Mystic - All Levels
Mystic - All Levels
Male shirren priest mystic 1 can attempt a Will save (DC 14) for half damage.
NG Medium humanoid (shirren) Healing Channel (Su) Keskodai can spend 1 RP to restore
Init +1; Senses blindsense (vibration) 30 ft.; Perception +8 2d8 HP to himself (as a move action), an ally touched (as a
DEFENSE SP 7 HP 12 RP 5 standard action), or all allies within 30 feet (as a full action).
EAC 12; KAC 13 Healing Touch (Su) Once per day, Keskodai can spend 10
Fort +1; Ref +1; Will +6 minutes to restore 5 Hit Points to an ally.
OFFENSE Limited Telepathy (Su) Keskodai can communicate telepathically
Speed 30 ft. with creatures within 30 feet that share a language with him.
Melee battle staff +0 (1d4 B; critical knockdown; analog, block) Spells Keskodai can cast the following spells, each as a
Ranged pulsecaster pistol +1 (1d4 E nonlethal) or standard action:
shock grenade I –4 (explode [15 ft., 1d8 E, DC 7]) Detect Affliction: Keskodai can determine whether a
Mystic Spells Known (CL 1st, ranged +1) creature or object is cursed, diseased, or poisoned, and
1st (3/day)—mind thrust, mystic cure, share language can determine the exact affliction with a successful Life
0 (at will)—detect affliction, detect magic, stabilize, Science, Medicine, or Wisdom check.
telekinetic projectile Detect Magic: This reveals whether creatures or objects seen
STATISTICS within a 60-foot cone are magical and, with concentration,
Str 10 (+0); Dex 13 (+1); Con 12 (+1); Int 12 (+1); Wis 18 (+4); can determine whether one magical source is a spell, magic
Cha 8 (–1) item, or other effect, and its caster level.
Skills Computers +2 (1 rank), Diplomacy +5, Life Science +5, Mind Thrust: This spell deals 2d10 damage (Will DC 15 half)
Medicine +5, Mysticism +9, Perception +8, Piloting +2 to one creature with an Intelligence score.
(1 rank); (reduce the DCs of Culture and Mysticism checks Mystic Cure: With a touch, Keskodai can restore 1d8+4 Hit
by 5 when recalling knowledge about religious traditions, Points to one living creature. Casting this spell doesn’t
religious symbols, and famous religious leaders) provoke attacks of opportunity.
Feats Harm Undead Share Language: Keskodai can grant a creature touched the
Languages Celestial, Common, Shirren, Vesk; limited ability to read, understand, and speak (if able) up to three
telepathy 30 ft. languages Keskodai knows.
Other Abilities healing channel, healing touch Stabilize: This spell causes a dying creature that has 0 Hit
Combat Gear mk 1 serums of healing (2), shock grenade; Points to stabilize.
Other Gear second skin, battle staff, pulsecaster pistol Telekinetic Projectile: Keskodai can telekinetically hurl an object
with 2 batteries (20 charges each), basic medkit, weighing up to 5 pounds at a target within 30 feet, making
everyday clothing, field rations (1 week), hygiene kit, an attack roll (+1 bonus) against its KAC. If he hits, both the
personal comm unit, credstick (19 credits) target and the object take 1d6 bludgeoning damage.
SPECIAL ABILITIES GEAR DESCRIPTIONS
Blindsense Keskodai ignores all forms of visual camouflage Basic Medkit Keskodai can use this kit to attempt a DC 25
and invisibility when attempting Perception checks to Medicine check to treat deadly wounds.
notice creatures within 30 feet, though creatures he can’t Battle Staff If Keskodai successfully hits a foe with this
see still gain full concealment. two-handed weapon, he gains a +1 bonus to his AC
Communalism Once per day, as long as an ally is within against melee attacks from that foe for 1 round.
10 feet, Keskodai can roll a single attack roll or skill check Mk 1 Serum of Healing Drinking this restores 1d8 HP.
twice and take the higher result. Pulsecaster Pistol This weapon deals nonlethal electricity
Harm Undead When Keskodai uses healing channel as a damage. It can be fired 20 times before its battery must
full action, he can expend 1 Resolve Point to also deal be recharged or replaced.
damage to all undead within 30 feet. The damage is equal Second Skin This armor’s environmental seals allow the
to the amount the healing channel heals, though undead wearer to survive in harsh environments for 1 day.
