Mask of the Mantis

Chkchka's page

103 posts. Alias of Zanbabe.


Full Name

Chkchka

Race

Shirren Scholar

Classes/Levels

Inactive

Gender

Host

Size

Medium

Alignment

Neutral Good

Deity

Desna

Languages

Common, Shirren

Occupation

Space Salvage and Medical Officer

Strength 10
Dexterity 10
Constitution 12
Intelligence 15
Wisdom 16
Charisma 10

About Chkchka

Star Shaman Mystic 1 | SP 7/7 | HP 9/12 | RP 4/4 | EAC 11 | KAC 12 | CMD 20 | Fort +0 / Ref +0 / Will +2 | Init +0 | Perception +7 | Active Effects: None

Strength 10 (+0)
Dexterity 10 (+0)
Constitution 12 (+1) <--2 race
Intelligence 15 (+2) <--1 theme, 4 build
Wisdom 16 (+3) <--2 race, 4 build
Charisma 10 (+0) <--minus 2 race, 2 build

=== Weapons / Armor ===
Melee: Tactical Baton
Attack +0 | Damage 1d4 B
Special: Analog, operative [can use dex rather than str]

Ranged: Needler pistol
Attack +1 | Damage 1d4 P | Range 30 ft. | Critical Injection DC +2 | Capacity 6 darts
Special: Analog, injection [successful attack automatically injects the target]

Armor: Second Skin [+1 EAC +2 KAC]

=== Augmentations ===
Gill Sheath (lungs) [allows breathing underwater or in the air]

Feats and Special Abilities:

=== Feats and Special Abilities===
Feats
Technomantic Dabbler
Choose two 0-level technomancer spells and one 1st-level technomancer spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. Your caster level is equal to your character level, and the key ability score for these spells is Intelligence. If you later gain levels in technomancer, you
lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.

Special Abilities
Armor Proficiency [Light armor]
Weapon Proficiency [Basic melee weapons, small arms]
Spell Cache [Implant] (Su) [Allows 1/day cast any spell I know, even if I am out of slots.]
THEME KNOWLEDGE (1ST)
You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick Physical Science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
BLINDSENSE
Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage,
invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flatfooted against attacks from creatures it can’t see.
COMMUNALISM
Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.
CULTURAL FASCINATION
Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.
LIMITED TELEPATHY
Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically
with multiple creatures simultaneously is just as difficult as listening to multiple people speak.
CONNECTION 1st Level
You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic—once made, this choice can’t be changed. Connections you can choose from begin on page 85. Many mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don’t fit within their ethos (for example, Weydan, the god of freedom, is unlikely to look kindly on overlords). As such, each connection lists the deities and philosophies commonly associated with it.
Connection Power 1st Level
At 1st level, 3rd level, and every 3 levels thereafter, you gain a connection power unique to your connection. If a connection power allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier. If the power requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier.
Connection Spell 1st Level
Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known listed on Table 4–6: Mystic Spells Known. These spells can’t be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection’s entry. If your connection lists a single variable-level spell (see page 330) for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level.
HEALING TOUCH (SU) 1st Level
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
Walk the Void (Su) 1st Level
D You are immune to the harmful environmental effects of
outer space and vacuum. You also gain a fly speed of 20 feet
while in space. In addition, whenever you can see the stars,
you can determine your precise location. Finally, add Piloting
to your list of class skills.

