Hehranna

Agent Keskodai's page

47 posts. Alias of Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).


Race

| SP 28/28 HP 19/30 | RP 5/6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, SM: +4

Classes/Levels

| Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 3/4; 2nd 1/3 | Active conditions: None

Gender

"Keskodai" Male NG shirren priest mystic 4

About Agent Keskodai

Keskodai
Male shirren priest mystic 4
NG Medium humanoid (shirren)
Init +1; Senses blindsense (vibration) 30 ft.; Perception +11
DEFENSE
SP 28 HP 30 RP 6
EAC 16; KAC 16
Fort +3; Ref +2; Will +8
OFFENSE
Speed 30 ft.
Melee battle staff +3 (1d4+4 B; critical knockdown; analog, block)
Ranged thunderstrike sonic pistol +4 (1d8+2 So; critical deafen [DC 13]) or
shock grenade I -1 (explode [15 ft., 1d8 E, DC 7])
Spell-Like Abilities (CL 4th)
0 (at will)—mindlink
Mystic Spells Known (CL 4th, ranged +5)
2nd (3/day)—fog cloud, mind thrust*, mystic cure*
1st (4/day)—command, disguise self, lesser remove condition, reflecting armor, share language
0 (at will)—detect affliction, detect magic, fatigue, psychokinetic hand, stabilize, telekinetic projectile
*This spell can be cast using a 1st- or 2nd-level spell slot to varying effect. See the spell’s description.
STATISTICS
Str 10 (+0); Dex 13 (+1); Con 12 (+1); Int 12 (+1); Wis 18 (+4); Cha 8 (-1)
Skills Computers +5 (4 ranks), Diplomacy +8, Life Science +8, Medicine +9, Mysticism +13, Perception +11, Pilot +5 (4 ranks);
(reduce the DCs of Culture and Mysticism checks by 5 when recalling knowledge about religious traditions, religious symbols, and famous religious leaders)
Feats Harm Undead, Spell Focus
Languages Celestial, Common, Shirren, Vercite, Vesk; limited telepathy 30 ft.
Other Abilities healing channel, healing touch, lifelink
Combat Gear mk 1 serums of healing (2), shock grenades I (2);
Other Gear defrex hide, battle staff, thunderstrike sonic pistol with 2 batteries (20 charges each), mk 1 ring of resistance, basic medkit, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, credstick (44 credits)
SPECIAL ABILITIES
Blindsense Keskodai ignores all forms of visual camouflage and invisibility when attempting Perception checks to notice creatures within 30 feet, though creatures he can’t see still gain full concealment.
Communalism Once per day, as long as an ally is within 10 feet, Keskodai can roll a single attack roll or skill check twice and take the higher result.
Harm Undead When Keskodai uses healing channel as a full action, he can expend 1 Resolve Point to also deal damage to all undead within 30 feet. The damage is equal to the amount the healing channel heals, though undead can attempt a Will save (DC 16) for half damage.
Healing Channel (Su) Keskodai can spend 1 RP to restore 4d8 HP to himself (as a move action), an ally touched (as a standard action), or all allies within 30 feet (as a full action).
Healing Touch (Su) Once per day, Keskodai can spend 10 minutes to restore 20 Hit Points to an ally.
Lifelink (Su) At the start of Keskodai’s turn, he can select one ally within 30 feet who has taken Hit Point damage. Keskodai restores up to 4 Hit Points to that ally (not to exceed the ally’s maximum HP), and takes the same amount of damage to his Hit Points (bypassing his SP). Damage taken from lifelink can’t be reduced through any means. This does not take an action.
Limited Telepathy (Su) Keskodai can communicate telepathically with creatures within 30 feet that share a language with him.
Mindlink (Sp) Keskodai can touch a creature to telepathically transmit as much information as could normally be communicated in 10 minutes. Keskodai can use this on a specific creature only once every 24 hours.
Spells Keskodai can cast the following spells, each as a standard action:
Command: Keskodai can give a verbal command (which must be approach, drop, fall, flee, or halt) and target one living creature within 35 feet. For 1 round, the target obeys that command (Will DC 16 negates). This is a compulsion, language-dependent, mind-affecting effect.
Detect Affliction: Keskodai can determine whether a creature or object is cursed, diseased, or poisoned, and can determine the exact affliction with a successful Life Science, Medicine, or Wisdom check.
Detect Magic: This reveals whether creatures or objects seen within a 60-foot cone are magical and, with concentration, can determine whether one magical source is a spell, magic item, or other effect, and its caster level.
Disguise Self: Keskodai can change his appearance to that of a different humanoid creature for 40 minutes. He gains a +10 bonus to Disguise checks. Creatures that interact with him in this form can attempt a DC 16 Will save to realize his appearance is illusory.
Fatigue*: Keskodai makes a melee attack with his base attack bonus plus his Wisdom modifier (total +7) against a target’s EAC. If the attack hits, the target is fatigued for 4 rounds (Fort DC 15 negates).
Fog Cloud: This spell creates a 20-ft.-radius-spread cloud of fog that grants concealment (a 20% miss chance for attackers) or total concealment (50% miss chance) for creatures more than 5 feet from the attacker.
Lesser Remove Condition*: This spell removes one of the following conditions from a touched target: shaken, sickened, or staggered. This does not remove a disease or other ongoing effect that could cause the target to regain the condition.
Mind Thrust (1st-level Spell): This spell deals 2d10 damage (Will DC 16 half) to one creature within 35 feet that has an Intelligence score.
Mind Thrust (2nd-level Spell): This spell deals 4d10 damage (Will DC 17 half) to one creature within 35 feet that has an Intelligence score.
Mystic Cure* (1st-level Spell): With a touch, Keskodai can restore 1d8+4 Hit Points to one living creature.
Mystic Cure* (2nd-level Spell): With a touch, Keskodai can restore 3d8+4 Hit Points to one living creature.
Psychokinetic Hand: Once this spell is cast, as long as Keskodai concentrates (a standard action each round), he can take a move action to move an object within 35 feet that weigh 10 pounds or less up to 15 feet. He can’t perform fine manipulation (such as firing a weapon or using a computer), but could push a single button or close a container’s lid.
Reflecting Armor: Once cast, this spell lasts for 40 minutes or until dismissed. When Keskodai takes Hit Point damage from an attack made by a weapon within 100 feet, he can dismiss this spell as a reaction, causing the attacker to take the same amount of damage (to a maximum of 10 damage, Reflex DC 16 half).
Share Language: Keskodai can grant a creature touched the ability to read, understand, and speak (if able) up to three languages Keskodai knows.
Stabilize: This spell causes a dying creature that has 0 Hit Points to stabilize.
Telekinetic Projectile: Keskodai can telekinetically hurl an object weighing up to 5 pounds at a target within 30 feet, making an attack roll (+4 bonus) against its KAC. If he hits, both the target and the object take 1d6 bludgeoning damage.
*Casting this spell does not provoke attacks of opportunity.
GEAR DESCRIPTIONS
Basic Medkit Keskodai can use this kit to attempt a DC 25 Medicine check to treat deadly wounds.
Battle Staff If Keskodai successfully hits a foe with this two-handed weapon, he gains a +1 bonus to his AC against melee attacks from that foe for 1 round.
Defrex Hide While wearing this armor, Keskodai can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 4 days.
Mk 1 Ring of Resistance This magic ring grants a +1 resistance bonus to Keskodai’s lowest saving throw (this bonus has already been applied to his Fortitude save).
Mk 1 Serum of Healing Drinking a vial of this serum restores 1d8 HP.
Thunderstrike Sonic Pistol This pistol fires bolts of damaging sonic energy. It can be fired 10 times before its battery must be recharged or replaced.

