Gath of Akiton's page

331 posts. Alias of therealthom.

Full Name



SP 13/21 HP 24/24 RP 1/3 // EAC 13 KAC 15 // F +2 R +1 W+5 // Resistance cold 5 // Init +0 Percept +7 SM +9 // Speed 40'




Male Shobhad Mystic (empath) 3



About Gath of Akiton

Male shobhad themeless mystic 3
None Large humanoid
Init +0; Senses darkvision (60'); Perception +7

Big, shambling, and slack-jawed, with a oversized, tusked lower jaw broader than its cranium, the four armed shobhad does not give a first impression of intelligence. Its armor, surmounted by a fiber-rope harness from which hangs a large openly displayed knife, a huge spiked club, and the long rifle slung on its back, coupled with its size, do provide a a definite impression of menace.

When it opens its mouth to speak, it confirms the absence of great intelligence, but belies the impression of menace. Its speech is slow, deep and softly gentle. "I'm Gath. Where's your favorite place?"

EAC 13; KAC 15
SP 21 HP 24 RP 3
Fort +2, Ref +1, Will +5
Resistances cold 5,

Speed Walk 40'
Melee dice= doshko, tactical (large)] 1d20+5 [/dice] ... dice= damage]1d12+3 [/dice] (critical -; Analog, unwieldy)
Melee dice= knife, survival (large)] 1d20+5[/dice] ... dice= damage]1d4+3+1 [/dice] (critical -; Analog, operative)
Melee dice= sap, light (large)] 1d20 +5[/dice] ... dice= damage]1d4+3+1 [/dice] (critical -; B; analog, nonlethal, operative)
Ranged dice= shobhad horizon striker, tactical (large)] 1d20 +2 [/dice] ... dice= damage]2d4 [/dice] (critical -; 100' Analog, sniper (500') unwieldy)

Mystic Spells Known (CL 1st; concentration +3)
6th(0/day)-true seeing(DC 18)
5th(0/day)-telepathy(DC )
4th(0/day)-mind probe(DC 16)
2nd(0/day)-zone of truth(DC 14)
1st(4/day)-charm person(DC 13), mystic cure(DC 13), remove condition (lesser)(DC 13), seeking shot, detect thoughts(DC 13)
0th(lots/day)-detect affliction, detect magic, psychokinetic hand, stabilize(DC 12), telepathic message, token spell

Str 16, Dex 10, Con 12, Int 8, Wis 14, Cha 13,
Base Atk +2; Grp+9
Feats Advanced Melee Weapon Proficiency, Sniper Weapon Proficiency
Skills Athletics +4, Diplomacy +7, Medicine +3, Mysticism +8, Perception +8, Sense Motive +9, Survival +7
Languages Akitonian, Common
Combat Gear Shobhad Harness, Veteran ;
Other Gear shobhad horizon striker, tactical (large); rounds, longarm and sniper; doshko, tactical (large); knife, survival (large); 491.0 gp ; 2 Canteens ; 3 Blankets ; Industrial backpack ; 4 person tent ; environmental (radiation) clothing (+1 on saves v radiation effects) ; Radiation Badge ; Bedroll ; 10 R2E's ; 50 Rounds, Sniper

Size And Type Shobhads are large monstrous humanoids with space and reach of 10 feet
Darkvision A shobhads have darkvision with a range of 60 feet
Four-armed Shobhads have four arms, which allows them to wield and hold up to four hands' worth of weapons and equipment. While this increases the number of items they can have at the ready, it doesn't increase the number of attacks shobhads can make during combat
Shobhad Ferocity Once per day, a shobhad brought to 0 hit points but not killed can fight on for 1 more round. The shobhad drops to 0 hp and is dying (following the normal rules) but can act normally until the end of her next turn, when she becomes unconscious as normal. If she would lose additional hit points before this, she ceases to be able to act and falls unconscious
Swift A shobhad has a base speed of 40 feet
Weathered Shobhads have cold resistance 5, which stacks with one other source of cold resistance

Themeless If you decide that none of the themes above fit your particular character concept, you can choose not to have a theme. You then gain the following benefits at the listed levels. A themeless character is considerably less powerful than a character with a theme, so choose this option with care
General Knowledge You gain a class skill of your choice when you create a themeless character. Also, you gain an ability adjustment of +1 to any ability score you choose

Empath Connection

Channel Skill 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
Connection 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 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 x your mystic level + your wisdom modifier
Connection Spell 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 Once per day, you can spend 10 minutes to magically heal an ally up to 5 hit points per mystic level
Empathy (Su) 1st Level As a full action, you can attempt a Sense Motive check to read the emotions of a particular creature (DC = 20 or 10 + its Bluff modifier, whichever is higher). If you succeed, you learn its general disposition and attitude toward creatures within 30 feet of it, and you gain a +2 circumstance bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against that creature for 1 hour. Whether you succeed or fail, after opening your mind to read emotions, you take a –2 penalty to saving throws against mind-affecting effects for 1 minute.

Sniper Weapon Proficiency You know how to use sniper weapons You gain proficiency in sniper weapons (see weapon proficiency on page 243)
Advanced Melee Weapon Proficiency You know how to use advanced melee weapons You gain proficiency in advanced melee weapons (see weapon proficiency on page 243)

Shobhad Harness, Veteran
Level 4; Price 1,850; Category Light
EAC Bonus +3; KAC Bonus +5; Max. Dex Bonus +5
Armor Check Penalty -1; Speed Adjustment —
Upgrade Slots 1; Bulk 1
Shobhad Harness, Veteran
Source Starfinder Armory pg. 71
Level 4; Price 1,850; Category Light
EAC Bonus +3; KAC Bonus +5; Max. Dex Bonus +5
Armor Check Penalty -1; Speed Adjustment —
Upgrade Slots 1; Bulk 1

506 credits left.

Backpack, Industrial
Level 1;Price 25; Bulk 1
When wearing a properly fitted industrial backpack, you treat your Strength score as 2 higher for the purpose of determining your carrying capacity. This does not stack with the effect of a consumer backpack.

Future ideas:
next feat -- versatile specialization
charm person (DC 13), life bubble(DC 13), might of the ellicoth, spirit-bound armor, spirit-bound computer


Alcagath was a clan leader on Akiton. He was renowned as a warrior, but not infallible. A raid against a rival clan went disastrously. The clan was shattered. Hunted by the rival clan, he managed to get his mate and progeny off Akiton thanks to a friend who was an off world trader. The trader set the family up on Absalom station where for years Alcagath has pondered his return to Akiton and revenge, an unlikely prospect given the shobhad's paltry resources.

Alcagath is proud of his one surviving daughter and two of his sons. And then there is Gath. From a family, a clan or warriors, Gath is a gentle soul that has shown little talent for the martial arts, or even useful technical skills. From his youth, he's heard a voice that urges him to travel the galaxy, but he's chained to Absalom station by his family, and paltry resources.

Gath works as a laborer in a warehouse belonging to Fattail, the ysoki merchant that transported the family off Akiton. The warehouse is officially the Trinary Medical Depot. Fattail deals in a variety of medicinals and dietary supplements. Mostly, nudge, nudge, wink, wink.

In the evenings Gath can be found near Gateway Niche. A small collection of eclectic businesses and eateries on the edge of the market. The shobhad engages passersby in conversation, whether to question them about their travels or to encourage someone who seems a little depressed.

Gateway to Absalom

Gath's rifle is an heirloom from his grandsire. Someday he hopes to earn the sword his grandfather has promised him, if he becomes a worthy warrior.