About Ksisktkit, Maker of Scones
Host Icon shirren mystic (akashic) 12
Bold = Class skill, * = Trained only
Acrobatics +0 +0 Dexterity
Athletics +0 +0 Strength
Bluff +3 +3 Charisma
Computers* +0 +0 Intelligence
Culture* +12 +0 Intelligence, +2 racial, +1 theme, +6 ranks, +3 class skill
Diplomacy +20 +3 Charisma, +2 racial, +12 ranks, +3 class skill
Disguise +3 +3 Charisma
Engineering* +0 +0 Intelligence
Intimidate +3 +3 Charisma
Life Science* +0 +0 Intelligence
Medicine* +15 +0 Intelligence, +12 ranks, +3 class skill
Mysticism* +13 +4 Wisdom, +6 ranks, +3 class skill
Perception +19 +4 Wisdom, +12 ranks, +3 class skill
Physical Science* +0 +0 Intelligence
Piloting +0 +0 Dexterity
Profession (baker)* +19 +4 Wisdom, +12 ranks, +3 class skill
Sense Motive +19 +4 Wisdom, +12 ranks, +3 class skill
Sleight of Hand* +0 +0 Dexterity
Stealth +0 +0 Dexterity
Survival +4 +4 Wisdom
Feats Advanced Melee Weapon Proficiency, Blind-Fight, Improved Initiative, Longarm Proficiency, Quick Draw, Weapon Specialization (longarms)
Languages Common, Shirren, Verces, Limited Telepathy (30')'
• LVL 01 | Theme Knowledge:
Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession's cultural aspects, decrease the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes a class skill for you, though if it is a class skill from the class you take at 1st level, you gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
• LVL 06 | Celebrity:
You are famous enough that pretty much everyone has either heard of you or can quickly find information about you (it’s a DC 10 Culture check to recognize your name and a DC 20 Culture check for someone to recognize you out of context from your appearance alone). Among those who follow your iconic profession, you’ve built up both fans and detractors due to your celebrity. If you’re looking for a generic person like “a doctor who can treat this disease,” you can almost always find one who’s a fan and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM’s discretion, fans might give you services (although not goods) for a discount or even for free.
• LVL 12 | Megacelebrity:
Your reputation grows to the point that your name is ubiquitous. The DC of Culture checks to recognize you is reduced to 5 (or 10 to recognize you out of context from your appearance alone) and it takes only 1d4 hours to find a fan who meets a generic description. In addition, fans give you a 10% discount on purchased goods.
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.
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 Culture and 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.
• LVL 01 | Connection (Akashic):
You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic—once made, this choice can’t be changed. Many mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don’t fit within their ethos. As such, each connection lists the deities and philosophies commonly associated with it.
Akashic Connection: You’re linked to the collective knowledge of every sentient species that ever lived that’s held in the Akashic Record, an Astral library of perfect psychic records of every moment in history. You might be an ancient lorekeeper, an inquisitive student of the occult, an intuitive consulting detective, or a secret-hoarding spy.
Associated Skills: Culture, Mysticism, and Profession (baker) for the purpose of Channel Skill (changeable to another Profession skill at the start of each day)
Spells: 1st—identify, 2nd—augury, 3rd—tongues, 4th—[i]divination, 5th—[i]contact other plane, 6th—vision
• Connection Powers:
• LVL 01 | Akashic Knowledge (Ex)You gain the channel skill ability at 1st level (instead of 2nd level). Each day when you recover your spell slots, you can tap into the Akashic Record, enabling you to choose one Profession skill and add that to your list of associated skills for the channel skill class feature.
• LVL 03 | Access Akashic Record (Su)You can access the Akashic Record to augment your skills. You can spend 1 Resolve Point to attempt a skill check as if you had ranks in that skill equal to your mystic level.
• LVL 06 | Peer into the Future (Su)Once per day, you can spend 10 minutes in uninterrupted meditation to receive visions of possible futures. At any point over the next 24 hours, you can declare that you are using the benefit of this ability before rolling one initiative check, saving throw, or skill check. You gain a +4 insight bonus to that check. At 11th level, you can use this ability twice per day, though you can’t use it again until after you’ve used your first bonus.
• LVL 09 | Mind Probe (Sp)You can use mind probe as a spell-like ability a number of times per day equal to your mystic level, lasting for 1 round. A creature that successfully saves against your mind probe is immune to further uses of this ability for 24 hours.
• LVL 12 | Telepathic Memories (Su)You can share memories at will with allies linked by your telepathic bond class feature. As a full action, you or a linked ally can send a memory of up to 1 minute to as many others in the bond as they choose. Sending a relevant memory counts as a successful aid another attempt for a skill check, even if you wouldn’t otherwise be able to use aid another (to a limit of one such memory per skill check).
• LVL 01 | Connection Spell:
Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known. These spells can’t be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection’s entry. If your connection lists a single variable-level spell for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level.
• LVL 01 | Healing Touch (Su):
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
• LVL 01 | Channel Skill +4 (Su):
You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. Each connection has two skills associated with it. 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.
• LVL 02 | Mindlink (Sp):
You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.
• LVL 03 | Weapon Specialization (Ex):
You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.
• LVL 11 | Telepathic Bond (Sp):
As a standard action, you can form a telepathic link with up to six other willing creatures, allowing you to communicate telepathically at great distances. This functions as telepathic bond, except the duration is permanent. You can have only one telepathic bond active in this way at any given time; creating a new telepathic bond immediately ends the previous one.
• Advanced Melee Weapon Proficiency:
You gain proficiency in advanced melee weapons.
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. You aren’t flat-footed against melee attacks from creatures you can’t see, and you can withdraw from creatures you can’t perceive. You don’t need to attempt Acrobatics checks to move at full speed while blinded.
• Improved Initiative:
You gain a +4 bonus to initiative checks.
• Longarm Proficiency:
You gain proficiency in longarms.
• Quick Draw:
You can draw a weapon as a swift action. Additionally, when making an attack using a thrown weapon as an attack or full attack action, you can draw a weapon as part of the action of making a thrown attack with it. You can draw a hidden weapon as a move action.
• Weapon Specialization (longarms):
Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which 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.
Ksisktkit is just over 5 feet tall, and their exoskeleton is dark green. They keep their antenna-moustache well-groomed.
They have an extremely outgoing personality, although they frequently turn the subject of conversation to scones. They're just an all-around likeable guy, and their enthusiasm can be contagious.
Ksisktkit grew up on Verces in a predominantly shirren town. From the day they left their larval jar, they had one goal: to make the perfect scone. In search of this, they moved to Absalom station at age 14, hoping to find more information there. In their studies, they became known even outside of the scone-making community. But they stumbled across the Akashic Record, forging a bond with it. Maybe it's hubris. Maybe it's overconfidence, or arrogance, but Ksisktkit believes- no, he knows that they can create the best damn scone this universe has ever seen.