Sussessa Amakye

Cueta Guiding Star's page

2,094 posts. Alias of Fighting Chicken.


Race

| HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20

Classes/Levels

| Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Gender

N Female Human Soldier 1 / Mystic 12

About Cueta Guiding Star

Crunch:
Cueta Guiding Star
Female human Soldier 1 / Mystic 12
Medium humanoid (human)
Initiative +8; Senses; Perception +24

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Stats
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Str 19 (+4) Dex 18 (+4) Con 14 (+2) Int 10 (0) Wis 19 (+4) Cha 10 (0)

Spd: 7 metrons
Init +8

EAC: 28 (+3 dex, + 15 armor)
KAC: 28 (+3 dex, + 15 armor)

Stamina: 109
Hp: 83 (+6/lvl)

Resolve Points: 10 (+6 (1/2 lvl) +4 Str)

Fort +10, Ref +8, Will +14

Status= norm

BAB: +10

Melee:

Battleglove +15 (1d4+17 B B)

Curveblade +15 (1d10+17 S / bleed 1d6)

Assault Kishaxe +15 (2d10+17 S / wound, analog, archaic)

Ultrathin longsword +15 (4d8+17 S / analog)

Meteor hammer +15 (4d6+17 B / Powered)

Inferno flame doshko +15 (5d8F / wound, powered (1))
Ranged:

Artillery Laser +14 (1d10+13 F / 30 metrons / Burn 1d6 / 20 charges / 2 usage / penetrating)

Thrown:

Armor check Penalty: -2 Total [-0 load, -2 Armor]

Armor Proficiency: Light, Heavy

Weapon Proficiency: advanced and basic melee weapons, grenades, longarms, small and heavy arms

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Feats
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(Human bonus feat) Weapon Focus (Advanced Melee Weapons)

(lvl 1) Skill Synergy (Piloting, Perception)

(lvl 3) Toughness

(lvl 3 Mystic) Weapon Specialization (basic, small arms)

(lvl 5) Versatile Specialization

(lvl 7) Step Up

(lvl 9) Weapon Focus (advanced melee)

(lvl 11) Great Fortitude

(lvl 13)

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Traits
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Something out there likes you:

Everytime you roll a d20 (and you remember to do so) roll a d100 as well. If you roll between a 96 and 100 then add +4 to the results of the corresponding d20. As well on a roll between 96 and 100 a roll of 1 on the corresponding d20 will no longer result in an automatic failure.

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Skills
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*(-2 armor check penalty)

82 skill points (4 soldier, 72 mystic, 13 human)

*Acrobatics +19 (13 ranks, 3 dex, 3 class)

*Athletics +20 (13 ranks, 4 str, 3 class)

Medicine +4 (1 ranks, 0 int, 3 class)

Mysticism +17 (10 ranks, 4 wis, 3 class)

Perception +24 (13 ranks, 4 wis, 3 class, 4 connection)

Piloting +24 (13 ranks, 3 dex, 3 class, 1 theme, 4 connection)

Sense Motive +20 (13 ranks, 4 wis, 3 class)

Survival +20 (13 ranks, 4 wis, 3 class)

Languages [Common]

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Spells
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spells known: 6/6/4/4/4
spells per day: ∞/6/6/5/4
* Connection spell

0 (DC 14) - Detect Affliction, Pschokinectic Hand, Stabilize, Telekinectic Projectile, Telepathic Message, Token Spell

1 (DC 15) - Command, Detect Radiation, Detect Thoughts, Mystic Cure, Remove Condition (Lesser), Share Language, Shooting Stars* (as Magic Missile), Wisp Ally, TBD

2 (DC 16) - Darkvision*, Lesser Restoration, Mind Thrust, Mystic Cure Remove Condition, See Invisibility

3 (DC 17) - Irradiate*, Bestow Curse, Mystic Cure, Remove Affliction, Resistant Armor (lesser), Suggestion

4 (DC 18) - Remove Radioactivity*, Mystic Cure, Resistant Armor, Restoration, Reincarnate

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Theme
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You are most comfortable at the controls of a vehicle, whether it’s a starship racing through the inky void of space or a ground vehicle zooming between trees, around boulders, and across dusty badlands. You might be a member of an elite military force, the recipient of intense courses of training. Alternatively, you might be a total amateur with innate skills that make you a much-admired hotshot.

THEME KNOWLEDGE (1ST)
You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

LONE WOLF (6TH)
You know at least a little bit about handling every role on a starship, and you can sub in for certain tasks in a pinch. Whenever you need to attempt a skill check either during starship combat or to directly repair or otherwise maintain your starship, you can treat half your ranks in Piloting as your ranks in the appropriate skill for the check, if that would be better (since you effectively have ranks in the related skill, you are considered trained in the skill for the purposes of this check).

Need For Speed (12th Level)
Speeding in a vehicle gives you a heady rush, and you can easily handle operating vehicles at high velocities that might send lesser pilots spinning out of control. Reduce any penalties to Piloting checks you make when on a vehicle by 1. When you take the double maneuver action during a vehicle chase (see page 283), reduce the penalty for each action by 1. Whenever a Piloting check has a penalty for failing by 5 or more, you take that penalty only if you fail by 10 or more.

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Connection
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Saving throw DC: 20 (10 + 6 (1/2 lvl) + 4 (wis))

Your connection channels the energy of the cosmos, its celestial bodies, and the dark voids between them. You might be a brilliant astronomer, a daredevil starpilot, a Hyperspace explorer, a prophetic astrologer, or a would-be transhuman godling.

Associated Skills: Perception and Piloting

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

Walk the Void (Su) 1st Level
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.

