Killik
Host shirren ace pilot mystic 11
N Medium humanoid (necrograft, shirren)
Init +9;
Senses blindsense (vibration) 30 ft., darkvision 60 ft.;
Perception +23 (+27 to search)
Defense
SP 99 HP 72
RP 12
EAC 30; KAC 30
Fort +9; Ref +11; Will +15
+2 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
Offense
Speed 30 ft., swim 20 ft.
Melee tactical spear +8 (1d6+11 P; block, thrown [20 ft.], analog)
Ranged merciful, anchoring, ghost killer elite plasma bolter +15 (3d10+11 E & F; immobilization or wound [DC 19]; unwieldy)
Offensive Abilities echoes of obedience, greater forced amity, inexplicable commands
Spell-Like Abilities (CL 11th)
. . At will—mindlink (once per individual each day), telepathic bond
Mystic Spells Known (CL 11th)
. . 4th (3/day)—confusion, fear*, mind thrust*, mystic cure*
. . 3rd (6/day)—dispel magic, haste, psychokinetic strangulation, slow, suggestion
. . 2nd (6/day)—command undead, fog cloud, hold person, remove condition, lesser restoration, see invisibility
. . 1st (7/day)—command, disguise self, identify, life bubble, might of the ellicoth[PW], share language, wisp ally
. . 0 (at will)—daze, detect affliction, detect magic, psychokinetic hand, stabilize, token spell
Connection overlord
* This spell can be cast using a lower level spell slot to varying effect. See the spell’s description.
Statistics
Str 10 (+0); Dex 20 (+5); Con 16 (+3); Int 14 (+2); Wis 24 (+7); Cha 8 (-1)
Skills Athletics +0 (+8 when swimming), Bluff +8, Culture +18 (+4 to recall knowledge), Diplomacy +19, Disguise +3, Intimidate +17, Life Science +6 (+4 to recall knowledge), Medicine +6, Mysticism +21 (+25 to arm or disarm traps) (+4 to recall knowledge), Perception +23 (+27 to search), Physical Science +3 (+4 to recall knowledge), Piloting +19 (11 ranks), Sense Motive +23, Survival +11 (+15 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, Weapon Focus (longarms)
Languages Akitonian, Aklo, Aquan, Azlanti, Celestial, Common, Eoxian, Goblin, Jinsul, Kasatha, Orc, Shirren, Terran, Triaxian, Vesk, Ysoki; limited telepathy 30 ft.
Other Abilities field trainee, healing touch, lone wolf
Gear medpatch, kasatha microcord III, squad hardlight series (upgrade: dented kasa, targeting computer, infrared sensors, jetpack), anchoring, merciful, ghost killer elite plasma bolter with 1 high-capacity battery (40 charges), [i]anchoring hunting rifle with 6 longarm rounds, anchoring pulsecaster pistol with 1 battery (20 charges), anchoring tactical seeker rifle with 8 longarm rounds, flame rifle with 1 standard petrol tank (20 charges), tactical semi-auto pistol with 9 small arm rounds, tactical spear, utility scattergun with 4 scattergun shells, batteriess (2), broad-spectrum scanning kit[AR], clear spindle aeon stone, fire extinguisher, formal clothing, holoskin, hygiene kit, industrial backpack, iridescent spindle aeon stone, library chips (culture, engineering, life science, mysticism, physical science), longarm and sniper rounds (25), 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, small arm rounds (30), staff of mystic healing, standard petrol tankss (2), starstone compass, tetrad certified translator, trailblazer, trapsmith's tools
Augmentations antitoxin membrane, black heart (heart slot), cimbing suckers, mk 2[AR], gill sheath, mk 1 intercepting ears[AR], mk 1 synaptic accelerator (dexterity), mk 2 moonlight fibers[AR], mk 2 synaptic accelerator (wisdom), wildwise