Ninura

Prophetic Astrologer, Chief Medical Officer

Description:

Name: Ninura Isa Jemusel of Clan Metzani, House Rhedan
Height: 6’2" | Weight: 150 lbs. | Hair: None | Eyes: Black
Class/Level: Mystic 7 | Race: Kasatha | Theme: Tempered Pilgrim
Size: Medium | Speed: 30 ft. | Gender: Female | Homeworld: Idari
Alignment: Lawful Neutral | Deity: Ibra | Player: Emma
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ABILITY SCORES
Ability | Temporary | Upgraded
Score Mod |
STR 15 +2 |
DEX 17 +3 |
CON 12 +1 |
INT 16 +3 |
WIS 22 +6 |
CHA 11 0 |
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INITIATIVE
Total Dex Misc
+3 = 3 + 0
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HEALTH AND RESOLVE
Stamina Points | Hit Points | Resolve Points
Total Current | Total Current | Total Current
SP: 49 49 | HP: 46 46 | RP: 9 9
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ARMOR CLASS
Energy Armor Class | Kinetic Armor Class | Damage Reduction | Resistances
Total Armr Dex Misc
EAC: 14 = 10 + 1 + 3
KAC: 15 = 10 + 2 + 3
DR: 0 | Resist: 0
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SAVING THROWS
Saves | Ability
Bonus Base Mod Misc
Fort (Con): +5 = 2 + 1 + 2
Ref (Dex): +5 = 2 + 3
Will (Wis): +11 = 5 + 6
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ATTACK BONUSES
Total Base Str Misc | Total Base Dex Misc | Total Base Str Misc
Melee: +7 = 5 + 2
Range: +8 = 5 + 3
Thrown: +7 = 5 + 2
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WEAPONS

Weapon: Battle Staff
Level Attack Bonus Damage Crit Range Type Ammo/Usage Special
1 | +7 | 1d4 +9 B | Knockdown | – | Uncategorized | – | Analog, block

Weapon: Survival Knife
Level Attack Bonus Damage Crit Range Type Ammo/Usage Special
1 | +7 | 1d4 +5 S | – | – | Uncategorized | – | Analog, operative

Weapon: Survival Flare Gun
Level Attack Bonus Damage Crit Range Type Ammo/Usage Special
1 | +8 | 1d3 +3 F | Burn 1d6 | 30 ft. | Flame | 1 flare/1 | Analog, bright
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ABILITIES
T Theme Knowledge – Reduce DC of Culture checks to recall knowledge about culture’s customs and related topics by 5. Gain +1 bonus to Culture checks.
C Connection – Gain mysterious connection with force that grants magical powers. Pick one connection upon taking first level of mystic. Once made, choice cannot be changed.
C Connection Power – At 1st level, 3rd level, and every 3 levels thereafter, gain connection power unique to connection. If connection power allows saving throw to resist effects, DC is equal to 10 + half mystic level + Wisdom modifier. If power requires enemy to attempt skill check, DC is equal to 10 + 1-1/2 x mystic level + Wisdom modifier.
C Connection Spell – Connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and any level when normally gain access to new spell level. Spells are in addition to spells known. Spells can’t be exchanged for different spells at higher levels. Spell level is listed in connection’s entry. If connection lists single variable-level spell for all spell levels at start of entry, gain variable-level spell when you first get connection spell for each level. Add next higher level of variable-level spell when gain new connection spell. Immediately lose lower-level version of variable-level spell and replace it with listed connection spell for lower level.
C Healing Touch – Once per day, can spend 10 minutes to magically heal ally up to 5 Hit Points per mystic level.
C Channel Skill – Gain +1 insight bonus to skill checks with connection’s associated skills. Bonus increases by 1 at 5th level and every 3 levels thereafter.
C Mindlink – Can form mental link with creatures you touch. Can use mindlink at-will as spell-like ability, though once per day on given individual.
C Weapon Specialization – Gain Weapon Specialization as bonus feat for each weapon class grants proficiency with.
T Compelling Influence – When exceed DC of Diplomacy check to improve creature’s attitude by 5 or more, need to spend only 1 extra minute interacting with creature to improve attitude by one additional category. In addition, worsen a creature’s attitude only if fail Diplomacy check to improve attitude by 10 or more.

