Isu Greelax Zyte's page

796 posts. Organized Play character for Mustachioed.

Full Name

Isu Greelax Zyte of Clan Tarma, House Hadula, Scion of Isuma the Missing


Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20


attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]


Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8|



Strength 21
Dexterity 14
Constitution 14
Intelligence 9
Wisdom 14
Charisma 10

About Isu Greelax Zyte

Isu Greelax Zyte of Clam Tarma, House Hadula, Scion of Isuma the Missing
Male Kasatha Blitz Soldier 4(Mercenary) /Healer Mystic 1
CG Medium Humanoid (Kasatha)
Init +5; Perception +7
KAC 24, EAC 22
HP 45 max, SP 52 max, RP 7 max
Fort +6, Ref +3, Will +8

Base Atk +5
Speed 35 ft. (-5 from armor)

Paramagnetic Storm Hammer (hands 1&2, top set). +11 to hit, +13 damage
Battery: 20/20 (2 charges per minute)
to hit: weapon focus 1, str 5, base attack: 5
damage(1/2 strength gear boost (2), weapon specialization (6), str (5)). 2 charges per minute use. Powered. Critical: Knockdown. Disruptive fusion seal level 3. The disruptive fusion imbues a weapon with powerful positive energy designed to disrupt the magical forces that allow undead to exist. The weapon ignores any DR and energy resistance of undead creatures. Only weapons that deal bludgeoning damage can benefit from this fusion.

(Generally held in hands 3-4, bottom set)
Squad Machine Gun, d10, automatic,analog, 60 ft, capacity 40, usage 2. +7 to hit, +6 damage (weapon specialization 6)
Diasporan Rifle, Advanced
Damage 2d8 F; Range 70 ft.; Critical —
Capacity 20 charges; Usage 1
Bulk 2; Special sniper (500 ft.), unwieldy


2316 credits
Golemforged plating III, with Mk1 electrostatic field and Mk 1 Thermal Capacitor, +10 eac,+12 kac
Paramagnetic Storm Hammer (5520 credits)
Squad Machine Gun, d10, automatic,analog, 60 ft, capacity 40, usage 2, 120 bullets.
Diasporan Rifle, Advanced
Staff of Mystic Healing (gives 1 more healing touch)
Venom spur (hand slot)
Personal Comm Unit
frag grenade x2
incindiary grenade 1 x3
1 mrk-1 healing serum
Advanced Medkit (treat deadly wounds DC20)
4 spare batteries
Tier 1 Antitoxin x7
Sprayflesh x6
Spell gem Mystic Cure
(used: mnemonic editor mk1)

Race/Theme Abilities:

[Paizo - Starfinder Core Rulebook, p.46]
     Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.

[Paizo - Starfinder Core Rulebook, p.46]
     Kasathas have four arms, which allows them to wield and hold up to four hands' worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn't increase the number of attacks they can make during combat.

[Paizo - Starfinder Core Rulebook, p.46]
     Due to their in-depth historical training and the wide-ranging academic background knowledge they possess, kasathas receive a +2 racial bonus to Culture checks.

[Paizo - Starfinder Core Rulebook, p.46]
     Kasathas receive a +2 racial bonus to Acrobatics and Athletics checks.


[Paizo - Starfinder Core Rulebook, p.32]
     Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy.

[Paizo - Starfinder Core Rulebook, p.32]
     You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics 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 Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.

GRUNT (6th level. p. 32)
Treat strength as 1 higher for bulk limit.

Race/Theme/ Soldier Class Abilities :

Primary Fighting Style
[Paizo - Starfinder Core Rulebook, p.111]
     You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. Descriptions of the fighting styles you can choose from appear on pages 112-115.

[Paizo - Starfinder Core Rulebook, p.113]
     The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.

Primary Style Technique
[Paizo - Starfinder Core Rulebook, p.111]
     At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.

Rapid Response (Ex)
[Paizo - Starfinder Core Rulebook, p.114]
     You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.

Combat Feat
[Paizo - Starfinder Core Rulebook, p.111]
     At 2nd level and every 2 levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Whenever you gain a new bonus feat, you can also choose to replace one of the bonus feats you have already learned with a different bonus feat. The feat you replace can't be one that was used as a prerequisite for another feat or other ability. You can change only one feat at any given level, and you must choose whether or not to swap the feat at the time you gain the new bonus feat.

Gear Boost: Melee Striker (Ex)
Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons.

Weapon Specialization:
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.This means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

Charge Attack:
Charge without the charge penalties. When gain Onslaught, make 2 attacks at -4 during a charge.

Mystic Class Abilities/Spells :

Connection: Healer

Connection Power: Healing Channel: You can heal yourself and your allies. You can spend 1 Resolve Point to channel this energy. Healing yourself with channeled energy is a move action, healing an ally you touch is a standard action, and healing all allies within 30 feet is a full action. This energy restores 2d8 Hit Points and increases by 2d8 at 3rd level and every 3 levels thereafter.

Healing Touch: Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

Spells Known: Mystic Cure 1 (connection spell), Remove Lesser Condition, Reflecting Armor
Casts Per Day: 3


level 1: Step Up: Take a guarded step as a reaction to an adjacent foe moving

level 2 combat feat: weapon focus: +1 to hit advanced melee weapons

level 3 Opening volley: Whenever you deal damage to an opponent with a ranged attack on your first turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn.

level 5 combat feat: Mystic strike: Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures.

level 5 feat:Enhanced Resistance: You gain damage reduction equal to your base attack bonus for kinetic attacks.


Armor Check Penalty: -4

3 skill points per level (Solider), 5 for Mystic
Acrobatics: 4 (1 rank, 3 class, -4 ACP, +2 Race, +2 Dex)
Athletics: 10 (3 rank, 3 class, -4 ACP, +2 Race, +1 Theme, +5 Str)
Bluff: 0
Culture: 2 (1 rank, +2 Race, -1 intelligence)
Diplomacy: 4 (1 rank, 3 class)
Disguise: 0
Intimidate:4 (1 rank, 3 class)
Medicine: 11 (6 ranks,3 class, -1 intelligence, +3 skill focus feat)
Mysticism: 6 (1 rank, 3 class, 2 wisdom)
Perception: 8 (3 rank, 3 class, 2 wisdom)
Piloting: 6 (1 rank, 3 class, 2 dex)
Sense Motive: 6 (1 rank, 3 class, 2 wisdom)
Stealth: -3 (-4 ACP, 1 dex)
Survival: 6 (1 rank, 3 class, 2 wisdom)


Banishment. Failure of duty. Disgrace. These words ring around into Isu’s head as he makes his way toward Starfinder Society's Lorespire Complex. He had a noble job, to protect the Kasatha ambassador as he toured Absalom Station and met with dignitaries gathered from all of the Pact Worlds. But he and the others of his retinue were ambushed… ambushed as they were escorting the ambassador through the Station. They were beset by a group of mercenaries wearing armor with a red fist. Strong Absalom, they called themselves. The Ambassador was killed, and only a few guards survived. The Kasatha Council, of course, summoned the remaining guards back to the Idari, where they spoke strongly against the guards disgraceful failure of duty. The three survivors were banished forever from the Idari and no longer to be considered Kasatha, to set an example to all Kasatha about the importance of race and duty.

With nowhere else to go, Isu returned to Absalom Station, picking up odd jobs as a bodyguard and mercenary here or there. But the work was not fulfilling. A man at a tavern mentioned the Starfinder Society was looking for new recruits, and Isu decided apply. Perhaps a new life could erase the failure of the past.