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Ajithu-Ko's page

610 posts. Alias of PaleDim.


Race

| SP 126, HP 110, RP 7/8 | Red ForceField 30/30 | EAC 34, KAC 35, CMD 43 | Resistances: cold 5 | F+8 R+10 W+16 | Init +8 | Perception+26, Sense Motive+26; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft.

Classes/Levels

| spells-1st 7/7; 2nd 6/6; 3rd 6/6; 4th 6/6; 5th 5/5; 6th 3/3 | abs. zero ice carbine 40/40 | resistant aegis☐ | healing touch☐ | divination reservoir☐☐☐☐☐☐☐☐☐ | spell reflector☐ | tiara of translocation☐☐ | Active Conditions: None

Gender

male kalo wild warden mystic 18

Occupation

☐☑

About Ajithu-Ko

BBCode for Botting
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Male kalo wild warden[pw] mystic 18 Character Operations Manual 76, 77, Interstellar Species 69
N Medium monstrous humanoid (aquatic)
Init +8; Senses blindsight (sound) 60 ft., low-light vision; Perception +26
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Defense SP 126 HP 110 RP 9
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EAC 34; KAC 35
Fort +8; Ref +10; Will +16
Resist cold 5
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Offense
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Speed 20 ft., swim 50 ft.
Ranged absolute-zero ice carbine +17 (11d6+18 C/P; automatic)
Offensive Abilities backlash (18 damage), explode head (DC 24), mindbreaking link (DC 24), mindkiller (DC 24), sow doubt (9 rounds, DC 24)
Spell-Like Abilities
(CL 18th)
. . 1/day—resistant aegis
. . At will—arcane eye (2 points), arcane eye (4 points, planetary), clairaudience/clairvoyance (1 point), mindlink (once per individual each day), telepathic bond
Mystic Spells Known (CL 18th; ranged +17)
. . 6th (3/day)—gravitational singularity, mind thrust* (DC 24), psychic surgery, greater resistant armor, true seeing
. . 5th (5/day)—break enchantment, greater command (DC 25), dominate person (DC 25), feeblemind (DC 23), raise dead
. . 4th (6/day)—confusion (DC 24), enervation, resistant armor, restoration, sonic scream[GM] (DC 22), usurp spell[GM]
. . 3rd (6/day)—bestow curse (DC 23), charm monster (DC 23), dispel magic, haste, remove affliction, slow (DC 23), synaptic pulse (DC 23)
. . 2nd (6/day)—command undead (DC 22), hold person (DC 22), hurl forcedisk, inflict pain (DC 22), lesser restoration, see invisibility, zone of truth (DC 22)
. . 1st (7/day)—charm person (DC 21), lesser confusion (DC 21), fear (DC 21), life bubble, mystic cure, soul surge[GM], wisp ally
. . 0 (at will)—climate adaptation[GM], daze (DC 20), detect magic, psychokinetic hand, stabilize, telepathic message
Mystic Connection mindbreaker
* This spell can be cast using a lower level spell slot to varying effect. See the spell’s description.
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Statistics
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Str 10 (+0); Dex 19 (+4); Con 10 (+0); Int 16 (+3); Wis 21 (+5); Cha 17 (+3)
Skills Athletics +0 (+8 when swimming), Bluff +9, Culture +24 (+28 to recall knowledge when using a library chip in conjunction with a tier-0 or better computer), Diplomacy +24, Intimidate +30, Life Science +24 (+28 to recall knowledge when using a library chip in conjunction with a tier-0 or better computer), Medicine +24, Mysticism +26 (+30 to recall knowledge when using a library chip in conjunction with a tier-0 or better computer), Perception +26, Sense Motive +26, Stealth +22 (+26 in water), Survival +6; (theme knowledge (wild warden))
Feats Adaptive Casting[COM][COM], Deadly Aim, Great Fortitude, Improved Initiative, Longarm Proficiency, Penetrating Spell, Quick Draw, Spell Focus, Toughness, Weapon Specialization (longarms)
Languages Akitonian, Aklo, Aquan, Arkanen, Azlanti, Brethedan, Castrovelian, Celestial, Common, Cyrunian, Eoxian, Goblin, Infernal, Kalo, Kasatha, Maraquoi, Sarcesian, Shirren, Shobhad, Triaxian, Vercite, Vesk, Ysoki
Other Abilities commune with nature, empowered healing touch[COM], farsight[COM], healing touch, master forager, protector of the wild, water breathing
Combat Gear mk III serums of healing (2), spell ampoule of mystic cure (3rd)s (2), spell ampoule of remove affliction, spell gem of dominate person, spell gem of greater dispel magic, spell gem of mass mystic cure (6th)s (2), spell gem of raise deads (2), spell gem of slow, spell gem of true seeings (2), sprayflesh; Other Gear d-suit V (upgrade: jetpack, [i]mk 1 spell reflector[/i], red force field [30 HP]), absolute-zero ice carbine with 1 high-capacity battery (40 charges)[AR], advanced medkit, basic musical instrument[AR], bedroll[AR], binoculars[PW], canteen[AR], datapad[AR], laser drill[AR], library chip[PW], library chip[PW], library chip[PW], mess kit[AR], mk 2 null-space chamber, mk 2 tiara of translocation, mobile hotelier tent, pearly white spindle aeon stone, spell gem of akashic revival, tier 2 antibiotic[COM], tier 2 antitoxin, tier 2 revitilate, whisper comm unit[AR], spy drone, credstick (58,918 credits)
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Houserules
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Whenever you take a short rest (10 min rest) and spend 1 RP to regain stamina, you also regain one spent spell slot of your choice of your highest level, or two spell slots of a lower level.
Precision Specialization At caster level 5th, the DC of spells you cast increases by 1. This bonus increases by 1 at caster level 14th, for a total DC increase of 2. TODO apply in Herolab
Weapon Specialization Weapon specialization bonus damage is equal to your character level, regardless of the type of weapon you’re using (including operative weapons, grenades and small arms). TODO apply in Herolab
Your Resolve Points (RP) are equal to 3 + your key ability score, as opposed to one half your level plus your key ability score. Whenever you gain a level in a new class, you may choose to use the new class’ key ability score for this calculation instead of an existing class. TODO apply in Herolab
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Appearance
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Ajithu-Ko looks like a fishy head-in-a-jar atop his protective armor. However, in addition to his thin, almost stick-figure frame (at 5’6”), he has thin bluish membranes between his arms and legs that most humans would liken to bat-wings. The membrane and his skin are a green-tinted deep-blue that you imagine nearly disappears in ocean waters (not that there is an ocean near Absalom Station). His helmet is filled to the top with freshwater, and while that causes his skin to nearly disappear in dim lighting, his bright-white bulbous eyes always glow through.
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Personality
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This kalo is more engaging than one would expect, given that the ecosystem in his helmet seems as if it separates him in a different world from those near him. He doesn’t lean in too closely, as if trying to speak through the water like many newly departed Kalo would. He’s beyond that.

Beyond that, he is calm, but optimistic. Conscientious. Controlled. Cautious. Agreeable, Engaging.

His primary motivations are preserving natural ecosystems (flora, fauna, natural biodiversity), and exploring Jedarat as a potential new habitat for fellow expat kalo.

Ajithu-Ko prefers cryo weapons, as their alignment with the climates of Kalo-Mahoi provide a feeling of enhanced proficiency.

He is obsessed with learning and mastering the strategic games (a-la chess/go) of cultures he encounters. A Xeno-boardgamer if you will. He plays an instrument called (roughly, in the Common) the "aquaflute."
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Background
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Background didn't fit here :)