KESKODAI LEVEL 4
Male shirren priest mystic 4 and invisibility when attempting Perception checks to
NG Medium humanoid (shirren) notice creatures within 30 feet, though creatures he can’t
Init +1; Senses blindsense (vibration) 30 ft.; Perception +11 see still gain full concealment.
DEFENSE SP 28 HP 30 RP 6 Communalism Once per day, as long as an ally is within
EAC 16; KAC 16 10 feet, Keskodai can roll a single attack roll or skill check
Fort +3; Ref +2; Will +8 twice and take the higher result.
OFFENSE Harm Undead When Keskodai uses healing channel as a
Speed 30 ft. full action, he can expend 1 Resolve Point to also deal
Melee battle staff +3 (1d4+4 B; critical knockdown; analog, damage to all undead within 30 feet. The damage is equal
block) to the amount the healing channel heals, though undead
Ranged thunderstrike sonic pistol +4 (1d8+2 So; critical can attempt a Will save (DC 16) for half damage.
deafen [DC 13]) or Healing Channel (Su) Keskodai can spend 1 RP to restore
shock grenade I –1 (explode [15 ft., 1d8 E, DC 7]) 4d8 HP to himself (as a move action), an ally touched (as a
Spell-Like Abilities (CL 4th) standard action), or all allies within 30 feet (as a full action).
0 (at will)—mindlink Healing Touch (Su) Once per day, Keskodai can spend 10
Mystic Spells Known (CL 4th; ranged +5) minutes to restore 20 Hit Points to an ally.
2nd (3/day)—fog cloud, mind thrust*, mystic cure* Lifelink (Su) At the start of Keskodai’s turn, he can select
1st (4/day)—command, disguise self, lesser remove one ally within 30 feet who has taken Hit Point damage.
condition, reflecting armor, share language Keskodai restores up to 4 Hit Points to that ally (not
0 (at will)—detect affliction, detect magic, fatigue, to exceed the ally’s maximum HP), and takes the same
psychokinetic hand, stabilize, telekinetic projectile amount of damage to his Hit Points (bypassing his SP).
*This spell can be cast using a 1st- or 2nd-level spell slot to Damage taken from lifelink can’t be reduced through any
varying effect. See the spell’s description. means. This does not take an action.
STATISTICS Limited Telepathy (Su) Keskodai can communicate
Str 10 (+0); Dex 13 (+1); Con 12 (+1); Int 12 (+1); Wis 18 (+4); telepathically with creatures within 30 feet that share a
Cha 8 (–1) language with him.
Skills Computers +5 (4 ranks), Diplomacy +8, Life Science Mindlink (Sp) Keskodai can touch a creature to
+8, Medicine +9, Mysticism +13, Perception +11, telepathically transmit as much information as could
Pilot +5 (4 ranks); (reduce the DCs of Culture and normally be communicated in 10 minutes. Keskodai can
Mysticism checks by 5 when recalling knowledge about use this on a specific creature only once every 24 hours.
religious traditions, religious symbols, and famous Spells Keskodai can cast the following spells, each as a
religious leaders) standard action:
Feats Harm Undead, Spell Focus Command: Keskodai can give a verbal command (which
Languages Celestial, Common, Shirren, Vercite, Vesk; must be approach, drop, fall, flee, or halt) and target one
limited telepathy 30 ft. living creature within 35 feet. For 1 round, the target
Other Abilities healing channel, healing touch, lifelink obeys that command (Will DC 16 negates). This is a
Combat Gear mk 1 serums of healing (2), shock grenades I compulsion, language-dependent, mind-affecting effect.
(2); Other Gear defrex hide, battle staff, thunderstrike Detect Affliction: Keskodai can determine whether a
sonic pistol with 2 batteries (20 charges each), mk 1 creature or object is cursed, diseased, or poisoned, and
ring of resistance, basic medkit, everyday clothing, can determine the exact affliction with a successful Life
field rations (1 week), hygiene kit, personal comm unit, Science, Medicine, or Wisdom check.
credstick (44 credits) Detect Magic: This reveals whether creatures or objects
SPECIAL ABILITIES seen within a 60-foot cone are magical and, with
Blindsense Keskodai ignores all forms of visual camouflage concentration, can determine whether one magical
KESKODAI LEVEL 4
source is a spell, magic item, or other effect, and its to read, understand, and speak (if able) up to three could and comfort to those too far gone, whispering to them
caster level. languages Keskodai knows. of the Cycle of Souls and the new worlds that awaited them.