=== Skills ===
8 skill points [6 class + 2 Int]

Acrobatics (Dex) +0 |+0
Athletics (Str) +0 |+0
+Bluff (Cha) +0 |+0
*Computers (Int) +2 |+2 untrained
+*Culture (Int) +6 |+2 +1 rank +3 class skill
+Diplomacy (Cha) +4 |+0 +1 rank +3 class skill
+Disguise (Cha) +0 |+0
*Engineering (Int) +2 |+2 untrained
+Intimidate (Cha) +0 |+0
+*Life Science (Int) +6 |+2 +1 rank +3 class skill [Specialty: Genetics]
+*Medicine (Int) +6 |+2 +1 rank +3 class skill
+*Mysticism (Wis) +7 |+3 +1 rank +3 class skill
+Perception (Wis) +7 |+3 +1 rank +3 class skill
+*Physical Science (Int) +6 |+2 +1 rank +3 class skill [specialty in Oceanography: DC -5 for checks in that area]
Piloting (Dex) +0 |+0
+*Profession: Medical Officer (Cha, Int, or Wis) +7 |+3 +1 rank +3 class skill
+Sense Motive (Wis) +3 |+3
*Sleight of Hand (Dex) +0 |+0 untrained
Stealth (Dex) +0 |+0
+Survival (Wis) +3 |+3

* = Trained Only
+ = Class Skill

=== Spells ===
0 Level [6 known, unlimited use (including 2 Technomancer)]

  • Detect Magic [Detect spells and magic items within 60 feet.]
  • Energy Ray [Ray deals 1d3 acid, cold, electricity, or fire damage.]
  • Mending [Restore 1d4 Hit Points to an object or construct.]
  • Psychokinetic Hand: Telekinetically move an object of 1 bulk
    or less.
  • Shooting Stars [Basically Magic Missle]
  • Stabilize [Cause a dying creature to stabilize.]
  • Telekinetic Projectile [Telekinetically hurl an object, dealing 1d6
    damage to the target and object.]

1st Level [Mystic: 2 known, 3/day (Technomancer: 1, 1/day)]

  • Detect Tech [Detect technological items with charges or that
    replenish charges within 60 feet.]
  • Life Bubble [Encase targeted creatures with a shell of
    tolerable atmosphere.]
  • Mind Thrust [Mentally deal 2d10 damage to one target.]

Connection Spells:
1st—shooting stars (as magic missile), 2nd—darkvision,
3rd—irradiate, 4th—remove radioactivity, 5th—telekinesis,
6th—control gravity

=== Gear===
Cable Line (100 feet) [50 credit]
Comm Unit [7 credits]
Consumer Backpack [3 credits]
Darts (50) [40 credits]
Engineering Tool Kit [20 credits]
Field Rations (2 weeks) [2 credits]
Gill Sheath [95 credits]
Hacking Kit [20 credits]
Hygiene Kit [3 credits]
Id Moss poison (2 doses preloaded into darts)
Needler pistol [105 credits]
Professional Clothing [5 credits]
Second skin (+1 EAC +2 KAC and allow upgrades) [250 credits]
Tactical Baton [90 credits]

Current Wealth: 503 credits

Group Account: 2 credits

Total Starting Wealth: 1,000 credits
Total Starting Gear: 1,000 credits
[/spoiler]

Background:

Chkchka has always been curious and adventurous, never wanting to settle down or stop searching and learning more. Che has become a quite accomplished traveling scholar, studying genetics, oceanography, and whatever else strikes her fancy. Che is obsessive about learning and details. Che works in space salvage to pay the bills, because it is a job where you can learn and discover as you do it.

Chkchka doesn't just travel on a small scale, but a very large scale, visiting hundreds of world and following leads anywhere about whatever the obsession of the day is. Goes everywhere, wants to learn everything. It was inevitable perhaps that che would eventually gain a firsthand knowledge of a space disaster.

Immune to the environmental affects of the void, and able to navigate in it, che was able to survive a horrible wormhole accident and find refuge on a local planet, only to find that che was far from any civilization che recognized.

Although Chkchka left home at a very young age to travel, che always thought that che would return and make a trio someday. It was just never a priority. Now that it seems impossible to get home, a family trio has become a surprising priority rather than an afterthought, and che wants more than anything to find a way back... or at least find others of her kind that are also lost.

Until then, che is still salvaging to pay the bills, and still enjoying scholarly pursuits... but now would drop it all in the dust for a chance at a family.