Theme abilities:
- Theme knowledge (Ace Pilot)
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.
Racial abilities:
- Akitonian Settler: Kasathas originally came to the Pact Worlds to settle on Akiton, and some have. Such settlers developed natural grace in the lighter gravity while becoming less hardy. An Akitonian kasatha has +2 Dexterity, +2 Wisdom, and –2 Constitution.
- Size and Type: Kasathas are Medium humanoids with the kasatha subtype.
- Desert Stride: Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.
Four-Armed: 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.
Crew Member: Some kasatha families have a long tradition of training kin to serve on the Idari’s crew. These kasathas have a +2 racial bonus to one skill among Computers, Engineering, or Piloting. [Piloting]
Personal Traditions: Kasathas who lack strong bonds sometimes find strength in personal traditions. Once per day as a reaction, such a kasatha can reroll a failed saving throw.
Class abilities:
- Connection [Star Shaman]
- Connection Power
Walk the Void (Su)
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.
- Secondary Connection [Epiphanies]
Healing Channel (Su)
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.
- Connection Spell
- Healing Touch (Su)
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
- Channel Skill (Su)
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. [Perception & Piloting]
Akitonian Settler: Kasathas originally came to the Pact Worlds to settle on Akiton, and some have. Such settlers developed natural grace in the lighter gravity while becoming less hardy. An Akitonian kasatha has +2 Dexterity, +2 Wisdom, and –2 Constitution.
Size and Type: Kasathas are Medium humanoids with the kasatha subtype.
Desert Stride: Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.
Four-Armed: 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.
Crew Member: Some kasatha families have a long tradition of training kin to serve on the Idari’s crew. These kasathas have a +2 racial bonus to one skill among Computers, Engineering, or Piloting. [Piloting]
Personal Traditions: Kasathas who lack strong bonds sometimes find strength in personal traditions. Once per day as a reaction, such a kasatha can reroll a failed saving throw.