Kaklatath the Seeded

Ikmanji's page

309 posts. Organized Play character for BretI.


| SP 10/40 HP 17/34 | RP 3/5 | EAC 18 KAC 18 +1 if have EP| Fort +7; Ref +6 Will +1 Evasion | Init: +3 | Perc: +1, SM: +1


| Speed 30’ Swim 30’ | Reroll used | Reactive used| Active conditions: 1 EP


Agender CG Ijtikri Scholar Vanguard 4

About Ikmanji

Agender Ijtikri Scholar Vanguard 4
CG Medium aberration
Init +3; Senses Perc +1, SM +1 Darkvision 60’
EAC18, KAC 18 +1 AC if have Entropy point
SP 40 HP 34 RP 5
Fort +7, Ref +6, Will +1
+4 to saves vs Critical Effects

Speed 30 ft., Swim 30’, Ijtikri Movement
Melee Entropic Strike +8 (d4+6 B & A) Operative
or Survival Knife +7 (d4+2 Slashing) Analog, Operative, Thrown 20’
or Improved Combat Manuever Reposition vs KAC +4
Ranged Ominous Static Arc Pistol +7 (d6+2 Electricity, Crit Arc 2 or Intimidate) Stun, Range 50’
or Called Tactical Semi-Auto Pistol +7 (d6+2 P) Analog, Range 30’
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities
Wisp Ally (1/day)

Str 11, Dex 16*, Con 16, Int 10, Wis 12, Cha 10

*PU Mk I

Athletics +7, Life Science +7, Medicine +9, Physical Science +7, Profession oceanographer(Int) +7, Survival +10

Skill notes:
Profession: +5 for clothes and toolkit

Physical Science: The DC of skill checks to recall knowledge about oceanography (my specialty) is reduced by 5.

Starship-Combat Version of Skills
Gunnery +4

Feats Weapon Focus Advanced Melee, Coordinated Shot
Bonus Feats Improved Combat Maneuver Reposition, Kip Up
Homeworld Pulonis (aka Vesk-6)
Languages Common, Iji, Pahtra

Combat Gear:
Defrex Hide armor (Jetpack), Survival Knife, Ominous Static Arc Pistol, Called Tactical Semi-Auto Pistol, Battery, 30 rounds for small arms

Other Gear:
Personal Comm, Fire extinguisher, Industrial Backpack, Travel Clothes, Hygiene Kit, professional toolkit, professional clothes

Personal Upgrade Mk I: Synergizing Symbiote - Dex

Other Abilities
Darkvision: Ijtikris have darkvision with a range of 60 feet.

Hardened Mantle: Ijtikris have a +4 racial bonus on saving throws against critical hit effects. In addition, they reduce the damage they take from a critical hit by an amount equal to their character level or CR + their Constitution bonus to a minimum of 1 unless reduced by other means.

Ijtikri Movement: An ijtikri has a swim speed of 30 feet, and when crawling, an ijtikri can move at half their land speed. An ijtikri gains Kip Up as a bonus feat without meeting that feat's prerequisites.

Mineral Signature: Ijtikri traits vary based on where the individual developed, granting a +2 racial bonus to a skill, as well as a spell-like ability usable once per day. Caster level equals the ijtikri's level or CR. The skill and spell-like ability are as follows:
Gray: Survival, wisp ally

Vanguard Abilities

Reactive (Ex) 1/day
Once per day, you can take an additional reaction during a single round, though you can still take only one reaction per triggering event. You can take a reaction before the first time you act in a combat, but not in a surprise round in which you are unable to act.


DC 14

Inversion You embody the role chaos plays within entropy, sometimes temporarily reversing its natural progression.

Aspect Insight (Ex): You gain Improved Combat Maneuver (reposition) as a bonus feat and a +2 insight bonus to Medicine checks.

Aspect Embodiment (Ex): 4th level. Once per combat encounter, when you regain Hit Points or Stamina Points, you can gain 1 Entropy Point without taking any additional action.