Disguise Self: Keskodai can change his appearance to that of Stabilize: This spell causes a dying creature that has 0 Hit The beauty of their ministry moved Keskodai, and he quickly
a different humanoid creature for 40 minutes. He gains Points to stabilize. joined their hospice work, leaving home to study at a temple
a +10 bonus to Disguise checks. Creatures that interact Telekinetic Projectile: Keskodai can telekinetically hurl in the Ring of Nations once the plague was safely contained.
with him in this form can attempt a DC 16 Will save to an object weighing up to 5 pounds at a target within After years as an initiate, Keskodai returned home a full
realize his appearance is illusory. 30 feet, making an attack roll (+4 bonus) against its priest of Lady of Graves. He quickly fell in love with and
Fatigue*: Keskodai makes a melee attack with his base KAC. If he hits, both the target and the object take 1d6 married two members of his congregation, a female-host
attack bonus plus his Wisdom modifier (total +7) against bludgeoning damage. couple. Yet part of him remained unsatisfied. He began to
a target’s EAC. If the attack hits, the target is fatigued for * Casting this spell does not provoke attacks of opportunity. wonder if he’d made the right choice in coming home. How
4 rounds (Fort DC 15 negates). GEAR DESCRIPTIONS could he know if he wanted this when there was still so much
Fog Cloud: This spell creates a 20-ft.-radius-spread cloud Basic Medkit Keskodai can use this kit to attempt a DC 25 out there that he’d never experienced? The desire to explore
of fog that grants concealment (a 20% miss chance for Medicine check to treat deadly wounds. continued to grow, until at last, after the birth of their first
attackers) or total concealment (50% miss chance) for Battle Staff If Keskodai hits a foe with this two-handed son, he and his partners agreed that Keskodai would leave and
creatures more than 5 feet from the attacker. weapon, he gains a +1 bonus to his AC against melee see the galaxy, taking their child with him to expose him to
Lesser Remove Condition*: This spell removes one of the attacks from that foe for 1 round. the same new experiences. Once the child was old enough to
following conditions from a touched target: shaken, Defrex Hide While wearing this armor, Keskodai can close leave his cradle-jar, Keskodai would decide whether he’d seen
sickened, or staggered. This does not remove a disease or its environmental seals and survive in a vacuum (or other enough to return in good conscience, in which case both of
other ongoing effect that could cause the target to regain harsh environment) for up to 4 days. them be welcomed with open arms. If not, the child would
the condition. Mk 1 Ring of Resistance This magic ring grants a +1 return alone.
Mind Thrust (1st-Level Spell): This spell deals 2d10 damage resistance bonus to Keskodai’s lowest saving throw (this In his effort to see as many worlds as possible, Keskodai
(Will DC 16 half) to one creature within 35 feet that has bonus has already been applied to his Fortitude save). signs on with freelance adventurers. While capable in
an Intelligence score. Mk 1 Serum of Healing Drinking a vial of this serum restores combat, he prefers to act as the ship’s medic, patching up
Mind Thrust (2nd-Level Spell): This spell deals 4d10 damage 1d8 HP. broken allies or blessing them on their journey into the Great
(Will DC 17 half) to one creature within 35 feet that has Thunderstrike Sonic Pistol This pistol fires bolts of Beyond. The cheerful manner in which he talks about death
an Intelligence score. damaging sonic energy. It can be fired 10 times before its often disturbs those under his care, yet anyone who spends
Mystic Cure* (1st-Level Spell): With a touch, Keskodai can battery must be recharged or replaced. much time with the shirren quickly learns that his even-
restore 1d8+4 Hit Points to one living creature. keeled, fatalistic approach to life and death makes him an
Mystic Cure* (2nd-Level Spell): With a touch, Keskodai can Keskodai grew up on Verces. The child of a priest of Hylax, excellent healer.