Desert Stride – Can move through nonmagical difficult terrain in deserts, hills, and mountains at normal speed.
Four-Armed – Can wield and hold up to four hands worth of weapons and equipment, but doesn’t increase number of attacks can make during combat.
Historian – Gain +2 bonus to Culture checks.
Natural Grace – Gain +2 bonus to Acrobatics and Athletics checks.
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CONNECTION
1 Star Shaman – Connection channels energy of the cosmos, its celestial bodies, and dark voids between them.
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CONNECTION SPELLS
1 shooting stars
2 darkvision
3 irradiate
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CONNECTION POWERS
1 Walk the Void – Immune to harmful environmental effects of outer space and vacuum. Gain fly speed of 20 feet while in space. In addition, whenever you can see the stars, can determine precise location. Add Piloting to list of class skills.
3 Starlight Form – Can transform yourself into blazing starlight as standard action. Body sheds normal light in 30-foot radius, and gain benefits of concealment. At 7th level, creature that ends turn adjacent to your starlight must succeed at Fortitude save or be blinded for 1 round. Can maintain starlight form for number of minutes per day equal to mystic level; duration does not need to be continuous; but must be used in 1-minute increments. Can forgo ability’s concealment and blinding aspects to simply shed light, though still counts against ability’s duration for day.
6 Stargazer – Twice per day, if outdoors and can see stars, can reroll failed ability check, attack roll, saving throw, or skill check.
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CHANNEL SKILL
2: +2 Perception and Piloting
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SPELLS
0 daze, detect affliction, detect magic, stabilize, telekinetic projectile, token spell
1st (6/day) fear, identify, lesser remove condition, shooting stars, summon creature I, wisp ally
2nd (5/day) darkvision, hold person, hurl forcedisk, inflict pain, mind thrust
3rd (3/day) dispel magic, mystic cure, irradiate
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FEATS AND PROFICIENCIES
C Armor Proficiency – Proficient with light armor.
C Weapon Proficiency – Proficient with basic melee weapons and small arms.
1 Mystic Strike – Melee and ranged attacks count as magical for bypassing damage reduction and other situations.
3 Medical Expert – Can use Medicine skill in conjunction with a medpatch or sprayflesh to treat deadly wounds as full action. If you have ability that enables you to treat deadly wounds more often but with longer time frame, cannot use feat to use ability more quickly. When used this way, medpatch or sprayflesh does not perform any of normal functions. Can also use Medicine skill to provide long-term care with just medkit.
5 Mobility – Gain +4 bonus to Armor Class against attacks of opportunity that you provoke by leaving threatened square.
7 Great Fortitude – Gain +2 bonus to Fortitude saves.
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SKILLS
Total Ranks Class Ability Misc
Athletics +6 = 2 + 0 + 2 + 2
Bluff +5 = 2 + 3 + 0
Culture +16 = 7 + 3 + 3 + 3
Diplomacy +10 = 7 + 3 + 0
Life Science +11 = 5 + 3 + 3
Medicine +13 = 7 + 3 + 3
Mysticism +16 = 7 + 3 + 6
Perception +18 = 7 + 3 + 6 + 2
Physical Science +3 = 1 + 2
Piloting +14 = 6 + 3 + 3 + 2
Sense Motive +16 = 7 + 3 + 6
Survival +14 = 5 + 3 + 6
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EQUIPMENT
Name Level Bulk
Battle Staff | 1 | 1
Survival Knife | 1 | L
Survival Flare Gun | 1 | L
Second Skin | 1 | L
Personal Comm Unit | 1 | L
Basic Medkit | 1 | 1
Medpatch (5) | 1 | L
Flashlight | 1 | L
Consumer Backpack | 1 | 1
Hygiene Kit | 1 | 1
Everyday Clothing | 1 | L
Travel Clothing | 1 | L
Credits: 810 | Total Bulk: 4
Other Wealth:
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CARRYING CAPACITY
Unencumbered | Encumbered | Overburdened
8 | 16 | 17
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LANGUAGES
R Common, Kasatha
B Abyssal, Brethedan, Castrovelian, Celestial, Eoxian, Shirren, Triaxian, Vesk, Verces, Ysoki
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EXPERIENCE POINTS
XP Earned | Next Level
23,000 | 34,000

Bio:

Ninura

Edge of the Vast EmmaPharesHurley