Aspect Catalyst (Su): 12th level. All allies other than yourself within 60 feet regain Stamina Points equal to twice your vanguard level. Creatures without Stamina Points (such as most NPCs) do not regain Hit Points from this ability. Improved: All allies other than yourself within 60 feet regain Hit Points equal to triple your vanguard level. If a creature reaches maximum Hit Points before using this full value, any excess restores the target's Stamina Points.

Aspect Finale (Ex): 18th level. As a reaction when you fail a saving throw, you can spend 1 or more Entropy Points to reroll that saving throw. You gain a bonus to this saving throw equal to the number of Entropy Points you spend.

Vanguard Disciplines

Dampen (Su)

You can dampen the entropic release of energy in violent effects. As a reaction when you are in the area of a damaging effect, you can spend 1 Entropy Point to cause it to deal only half damage to all creatures in the area. At 6th level, if the effect allows a save and you succeed, you can spend 1 additional Entropy Point to allow creatures that successfully save against the effect to take no damage.

Evasion (Ex)

If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead take no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

Character creation details:

6 skill ranks per level

Athletics +7 = 4 ranks +3 Class +0 Str
Life Science +7 = 4 ranks +3 Class +0 Int
Medicine +9 = 4 ranks +3 Class +0 Int +2 insight
Physical Science +7 = 4 ranks +3 Class +0 Int
Profession oceanographer +7 = 4 ranks +3 Class +0 Int
Survival +10 = 4 ranks +3 Class +1 Wis +2 racial

Class skills:
Acrobatics (Dex) Athletics (Str) Culture (Int) Diplomacy (Cha) Intimidate (Cha) Life Science (Int) Medicine (Int) Mysticism (Wis) Perception (Wis) Profession (Cha, Int, or Wis) Stealth (Dex) Survival (Wis)

Physical Science from theme.

Light armor, heavy armor, and shields
Basic melee weapons, advanced melee weapons, and small arms


Str 10 +1 points
Dex 10 +4 points
Con 10 +2 racial +4 points
Int 10 -2 racial +1 points +1 theme
Wis 10 +2 racial
Cha 10

Str 11, Dex 14, Con 16, Int 10, Wis 12, Cha 10

Boons Slotted this Adventure
Ally: None
Promotional: Promotional Reroll (Messenger bag)

All My Boons:

Exo-Guardian Champion
Halfling Admittance
Promotional Reroll (Messenger bag)

Bot Me!:

Entropy Points (hereafter EP)

Gain 1 at start of combat on your first action
Commonly gain from:
* Taking 4 or more damage from single effect gain 1
* Take damage from a critical hit gain 1 in addition to any from damage taken
* Crit hit a significant enemy gain 1
* Full action charge gain 1
* Use two move actions to move your speed on same turn gain 1

Spend entropy:
* as part of full action to charge or move action to move, expend 1 EP to gain +10’ enhancement to speed
* as move action, spend up to 2 EP to do +1d4 damage per EP spent


Can choose damage type with each strike, normally go with Blunt damage.
[dice=Entropic Strike]d20+8[/dice]
[dice=Blunt Damage]d4+6[/dice]
[dice=Acid Damage]d4+6[/dice]
[dice=Blunt & Acid Damage]d4+6[/dice]

[dice=Survival Knife]d20+7[/dice]
[dice=Slashing Damage]d4+2[/dice]

[dice=Improved Combat Manuever Reposition vs KAC +4]d20+4[/dice]
[dice=Ominous Static Arc Pistol]d20 +7[/dice] Range 50’, Crit Arc 2 or Intimidate
[dice=Non-Lethal Electricity]d6+2[/dice]

[dice=Called Tactical Semi-Auto Pistol]d20+7[/dice] Range 30’
[dice=Piercing damage]d6+2[/dice]

SFS # 705
Wealth and Reputation: See ITS


Ikmanji is one in a crèche of ijkitti that were transplanted to Vesk-6 and raised by a group of Pahtra with a few adult Ijtikri. Their view of the Vesk is quite different than the many Ijkitri raised on Vesk-2 in Veskarium nurseries.

That crèche was destroyed and many juvenile Ijkitri killed once the Vesk found out about it.