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
Speed 30 ft.
Melee battle staff +3 (1d4+4 B; critical knockdown; analog,
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.
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
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)
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
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
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
* Casting this spell does not provoke attacks of opportunity.
Basic Medkit Keskodai can use this kit to attempt a DC 25
Medicine check to treat deadly wounds.
Battle Staff If Keskodai 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
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.
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
source is a spell, magic item, or other effect, and its
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
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
preform 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
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
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
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.