Starlight Form (Su) 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). At 7th level, a creature that ends its turn adjacent to your starlight form must succeed at a Fortitude save or be blinded for 1 round. 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. You can forgo the ability’s concealment and blinding aspects to instead simply shed light, though this still counts against the ability’s duration for the day.

Stargazer (Su) 6th Level: 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.

Starflight (Su) 9th Level: While in starlight form, you gain the ability to fly as per the flight spell (spell level 3rd or lower).

Starry Bond (SU) 12th level: You can share the good fortune of your stargazer class feature with your allies. Whenever an ally linked by your telepathic bond class feature fails an ability check, attack roll, saving throw, or skill check, you can spend 1 Resolve Point as a reaction to enable your ally to reroll the failed check (see page 243). This ability otherwise functions as the stargazer class feature.

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SQ
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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.

CHANNEL SKILL (SU) 2ND LEVEL
You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. Each connection has two skills associated with it. You gain a +1 insight bonus to skill checks with your connection’s associated skills. This bonus increases by 1 at 5th level and every 3 levels thereafter.

MINDLINK (SP) 2ND LEVEL
You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mind-link at will as a spell-like ability, though only once per day on any given individual.

TELEPATHIC BOND (SP) 11TH LEVEL
As a standard action, you can form a telepathic link with up to six other willing creatures, allowing you to communicate telepathically at great distances. This functions as telepathic bond, except the duration is permanent. You can have only one telepathic bond active in this way at any given time; creating a new telepathic bond immediately ends the previous one.

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Gear
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Currency: 1705

Clothes: Everyday Clothes, Badass Black Duster

Armor:

Squad Hardlight Series [Level 12; Bulk L; Type Light; AC Bonus +15; KAC Bonus +15; Max Dex Bonus +6; Armor Check Penalty 0 Speed Adjustment 0; Upgrade Slots 4]

Weapons:

Curveblade,
Azimuth Artillery Laser
Assault Kishaxe
Ultrathin Longswrod (bulk 1)
Meteor Hammer

Technological Items:

Personal upgrade MK 1 (+2 wis)
Electrostatic Field MK 1

Other:

Healing staff (one extra healing touch/day)

Stored:

5 batteries (one in rifle, one in hammer; 20 charges each)

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Carrying Capacity
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Bulk

Background:
75 Years Ago

The air inside The Pegasus was thick with the smell of blood and diesel. Smoke burned Cueta’s eyes, and the pilot cursed under her breath as she took quick stock of the bridge: Llano, dead. T-13, fried, letting loose a high-pitched signal whine, and below decks, one continuous, undulating scream.

Cueta unholstered her pistol and put the barrel under her jaw, the gunmetal cool against her skin. Better to be dead than captured by these raiders. And to go back to Iago with such a failure, were she somehow to survive…

It would just be a delayed death sentence after all.

Cueta gazed out the pilot’s window and saw the raiders’ coilgun pointed almost directly at her. It was apparent what they intended - she’d do the same were she their gunner. Behead the snake.

These Phoenix Class ships, designed to emulate the birds of myth, were rightly beautiful. But they came with an unforgivable design flaw. The corridor from the bridge which connected to the belowdecks of the rest of the ship, was aesthetically designed to mirror a neck. And just like a neck of flesh and blood, they were weak. A well-placed shot could separate the bridge from the rest of the body, and with The Pegasus’ shields down…

There’d be no need for her pistol, which clattered to The Pegasus’ floor, forgotten. The pilot closed her eyes, hearing the blood pulsing through her veins over the chaos around her. She took three quick breaths, and released herself from the ship’s safety harness. There was an explosive crack, and even though her eyes were closed, Cueta knew instantly that the bridge was severed, open to the galaxy. Cueta Guiding Star hurtled, head over tail, into space.

Too late, she was consumed with one thought. Live! Live! Live! Her eyes still closed, Cueta fumbled with the straps on her armor. Her body would puff up, as the nitrogen under her skin expanded. At the same time, she’d begin freezing solid, but what would kill her was the lack of oxygen. She only had a couple of minutes before her organs shut down, much less than that before she lost consciousness.

Seconds stretched, it seemed into hours, adrenaline pushing her mind into a frenzy. Cueta - never a religious person - prayed. In the first second, she prayed that Desna grant her wings, and that she fly to safety.

In the second, Cueta prayed that Eloritu break the bonds of physics.

In the third second, Cueta’s thoughts turned briefly to her family. Ma had joined the great wheel, but Da was alive, and maybe even thought occasionally of his daughter. A great pang of grief grabbed hold of Cueta as she thought of her older sister, Melila, and that they should never laugh together again, and of Cueta's homeworld, Balthus 9, a dusty rock filled with tumblewweeds, water farmers, and gritty, sandswept villages.

In the fourth, fifth, and sixth seconds the pilot beseeched Abadar and Besmara, Iomedae and Hylax, and every other god that she could think of, that they may show her mercy.

In the seventh second, she rubbed her hand over her neck, alarmed to find it puffy and bubbled.

In the eighth second, Cueta prayed that the Devourer come and grind her enemies into nothing.

In the ninth second, Cueta reminded herself to breathe, lest her lungs burst against the pure vacuum of space.

In the tenth second she prayed to Pharasma to let her die.

By the eleventh second Cueta neither shivered nor ached, her awareness narrowed to nothing more than quick shallow breaths.

The twelfth second saw Cueta open her eyes. She was surrounded by a light, at once warm and yellow and then, shifting, to tendrils of inky blackness. A sound, words but not, tickled the pilot’s oxygen-addled brain. On offer: survival, in exchange for service freely given.

The pilot accepted, and the light roiled across her, bright and dark, and Cueta Guiding Star lost consciousness.