App-L is a former steward officer who “retired” over a distraction. Obsessing over Golarion missing led to becoming a mystic of Nyarlathotep to obtain new knowledge and divine assistance. He desires the First Seeker position to gain the influence to assist in solving the Golarion mystery as well as events of The Gap.
Dresses to impress when not in power armor, favors the Stormcaller, wields a doshko as a “walking stick," and summons proteans when necessary. Employs a proselytizing skittermander.
STATISTICS
Str 19; Dex 16; Con 12; Int 16; Wis 23; Cha 8
Skills Acrobatics+10, Athletics+8, Bluff+15, Culture+14, Diplomacy+15, Disguise+3, Engineering+14, Intimidate+15, Life Science+7, Medicine+14, Mysticism+18, Perception+20, Piloting+16, Profession+23, Sense Motive+13, Survival+13
Feats Quick Draw, Weapon Specialization(Mystic), Spell Focus, Versatile Specialization (Soldier), Improved Unarmed Strike, Improved Combat Maneuver(Disarm), Power Armor Proficiency
Languages Common, Abyssal, Akitonian, Aklo, Azlanti, Brethedan, Celestial, Draconic, Elven, Eoxian, Infernal, Shobhad, Vesk
SPECIAL ABILITIES Go, Pokemon: 1/day, summon monster 3 as if level 9
Fighting Style: Blitz +4 Initiative, +10ft movement speed
Steward: Diplomatic Training: Use Culture for Life Science to identify humanoids.
Connection: Walk The Void: You are immune to the harmful environmental effects of outer space and vacuum.
Connection: Starlight Form: You can transform yourself into blazing starlight as a standard action. Your body sheds normal light in a 30-foot radius, and you gain the benefits of concealment (20% miss chance). You can maintain your starlight form for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments.
Connection: Stargazer: You can study the stars to gain a bit of good luck. Twice per day, if you are outdoors and can see the stars, you can reroll a failed ability check, attack roll, saving throw, or skill check.
Mystic: Healing Touch: Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
Mystic: Mindlink: You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.
Level 1 DC 18
*Magic Missile: Mind Thrust: (Will half)
Mystic Cure: Share Language: Summon Creature:
Level 2 DC 19
Hold Person (Will negates)
Restoration, Lesser Zone Of Truth (Will negates)
Equipment:
Offense: Pokeball, Ribbon stormcaller, Azimoth laser rifle, Tactical doshko
Defense: Spellcaster's Aegis, Second skin
Other: professional clothing, manual tool, professional toolkit, engineering tool kit, Nyarlathotep religious symbol, 50' alloy line
Botting:
In combat, he tends to stay at a distance unless the rest of the party is more squishy than him. If forced to be distraction, he'll run up and either try to disarm the enemy or just hit them as hard as possible. He can summon to aid in tying them up. His preferred tactic is getting just with range of his ribbon caller to hit multiple enemies with his two electric lines to do more cumulative damage and to prevent them from healing.
In starship combat, App-L can fill whatever role is needed outside of Science Officer, but does favor piloting or captain's chair to demonstrate some unpredictable tactics. When his ship was invaded by a boarding party previously, he simply spaced them instead of engaging in close quarters.
1 Medium:
N Medium outsider (elemental, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +8
DEFENSE HP 40
EAC 14; KAC 16
Fort +7; Ref +5; Will +2
Immunities elemental immunities
OFFENSE
Speed 20 ft.
Melee slam +12 (1d6+7 B)
STATISTICS
Str +4; Dex +2; Con +1; Int −3; Wis +0; Cha +0
Skills Acrobatics +8, Athletics +8
3 Small:
N Small outsider (elemental, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +5
DEFENSE HP 20
EAC 12; KAC 13
Fort +5; Ref +3; Will +1
Immunities elemental immunities
OFFENSE
Speed 20 ft.
Melee slam +9 (1d6+5 B)
STATISTICS
Str +4; Dex +2; Con +1; Int −3; Wis +0; Cha +0
Skills Acrobatics +5, Athletics +5
Grafts: Protean:
Summoned proteans are agents of pure chaos called from the Maelstrom. They have vaguely serpentine forms, which seem to be constantly changing and shifting.
Required Creature Type: Outsider (chaotic, extraplanar, protean).
Alignment: Change to CN.
Traits: Blindsense (hearing) 30 ft.; supernatural fly speed of 60 ft. (perfect); immunity to acid, entangling, grappling, paralysis, and pinning; if base stat block has DR, change to DR/lawful.
Skills: Add Bluff.
Languages: Common.
Attack: Change melee attack to bite (piercing damage) with the grab special ability.
Azata:
Summoned azatas are called from Elysium, and they appear to be humanoids with a mixture of elven and animalistic features. Azatas wield golden celestial bows that almost never leave their hands.
Required Creature Type: Outsider (azata, chaotic, extraplanar, good).
Alignment: Change to CG.
Traits: Low-light vision; base speed increases to 30 ft.; immunity to electricity and petrification; resistance equal to creature’s CR to cold and fire; if base stat block has DR, change to DR/evil.
Skills: Add Culture.
Languages: Common and Celestial.
Attack: The summoned creature gains a celestial bow ranged attack, which has a range increment of 120 ft. and acts as a natural weapon.
CR 1: Change melee attack bonus to +6 and add Ranged celestial bow +9 (1d6+1 P).
CR 3: Change melee attack bonus to +9 and add Ranged celestial bow +12 (1d6+3 P).
Devil:
Summoned devils are called from the orderly plane of Hell. They often look humanoid, though with crimson skin, long horns, and tails.
Required Creature Type: Outsider (devil, evil, extraplanar, lawful).
Alignment: Change to LE.
Traits: See in darkness; base speed increases to 30 ft.; immunity to fire and poison; resistance equal to creature’s CR to acid and cold; if base stat block has DR, change to DR/good.
Skills: Add Bluff and Mysticism.
Languages: Common and Infernal.
Attack: Change melee attack to claw (slashing damage).
Elemental, Fire:
Born of the twisting flames of the Elemental Plane of Fire, fire elementals are nimble and impatient.
Required Creature Type: Outsider (elemental).
Traits: Fire subtype, a +4 bonus to initiative checks, speed increases by 30 feet, immunity to fire and vulnerability to cold.
Feats: Mobility.
Languages: Ignan.
Abilities: Burning Strikes (Ex): A fire elemental’s slams deal half fire damage and half bludgeoning damage. In addition, on a critical hit, the fire elemental’s strikes deal an amount of burn damage based on the creature’s CR, as listed in the table below.
CR | Burn Damage
1-5 | 1d4