restore 3d8+4 Hit Points to one living creature. Keskodai always felt a deep connection to the divine, yet As with many shirren, Keskodai is a team player and a
Psychokinetic Hand: Once this spell is cast, as long as chafed at the idea of serving the same god as his parent. social butterfly who loves meeting new people. A crewmate
Keskodai concentrates (a standard action each round), Exactly which god he’d serve instead remained unclear, until once called him “the galaxy’s friendliest death priest,” and
he can take a move action to move an object within 35 the coming of the Gray Shakes. he wears the badge with pride. Though fond of option bars
feet that weigh 10 pounds or less up to 15 feet. He can’t Believed to be the result of a biotech experiment gone and other artificial means of stimulating his choice centers,
preform fine manipulation (such as firing a weapon or wrong, the plague called the Gray Shakes burned through he’s careful not to let himself overindulge… usually. He’s
using a computer), but could push a single button or the city like wildfire, turning shirrens’ chitin gray, rotting intensely proud of the aesthetics of his gear, his collection
close a container’s lid. off their antennae, and eating away at their telepathy of trophies, and his mustache (which he thinks lends him
Reflecting Armor: Once cast, this spell lasts for 40 minutes and motor functions, leaving them awake but unable to an air of gravitas). His greatest pride, however, is his son
or until dismissed. When Keskodai takes Hit Point communicate until they finally expired. In the weeks it took Chk Chk, still in his larval stage. Like many shirren parents,
damage from an attack made by a weapon within 100 the government to find a cure, thirty percent of the city’s Keskodai carries Chk Chk around in a heavily fortified
feet, he can dismiss this spell as a reaction, causing shirren population died. cradle-jar designed to let the child learn about the world
the attacker to take the same amount of damage (to a In the midst of this horror, a young Keskodai first from relative safety. While Chk Chk isn’t old enough to truly
maximum of 10 damage, Reflex DC 16 half). encountered priests of Pharasma. Somberly, the Pharasmins speak, Keskodai holds conversations with him regularly, with
Share Language: Keskodai can grant a creature touched walked among the afflicted, offering healing where they Chk Chk tapping on the glass to answer.
KESKODAI LEVEL 8
Male shirren priest mystic 8 of healing (2), cryo grenade I, flash grenade I, shock a starting attitude of helpful toward Keskodai, and he
NG Medium humanoid (shirren) grenades II (2); Other Gear d-suit II (upgrade: brown force gains a +2 bonus to Diplomacy and Intimidate checks
Init +2; Senses blindsense (vibration) 30 ft.; Perception +17 field), carbon staff, corona laser pistol with 2 batteries against followers and lower-level clergy of the deity.
DEFENSE SP 64 HP 54 RP 9 (20 charges each), mk 1 ring of resistance, advanced Mindlink (Sp) Keskodai can touch a creature to
EAC 20; KAC 21 medkit, everyday clothing, field rations (1 week), telepathically transmit as much information as could
Fort +4; Ref +4; Will +12 hygiene kit, personal comm unit, credstick (194 credits); normally be communicated in 10 minutes. Keskodai can
OFFENSE Augmentations mk 2 synergizing symbiote use this on a specific creature once only every 24 hours.
Speed 30 ft. SPECIAL ABILITIES
Melee carbon staff +6 (1d8+8 B; critical knockdown; Blindsense Keskodai ignores all forms of visual camouflage
analog, block) and invisibility when attempting Perception checks to
Ranged corona laser pistol +8 (2d4+4 F; critical burn 1d4) or notice creatures within 30 feet, though creatures he can’t
cryo grenade I +6 (explode [10 ft., 1d8 C plus staggered, see still gain full concealment.
DC 15]) or Combat Casting Keskodai gets a +2 bonus to AC and saving
flash grenade II +6 (explode [10 ft., blinded 1d4 rounds, throws against attacks made as attacks of opportunity
DC 15]) or when he casts a spell.
shock grenade II +6 (explode [15 ft. radius, 1d12 E, DC 14]) Communalism Once per day, as long as an ally is within
Spell-Like Abilities (CL 8th) 10 feet, Keskodai can roll a single attack roll or skill
0 (at will)—mindlink check twice and take the higher result.
