Killk's page

54 posts. Organized Play character for andreww.

Full Name



Init +8 | SP 12|72, HP 39|60, RP 8/10 | EAC 26, KAC27 | Fort +7, Reflex +9, Will +12 | Perception +20 (+24 to search); Sense Motive +20


Spell slots: 7/7 | 4/6 | 0/4


Host Shirren Mystic (Overmind) 9

About Killk

Killik was born on Akiton, part of a small community of Shirren eeking out a living in the deserts. he always dreamed of travelling to the stars and flying space ships and he finally got his chance when he helped smuggle a group of Starfinders off world with some rescued rtifacts. Arriving on Absalom Station he was paralysed wth the sheet number of opportunities it prresented but he also missed his family terribly.

He joined the Society when offfered the chance by the people he rescued and since then it has become his new family. He is fiercly protective of his new brothers and sisters but he also doesnt like it when they squabble and fighr. he believes friendshop is the most powerful force in the Universe and that everyone should get along with each other, being ncie is not optional in Killiks world.

Stat Block:

Killik 9
Host shirren ace pilot mystic 9
N Medium humanoid (necrograft, shirren)
Init +8; Senses blindsense (vibration) 30 ft., darkvision 60 ft.; Perception +20 (+24 to search)

SP 72
HP 60
RP 10
EAC 26
KAC 27

Fort +7; Ref +9; Will +12
+1 vs. death effects, disease, mind-affecting effects, paralysis, poison, sleep effects, and stunning unless the effect specifies it functions against undead.
+4 vs. contact and injury diseases and poisons

Speed 30 ft.

Melee tactical spear +6 (1d6+9 P)
Ranged anchoring hunting rifle +10 (1d8+9 P; immobilization) or
Ranged anchoring pulsecaster pistol +10 (1d4+4 E nonlethal; immobilization) or
Ranged anchoring tactical seeker rifle +10 (2d8+9 P; immobilization) or
Ranged flame rifle +10 (1d6+9 F; burn 1d6) or
Ranged utility scattergun +8 (1d4+9 P) or
Ranged tactical semi-auto pistol +10 (1d6+4 P)

Offensive Abilities echoes of obedience, greater forced amity [DC20], inexplicable commands

Spell-Like Abilities (CL 9th)
. . At will—mindlink (once per individual each day) (sp)

Mystic Spells Known (CL 9th)
. . 3rd (4/day)—fear*, haste, psychokinetic strangulation, slow, suggestion
. . 2nd (6/day)—hold person, mind thrust*, mystic cure*, remove condition, lesser restoration
. . 1st (7/day)—command, disguise self, life bubble, lesser remove condition, share language, wisp ally
. . 0 (at will)—daze, detect affliction, detect magic, psychokinetic hand, stabilize, token spell
Connection overlord

Str 10 (+0); Dex 19 (+4); Con 14 (+2); Int 14 (+2); Wis 22 (+6); Cha 8 (-1)

Skills Bluff +6, Culture +16, Diplomacy +16, Disguise +3, Intimidate +14, Life Science +6, Medicine +6, Mysticism +18 (+22 to arm or disarm traps), Perception +20 (+24 to search), Physical Science +3, Piloting +16 (9 ranks), Sense Motive +20, Survival +10 (+14 for orienteering); (reduce the DC of Culture checks by 5 when recalling knowledge about starship and vehicle models and parts as well as famous hotshot pilots)

Feats Improved Initiative, Longarm Proficiency, Skill Synergy (perception, sense motive), Spell Focus, Versatile Specialization

Languages Akitonian, Aklo, Azlanti, Celestial, Common, Eoxian, Goblin, Jinsul, Kasatha, Orc, Shirren, Triaxian, Vesk, Ysoki; limited telepathy 30 ft.

Other Abilities field trainee, healing touch, lone wolf

Gear medpatch, freebooter armor III (upgrade: infrared sensors, jetpack), kasatha microcord III, anchoring hunting rifle, anchoring pulsecaster pistol with 1 battery (20 charges)[/i], anchoring tactical seeker rifle, flame rifle with 1 standard petrol tank (20 charges), tactical semi-auto pistol, tactical spear, utility scattergun, broad-spectrum scanning kit, clear spindle aeon stone, fire extinguisher, formal clothing, holoskin, hygiene kit, industrial backpack, longarm and sniper rounds (50), mk 1 null-space chamber, mk 1 ring of resistance, mk 1 ring of resistance, mk 2 ring of resistance, mk 2 ring of resistance, navigator's tools, personal comm unit, scattergun shells (20), small arm rounds (50), staff of mystic healing, standard petrol tankss (2), starstone compass, tetrad certified translator, trailblazer, trapsmith's tools

Augmentations antitoxin membrane, gill sheath, lack heart black heart (heart slot), mk 1, mk 1 intercepting ears, mk 1 moonlight fibers, mk 1 synaptic accelerator (dexterity), mk 2 synaptic accelerator (wisdom), wildwise

Slotted Bpons for Heralds War:

Welcome to the SFS: As an immediate action when you are struck by a critical hit or dealt at least 15 points of damage from a spell or supernatural ability, you can check the box that precedes this boon and expend rhe tattoo’s magic to gain 10 temporary Hit Points that last for 1 minute. You also regain 1 previously expended Resolve Point when using this boon.

Marked Agent: Can activate subdermal tattoo of SFS symbol
Journey to Scoured Stars: Part 1 of solving the Scoured Stars incident
Journey to Scoured Stars: Part 3 of solving the scoured stars incident
Team Spirit: Reduce raise dead cost
Journey to Scoured Stars: Reclaim time lost tear
Surviving Companion: Sharktopus!
Journey to the Scoured Stars: Part 5

Wayfinders champion

Master Hireling: [Computers, engineering, physical science +17]

Automated Defences: 1/combat SO can reduce speed of tracking weapon by 50% for 1 round before the gunnery check. Spen 1R to use again

Tshirt Reroll

Saviour of the Scoured Stars Once per session reroll skill check to present positive view of the society

Scoured Stars Survivor 1/day reduce resolve to stabilise by 1 and gain 1d6hp/2 character levels