Demon Lord, Deskari

Kek-jikek's page

34 posts. Alias of Oceanshieldwolf.


Full Name

Kek-jikek

Race

Shirren

Classes/Levels

Spacefarer Soldier (Blitz) 2 // HP 20 // SP 18 // EAC 15 // KAC 18 // Fort +5 // Ref +2 // Will +4 // Init +6 // Resolve: 3 // Per: +5 // SPD: 35ft

Strength 12
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 9

About Kek-jikek

Shirren Spacefarer Soldier (Blitz)

Strength 12 (+1)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 9 (-1)

Kek's Tale:
For Kek-jekik, Jek-kik and Kik-jikek life was a slow meander through the stars on the motley-vessel Far Parade - really a conglomeration of junked starships forming equal parts waystation and occasional smuggler's hideout. The myriads who called the 'Parade home were a practical lot, and if a bunch of Shirren set up shop as petty information brokers then what of it?
Jek and Kik, the male/female pair were content to receive and sell stories, myths and rumors, leaving the acquiring of such to Kek - as the host in their tripartite family, Kek also took their larval spawn on sojourns throughout the far-flung planets and other stations - keep the younglings safe, but also instructing them, teaching them, and inspiring them.

Returning to the 'Parade from a fairly unsuccessful trip to gather data on the economic predilection of a local Drow arms House rumored to be moving forbidden tech, Kek noticed an unusual new technical array attached to his adopted home. Closer inspection revealed objects like he had never seen before. On board, the denizens were obviously concerned by...something and shaken by a recent Azlant incursion. His mates instructed him to ask no questions, nor pry too deep - for the Azlants had threatened destruction if the vessel had not acquiesced to the installation of the "device".

The "device" proved to be a fateful addition to the Far Parade and for Kek and Kek's family. Evidently an experimental chrono-spatial array, upon "testing" the device imploded, creating a horrific and chaotic space-time nexus - tentacle-like sprays of once-was or never-when lashed the vessel, replacing junk with as-new parts or consigning crew to instant venerability. Kek saw their mates petrify before their eyes, and most awful of all, felt their larva reduced to nothing in the blink of an eye. Kek barely escaped, time-scarred and fearful.

Time. Then. Now. Kek wants nothing more than to...go back. But time is sacrosanct, and the Azlanti must be stopped. With no family, and hope of making larva again an unknown, Kek vows to bring force to the Azlant.

Defense:

HP: 20 (7 x 2) Soldier + 6 Shirren
SP: 18 (7 + 2) x 2
Fort: +5
Ref: +2
Will: +4
EAC: 15 KAC: 18

Offense:

Initiative +6
BAB +2
Resolve: 3
Speed: 35 ft

Key Ability: Dexterity

FEATS:

Toughness
Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

Weapon Focus (Longarms)

Languages: Common, Shirren

SKILLS:

10 ranks (4 + 1 Int)/level
*****Acrobatics (Dex) (CL) 3 + 1 rank + 2 = +6
Athletics (Str) (CL)
Bluff (Cha)
Computers (Int)
Culture (Int)
Diplomacy (Cha)
Disguise (Cha)
Engineering (Int) (CL)
Intimidate (Cha) (CL)
*****Life Science (Int) 1 rank + 1 = +2
Medicine (Int) (CL) 1 rank + 1 = +2
*****Mysticism (Wis) 1 rank + 1 = +2
*****Perception (Wis) (CL) 3 + 1 rank + 1 = +5
*****Physical Science (Int) (CL) 3 + 2 ranks + 1 = +6
*****Piloting (Dex) (CL) 3 + 1 rank + 2 = +6
Profession (Cha/Int/Wis) (CL)
Sense Motive (Wis)
Sleight of Hand (Dex)
*****Stealth (Dex) 3 + 1 rank + 2 = +6
*****Survival (Wis) (CL) 3 + 1 rank + 1 = +5

Shirren Racial Abilities:

Once part of a ravenous hive of locust-like predators, the insectile shirrens only recently broke with their hive mind to become a race of telepaths physically addicted to their own individualism, yet dedicated to the idea of community and harmony with other races.
Ability Adjustments +2 Con +2 Wis –2 Cha
Hit Points: 6

RACIAL TRAITS

Size and Type
Shirrens are Medium humanoids with the shirren subtype.

Blindsense
Shirrens’ sensitive antennae grant them blindsense(vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flat-footed against attacks from creatures it can’t see.

Communalism
Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.

Cultural Fascination
Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Cultureand Diplomacy checks.

Limited Telepathy
Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.

Soldier Class Abilities:

Hit Points: 7
Stamina Points: 7 + Constitution modifier

Key Ability Score: Your Strength helps you attack up close in melee and carry heavier weapons and armor, while your Dexterity helps you fire weapons from a distance and dodge returning fire, so you should choose either Strength or Dexterity as your key ability score. Once made, this choice cannot be changed. A high Constitution score allows you to soak up more damage.

Class Skills: Acrobatics (Dex), Athletics (Str), Engineering (Int), Intimidate (Cha), Medicine (Int), Piloting(Dex), Profession (Cha, Int, or Wis), Survival (Wis)

Skill Ranks per Level: 4 + Intelligence modifier

Proficiencies: Armor-light and heavy; Weapons-basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons, and grenades

CLASS FEATURES
PRIMARY FIGHTING STYLE: BLITZ
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.

PRIMARY STYLE TECHNIQUE 1ST LEVEL
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.

Rapid Response
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.

COMBAT FEAT 2ND LEVEL
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.

Theme: Spacefarer (+1 Con):

You live your life among the stars, seeking new worlds to explore and yearning for the next adventure.
Your longing to journey among the stars can’t be sated. You yearn for the adventure of stepping onto a distant world and exploring its secrets. You tend to greet every new opportunity with bravery and fortitude, confident that your multitude of skills will pull you through. Perhaps you simply find joy in the act of traveling with your companions, or perhaps you are just out to line your pockets with all sorts of alien loot!

Theme Knowledge (1st)
You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science 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 Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

Equipment:

Weapons
Doshko, Tactical 1d12 (P) 1 Bulk [Analog, Unwieldy] (240)
Flare-gun, 1d3 (F), (1d6 Burn), 30 ft, 1 flare, L Bulk, [Analog, bright] (90)
Pulsecaster Rifle 1d6 (E), 50 ft, 1 Bulk, 40 charges, [Non-lethal] (100)
Laser rifle, Azimuth 1d8 (F), (1d6 Burn), 120 ft, 1 Bulk, 20 charges (425)

3 Bulk, 1 L

Armor
Iridishell (basic) - +3 EAC, +6 KAC, Max Dex +2, ACP -2, 2 Bulk, -5' SPD (755)

2 Bulk

Misc. Eqpt
Cable Line (titanium alloy) 50 ft (25) 5 L
Personal Comm Unit (7) L
Toolkit (navigator's) (25) L
Spotlight (25) 1 Bulk
Flashlight (1) L
Medpatch (50) L

1 Bulk, 9 L

Respirator Compound: A respiration compounder consists of a series of modules that attach to your lungs, letting you survive longer without having to breathe. Treat your Constitution score as though it were doubled for the purpose of how long you can hold your breath. You also gain a +4 bonus to Constitution checks to continue holding your breath. This doesn’t protect you from other dangers of an airless environment.

The compounder also filters your air, granting a +2 bonus to saving throws against inhaled poisons or other airborne toxins. (250)

7 Bulk

(7 units remaining)