlight Series Squad, Backup Generator, Electrostatic Field Mk 3, Jump Jets (not installed), Quick-Release Sheath (not installed), Thermal Capacitor Mk 2,
Augmentations personal upgrades (+4 Wis, +2 Dex), Standard Dragon Gland (acid, 9d6, DC 18), Angel Ultralight Wings
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Special Abilities
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Communalism Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.
Limited Telepathy Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.
Healing Touch Once per day, you can spend 10 minutes to magically heal an ally up to 5 x level.
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.
Theme Knowledge: Xenobiology Life Sciences (xenobiology): The DC of skill checks to recall knowledge about your specialty is reduced by 5.
Cosmic Truth As a standard action, you can spend 1 RP to force one creature within 30 feet of you to attempt a Will save DC 10 + Wisdom mod + Bluff ranks; if it fails, it is confused for 1d4 rounds. Once a creature has seen or heard you use this ability, it is immune to your further uses of the ability for 24 hours. This is a language-dependent, sense-dependent ability.
Helpful Telepath When you use aid another, covering fire, or harrying fire and succeed at your attack roll or skill check, you can forgo granting your ally the usual benefit of that action to instead grant the following benefits, determined by the action you used. Any effect that increases the bonuses provided by these actions doesn’t apply when using this feat. You can use this feat in conjunction with the Suppressive Fire feat, but you must apply the same effect (a circumstance bonus or the benefit described below) to all allies within the chosen area. You can provide these benefits only to allies with whom you can communicate using telepathy or limited telepathy. Once you’ve used this feat, you can’t do so again until you’ve taken a 10-minute rest to regain Stamina.
Aid Another: Instead of gaining a bonus to a skill check, your ally can roll the check twice and use the higher result.
Covering Fire: Instead of granting a bonus to the ally’s AC, the next opponent to attack the chosen ally must roll the attack roll twice and use the lower result.
Harrying Fire: Instead of gaining a bonus to an attack roll, the next ally to attack the chosen opponent can roll the attack roll twice and use the higher result.
Tip of the Tongue Sometimes, after pausing to collect your thoughts, you realize that you know the answer to a particularly challenging question. Once per day, you can reroll any skill check to recall knowledge. You must decide to use this ability after rolling but before learning the information from your first roll. You must take the second result, even if it is worse
Telepathic Bond As a standard action, you can form a telepathic link with up to six other willing creatures, allowing you to communicate telepathically at great distances. This functions as telepathic bond, except the duration is permanent. You can have only one telepathic bond active in this way at any given time; creating a new telepathic bond immediately ends the previous one.
Research Maven You can research much faster than most other people, allowing you to collate information from databases, libraries, and other sources in one-quarter the normal time; with this ability, you can typically take 20 to recall knowledge in 5 rounds.
Akashic Knowledge You gain the Channel Skill ability at 1st level (instead of 2nd level). Each day when you recover your spell slots, you can tap into the Akashic Record, enabling you to choose one Profession skill and add that to your list of associated skills for the Channel Skill class feature.
Access Akashic Record You can access the Akashic Record to augment your skills. You can spend 1 Resolve Point to attempt a skill check as if you had ranks in that skill equal to your mystic level.
Peer Into The Future Once per day, you can spend 10 minutes in uninterrupted meditation to receive visions of possible futures. At any point over the next 24 hours, you can declare that you are using the benefit of this ability before rolling one initiative check, saving throw, or skill check. You gain a +4 insight bonus to that check. At 11th level, you can use this ability twice per day, though you can’t use it again until after you’ve used your first bonus.
Mind Probe You can use Mind Probe as a spell-like ability a number of times per day equal to your mystic level, lasting for 1 round. A creature that successfully saves against your Mind Probe is immune to further uses of this ability for 24 hours.
Mastery: Mysticism Your expertise allows you to apply your chosen skill with calm focus even when others would be distracted by the circumstances. Twice per day, you can take 10 with your chosen skill even in circumstances that normally prevent you from doing so. If you can take 10 or take 20 (including via mastery), you can expend a use of this feature to reduce the DC by 5, stacking with up to one other DC-lowering ability from another source (such as your theme). At 12th level, you can use this feature three times per day, and at 18th level, you can use it four times per day.
Soothing Telepathy You gain a +2 insight bonus to saving throws against mind-affecting effects. Once per day as a reaction, you can grant allies within range of your telepathic communication a +2 insight bonus to saving throws against mind-affecting effects until the end of your next turn.
Blindsense Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet.
Telepathic Memories You can share memories at will with allies linked by your telepathic bond class feature. As a full action, you or a linked ally can send a memory of up to 1 minute to as many others in the bond as they choose. Sending a relevant memory counts as a successful aid another attempt for a skill check, even if you wouldn’t otherwise be able to use aid another (to a limit of one such memory per skill check).
Efficient Mentor: Mysticism Your education and experience in your chosen skill are vast, and you’re talented at conveying knowledge to others when they look to you for assistance. When you attempt to aid another on a skill check, you do so in half the normal time if that time is measured in units other than actions. For tasks requiring actions, one that normally takes a full action takes you only a standard action. One that normally takes a standard action takes you only a move action, and if the task usually requires only a move action, you can do it as a swift action.
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Boons Slotted
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Ally: Elite Hireling
Facton: Second Seekers (Luwasi Elsebo)
Personal: Stain of the Perplexity
Promotional: Shirt reroll
Social: Live Air Celebrity
Starship: Skitter Pal
Slotless: AbadarCorp Endorsement, Surviving Companion
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