History:
Keskodai grew up on Verces. The child of a priest of Hylax, Keskodai always felt a deep connection to the divine, yet chafed at the idea of serving the same god as his parent. Exactly which god he’d serve instead remained unclear, until the coming of the Gray Shakes.
Believed to be the result of a biotech experiment gone wrong, the plague called the Gray Shakes burned through the city like wildfire, turning shirrens’ chitin gray, rotting off their antennae, and eating away at their telepathy and motor functions, leaving them awake but unable to communicate until they finally expired. In the weeks it took the government to find a cure, thirty percent of the city’s shirren population died.
In the midst of this horror, a young Keskodai first encountered priests of Pharasma. Somberly, the Pharasmins walked among the afflicted, offering healing where they could and comfort to those too far gone, whispering to them of the Cycle of Souls and the new worlds that awaited them. The beauty of their ministry moved Keskodai, and he quickly joined their hospice work, leaving home to study at a temple in the Ring of Nations once the plague was safely contained.
After years as an initiate, Keskodai returned home a full priest of Lady of Graves. He quickly fell in love with and married two members of his congregation, a female-host couple. Yet part of him remained unsatisfied. He began to wonder if he’d made the right choice in coming home. How
could he know if he wanted this when there was still so much out there that he’d never experienced? The desire to explore continued to grow, until at last, after the birth of their first son, he and his partners agreed that Keskodai would leave and see the galaxy, taking their child with him to expose him to the same new experiences. Once the child was old enough to leave his cradle-jar, Keskodai would decide whether he’d seen enough to return in good conscience, in which case both of them be welcomed with open arms. If not, the child would return alone.
In his effort to see as many worlds as possible, Keskodai signs on with freelance adventurers. While capable in combat, he prefers to act as the ship’s medic, patching up broken allies or blessing them on their journey into the Great Beyond. The cheerful manner in which he talks about death often disturbs those under his care, yet anyone who spends much time with the shirren quickly learns that his evenkeeled, fatalistic approach to life and death makes him an
excellent healer.
As with many shirren, Keskodai is a team player and a social butterfly who loves meeting new people. A crewmate once called him “the galaxy’s friendliest death priest,” and he wears the badge with pride. Though fond of option bars and other artificial means of stimulating his choice centers, he’s careful not to let himself overindulge… usually. He’s intensely proud of the aesthetics of his gear, his collection of trophies, and his mustache (which he thinks lends him an air of gravitas). His greatest pride, however, is his son Chk Chk, still in his larval stage. Like many shirren parents, Keskodai carries Chk Chk around in a heavily fortified cradle-jar designed to let the child learn about the world from relative safety. While Chk Chk isn’t old enough to truly speak, Keskodai holds conversations with him regularly, with Chk Chk tapping on the glass to answer.