Mystic Spells Known (CL 8th; ranged +9) Harm Undead When Keskodai uses healing channel as a
3rd (4/day)—dispel magic, haste, mind thrust*, mystic cure* full action, he can expend 1 Resolve Point to also deal
2nd (5/day)—augury, fog cloud, hold person, remove damage to all undead within 30 feet. The damage is equal
condition, see invisibility to the amount the healing channel heals, though undead
1st (6/day)—command, disguise self, lesser remove can attempt a Will save (DC 20) for half damage.
condition, life bubble, reflecting armor, share language Healer’s Bond (Su) As a standard action, Keskodai can form
0 (at will)—detect affliction, detect magic, fatigue, a bond with up to three allies to know their condition,
psychokinetic hand, stabilize, telekinetic projectile as the status spell. This bond lasts until dispelled or he
*This spell can be cast using a 1st-, 2nd-, or 3rd-level spell forms a new healer’s bond.
slot to varying effect. See the spell’s description. Healing Channel (Su) Keskodai can spend 1 Resolve Point to
STATISTICS restore 6d8 Hit Points to himself (as a move action), an
Str 10 (+0); Dex 15 (+2); Con 12 (+1); Int 14 (+2); Wis 23 (+6); ally touched (as a standard action), or all allies within 30
Cha 10 (+0) feet (as a full action).
Skills Computers +10 (8 ranks), Culture +16, Diplomacy +13, Healing Touch (Su) Once per day, Keskodai can spend 10
Life Science +13, Medicine +16, Mysticism +21, Perception minutes to restore 40 Hit Points to an ally.
+17, Pilot +10 (8 ranks); (reduce the DCs of Culture and Lifelink (Su) At the start of Keskodai’s turn, he can select
Mysticism checks by 5 when recalling knowledge about one ally within 30 feet who has taken Hit Point damage.
religious traditions, religious symbols, and famous Keskodai restores up to 8 Hit Points to that ally (not
religious leaders) to exceed the ally’s maximum HP), and takes the same
Feats Combat Casting, Grenade Proficiency, Harm Undead, amount of damage to his Hit Points (bypassing his SP).
Spell Focus Damage taken from lifelink can’t be reduced through any
Languages Celestial, Common, Shirren, Vercite, Vesk; means. This does not take an action.
limited telepathy 30 ft. Limited Telepathy (Su) Keskodai can communicate
Other Abilities healer’s bond, healing channel, healing telepathically with creatures within 30 feet that share a
touch, lifelink, mantle of the clergy language with him.
Combat Gear mk 1 serums of healing (2), mk 2 serums Mantle of the Clergy Typical lay followers of Pharasma have
KESKODAI LEVEL 8
Spells Keskodai can cast the following spells, each as a 30 feet, to a maximum of twice their normal speed for spell can also remove any of the following conditions:
standard action unless stated otherwise: that form of movement. frightened, nauseated, shaken, sickened, or staggered.
Augury: This spell takes 1 minute to cast, and Keskodai Hold Person: One humanoid within 180 feet is paralyzed See Invisibility: Keskodai can see invisible and ethereal
must spend 1 Resolve Point to do so. He has a 75% for 8 rounds (Will 19 negates). The target can attempt a objects for 80 minutes.
chance to learn if a specific action will bring good new saving throw each round to tend the effect. This is a Share Language: Keskodai can grant a creature touched the
consequences, negative consequences, both, or neither compulsion, mind-affecting effect. ability to read, understand, and speak (if able) up to three
within the next 30 minutes. The chance of success Lesser Remove Condition*: This spell removes one of the languages Keskodai knows.
is rolled by the GM in secret, and a failure produces following conditions from a touched target: shaken, Stabilize: This spell causes a dying creature that has 0 Hit
the same result as the action having neither good nor sickened, or staggered. This does not remove a disease or Points to stabilize.
negative consequences. other ongoing effect that could cause the target to regain Telekinetic Projectile: Keskodai can telekinetically hurl an object
Command: Keskodai can give a verbal command (which the condition. weighing up to 5 pounds at a target within 30 feet, making
must be approach, drop, fall, flee, or halt) and target one Life Bubble: This spell surrounds up to eight creatures, no an attack roll (+8 bonus) against its KAC. If he hits, both
living creature within 45 feet. For 1 round, the target two of which can be more than 30 feet apart, with a the target and the object take 1d6 bludgeoning damage.
obeys that command (Will DC 18 negates). This is a 1-inch layer of tolerable living conditions customized for * Casting this spell does not provoke attacks of opportunity.
