Male Gnome Mystic 3 | SP 21 | HP 22 | RP 4 | EAC 10 KAC 11 | Fort +1; Ref +0; Will +6 | Init +0; Perception +9 | Speed 30 | Active effects: None Mystic 2
sorry I'm going to use this PC if you could remove Dirk plz - qstor [b]"Hello all... Professor Zarzucket here"[/n] An older gnome enters and buries his nose in his datapad.
Male Gnome Mystic 3 | SP 21 | HP 22 | RP 4 | EAC 10 KAC 11 | Fort +1; Ref +0; Will +6 | Init +0; Perception +9 | Speed 30 | Active effects: None Mystic 2
"Vega do you still need healing?" Zarzucket turns to the team. "It was nice working with all of you. I have my mind to give Zo! some words!" Profession archaeologist: 1d20 + 7 ⇒ (8) + 7 = 15
Male Gnome Mystic 3 | SP 21 | HP 22 | RP 4 | EAC 10 KAC 11 | Fort +1; Ref +0; Will +6 | Init +0; Perception +9 | Speed 30 | Active effects: None Mystic 2
Zarzucket fires at the one near him. orange attack: 1d20 + 1 ⇒ (11) + 1 = 12 damage: 1d4 ⇒ 1 "Are you sure they aren't your relatives Zo!?" oh my was I too nasty?
Male Gnome Mystic 3 | SP 21 | HP 22 | RP 4 | EAC 10 KAC 11 | Fort +1; Ref +0; Will +6 | Init +0; Perception +9 | Speed 30 | Active effects: None Mystic 2
Zarzucket looks at her. Culture: 1d20 + 9 ⇒ (10) + 9 = 19 "Hello Datch. I'm Zarzucket a scholar with the Starfinder Society. Very nice to meet you. I'm with GRIM and the rest of the Starfinders!" He smiles.
Male Gnome Mystic 3 | SP 21 | HP 22 | RP 4 | EAC 10 KAC 11 | Fort +1; Ref +0; Will +6 | Init +0; Perception +9 | Speed 30 | Active effects: None Mystic 2
"Good grief! What did I sign up for?! I'm not jumping that!" Zarzucket rubs his head. when I find that elebrian I'll give him a contest...Gods I can't believe I'm thinking that"
Male Gnome Mystic 3 | SP 21 | HP 22 | RP 4 | EAC 10 KAC 11 | Fort +1; Ref +0; Will +6 | Init +0; Perception +9 | Speed 30 | Active effects: None Mystic 2
"Thanks for the help. I'm a scholar, not Absalom's ninja warrior star!" The gnome tries again. athletics: 1d20 - 1 ⇒ (15) - 1 = 14 I hated gym class athletics: 1d20 - 1 ⇒ (16) - 1 = 15
Male Gnome Mystic 3 | SP 21 | HP 22 | RP 4 | EAC 10 KAC 11 | Fort +1; Ref +0; Will +6 | Init +0; Perception +9 | Speed 30 | Active effects: None Mystic 2
Zarzucket tries to get up. "This isn't what I signed up for! To be a contestant on a game show! I'm a scholar not a reality vid star!" Athletics: 1d20 - 1 ⇒ (2) - 1 = 1 He makes zero head way and gets frustrated. But he tries again. athletics: 1d20 - 1 ⇒ (17) - 1 = 16
Male Gnome Mystic 3 | SP 21 | HP 22 | RP 4 | EAC 10 KAC 11 | Fort +1; Ref +0; Will +6 | Init +0; Perception +9 | Speed 30 | Active effects: None Mystic 2
Zarzucket tries to catch up. He looks at Miink. "Nice...your going to avoid a bath later!" acrobatics: 1d20 ⇒ 15 sorry was swamped with RL this week acrobatics: 1d20 ⇒ 18 He moves slowly on the beam and tries not to fall. "Oh my..."
About BrekoviBrekovi Male Ysoki Wizard (School of Unified Magical Theory) 7
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Melee
Ranged
Reactions Typical Spells:
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Skills
Languages: Common, Ysoki, Osiriani, Draconic, Gnomish, Mwangi, Undercommon
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+1 Leather Armor
Warhorse
Minor Healing Potion x2
Invested items:
Picked up along the way:
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0: Bullhorn (SoM), Caustic Blast, Detect Magic, Electric Arc, Frostbite, Ignition, Light, Prestidigitation, Read Aura, Tangle Vine, Telekinetic Hand, Telekinetic Projectile, Shield, Sigil
Spells need to retry, failed Learn a Spell:
Spells wanted:
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Hand of the Apprentice [one-action] Focus 1
Range 500 feet; Targets 1 creature Defense AC You take advantage of one of the most fundamental lessons of magic to levitate and propel your weapon. You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee Strike, but add your spellcasting attribute modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand. ————
Arcane Thesis: Spell Substitution
Arcane Bond
DRAIN BONDED ITEM [free-action]
You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements. Note: Frequency adjusted because of School of Unified Magical Theory. School of Unified Magical Theory
Hand of the Apprentice [one-action] Focus 1
Range 500 feet; Targets 1 creature
You take advantage of one of the most fundamental lessons of magic to levitate and propel your weapon. You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee Strike, but add your spellcasting attribute modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand. Nonlethal Spell [one-action] Feat 1
You can alter offensive spells to be less deadly. If your next action is to Cast a Spell that deals damage and doesn't have the death or void trait, that spell gains the nonlethal trait (page 407). Reach Spell [one-action] Feat 1
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. Spell Protection Array [one-action] Feat 4
You inscribe a circle of arcane runes that dampen enemies' magic. You create a glowing magic circle in a 5-foot burst within 30 feet. Creatures in the circle gain a +1 status bonus to saving throws against magic. The circle lasts until the end of your next turn, and you can Sustain it, to a maximum duration of 1 minute. Irresistible Magic Feat 6
You've studied ways of overcoming the innate defenses against magic that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells. ————
RATFOLK LORE
Years of experience among ratfolk communities have made you nimble, and you've learned to run and hide when enemies threaten. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Ratfolk Lore. WARREN NAVIGATOR
You're particularly good at solving mazes and navigating twists and turns. You gain the trained proficiency rank in Survival. If you would automatically become trained in Survival (from your background or class, for example), you become trained in another skill of your choice. When you Sense Direction or attempt a roll against a maze spell, you get a result one degree of success better than you rolled. You don't take a penalty to Sense Direction when you lack a compass. ————
TOUGHNESS Feat 1
Armor Proficiency Feat 1
You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. Special You can select this feat more than once. Each time, you become trained in the next type of armor above. Forager
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many additional creatures. You can choose to support half the number of creatures with a comfortable living. Increase the number of additional creatures you feed on a success to eight if you're an expert in Survival, 16 if you're a master, and 32 if you're legendary Assurance (Survival)
Experienced Tracker
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Studied at the Scrollspire in Pashow. Plans:
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Ancestry: Ratfolk (Longsnout)
Non-lethal Spell, Spell Protection Array, Irresistible Magic
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