compulsion, language-dependent, mind-affecting effect. each creature for up to 8 days. GEAR DESCRIPTIONS
Detect Affliction: Keskodai can determine whether a Mind Thrust (1st-Level Spell): This spell deals 2d10 damage Advanced Medkit Keskodai can use this kit to attempt a
creature or object is cursed, diseased, or poisoned, and (Will DC 18 half) to one creature within 45 feet that has DC 20 Medicine check to treat deadly wounds, gains a
can determine the exact affliction with a successful Life an Intelligence score. +2 insight bonus to Medicine checks to treat diseases,
Science, Medicine, or Wisdom check. Mind Thrust (2nd-Level Spell): This spell deals 4d10 damage drugs, and poisons, and can take 10 minutes to set up
Detect Magic: This reveals whether creatures or objects seen (Will DC 19 half) to one creature within 45 feet that has a one-patient medical lab to provide long-term care
within a 60-foot cone are magical and, with concentration, an Intelligence score. (requiring a DC 30 Medicine check).
can determine whether one magical source is a spell, magic Mind Thrust (3rd-Level Spell): This spell deals 7d10 damage Carbon Staff If Keskodai hits a foe with this two-handed
item, or other effect, and its caster level. (Will DC 20 half) to one creature within 45 feet that has weapon, he gains a +1 bonus to his AC against melee
Disguise Self: Keskodai can change his appearance to that of an Intelligence score. attacks from that foe for 1 round.
a different humanoid creature for 80 minutes. He gains Mystic Cure* (1st-Level Spell): With a touch, Keskodai can Corona Laser Pistol This pistol can be fired 20 times before
a +10 bonus to Disguise checks. Creatures that interact cure one living creature of 1d8+6 Hit Points of damage. its battery must be recharged or replaced.
with him in this form can attempt a DC 18 Will save to Mystic Cure* (2nd-Level Spell): With a touch, Keskodai can D-Suit II While wearing this light armor, Keskodai can
realize his appearance is illusory. cure one living creature of 3d8+6 Hit Points of damage. close its environmental seals and survive in a vacuum
Dispel Magic: Keskodai can attempt a dispel check Mystic Cure* (3rd-Level Spell): With a touch, Keskodai can (or other harsh environment) for up to 8 days. The
(1d20 + caster level) to end an ongoing spell effect or cure one living creature of 5d8+6 Hit Points of damage. armor includes a brown-rated force field, which can be
suppress the magic of an item for 1d4 rounds. Psychokinetic Hand: Once this spell is cast, as long as activated or deactivated as a standard action. While
Fatigue*: Keskodai makes a melee attack with his base Keskodai concentrates (a standard action each round), active, it gives Keskodai 10 temporary Hit Points. If any
attack bonus plus his Wisdom modifier (total +12) against he can take a move action to move an object within 45 of these temporary HP are lost and the force field is still
a target’s EAC. If the attack hits, the target is fatigued for feet that weigh 10 pounds or less up to 15 feet. He can’t active, it regenerates 1 HP at the end of Keskodai’s next
8 rounds (Fort DC 17 negates). preform fine manipulation (such as firing a weapon or turn. This force field can be used a total of 10 rounds
Fog Cloud: This spell creates a 20-ft.-radius-spread cloud using a computer) but could push a single button or close each day.
of fog that grants concealment (a 20% miss chance for a container’s lid. Mk 1 Ring of Resistance This magic ring grants a +1
attackers) or total concealment (50% miss chance) for Reflecting Armor: Once cast, this spell lasts for 80 minutes resistance bonus to Keskodai’s lowest saving throw (this
creatures more than 5 feet from the attacker. or until dismissed. When Keskodai takes Hit Point bonus has already been applied to his Fortitude save)
Haste: Keskodai grants one creature per level, no two of damage from an attack made by a weapon within 100 Mk 1 Serum of Healing Drinking this restores 1d8 HP.
which can be more than 30 feet apart, the following feet, he can dismiss this spell as a reaction, causing Mk 2 Serum of Healing Drinking this restores 3d8 HP.
benefits for 8 rounds: when making a full attack the attacker to take the same amount of damage (to a Mk 2 Synergizing Symbiote This tiny implanted symbiotic
subjects can still take a move action before or after maximum of 10 damage, Reflex DC 18 half). creature grants Keskodai +4 Wisdom (this has already
their attacks; all their modes of movement increase by Remove Condition*: As per lesser remove condition, but this been added to his Wisdom score).